Original PlayStation Platform RSS Feed | GameSkinny.com Original PlayStation RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Legend of Mana Technique Unlock Guide https://www.gameskinny.com/fgnzt/legend-of-mana-technique-unlock-guide https://www.gameskinny.com/fgnzt/legend-of-mana-technique-unlock-guide Thu, 24 Jun 2021 14:54:58 -0400 Ashley Shankle

Being that Legend of Mana has a relatively simple battle system, you're going to want to learn special techniques as quickly as possible to keep things engaging throughout your travels.

In Legend of Mana, techniques are learned by using their paired weapon as well as using the required abilities to unlock the technique. This may sound a little convoluted, but the system is deceptively simple in its implementation. Once you know how it works and do things right, you're set.

If you're not sure how to unlock all the abilities, take a look at our Legend of Mana ability unlock guide first.

How to Unlock Techniques in Legend of Mana

There are 11 weapon types to try your hand at in Legend of Mana, and these are aided by 26 different abilities. You can see which ones you have of both in the Skill menu.

Legend of Mana abilities menu highlighting the Mighty Javelin technique.

Each weapon type has a list of special techniques it can learn, some of them up to 20 techniques. Though you can only have four equipped at a time.

To learn a technique, first you must learn its requisite abilities. Then you must have the requisite abilities equipped in battle, and you need to do the same for the weapon.

There are hidden values for each ability and weapon type that accumulate when you win battles. Once these values reach a threshold, you will learn a special technique after combat.

Note that neither your weapon nor your abilities must be equipped at the same time to learn a technique.

An example of this in action:

  1. You can use Jump with a Knife equipped to learn Rising Eagle, because the values for both Jump and Knife rise as you win battles. Your Jump value has risen regardless of weapon, and your Knife value has risen regardless of abilities.
  2.  If you like, you can then switch to using a Sword and win a battle to learn Cutting Bamboo without Jump equipped. This is because your Jump value has already been raised, and now you have met the requisite hidden value for Swords.

This is the case for higher tier techniques as well.

With that all out of the way, let's take a look at which techniques each weapon type can learn and which abilities you need to use to unlock them.

Legend of Mana Knife Techniques

Technique Req. Abilities
Rising Eagle Jump
Admonition Lunge
Vapor Blade Somersault
Sonic Wave Back-roll
Vortex of Death Somersault
Eclipse Back-flip
Rising Dragon High-jump
Crescent Moon Moonsault
 Back Slasher Whirl, Lunge
 Backstab Slide, Double-jump
Cobra Fang Push, Retreat
Puppet Retreat, Cheer
Ninja Drop Grapple, Push
Pouncing Cat Somersault, Back-roll
Dance of Roses Evade, Defensive Lunge, High-jump
Looking Glass Taunt, Bash, Whirl
Reaping the Mist Lunge, Back-roll, Back-flip
Dark Assassins Spin, Crouch, Evade
Aerial Reaver High-jump, Crouch, Flip-kick, Spin
Phoenix Evade, Cheer, Double-jump, Defensive Lunge


Legend of Mana Sword Techniques

Technique Req. Abilities
Maelstrom Spin
Cutting Bamboo Jump
Iai Strike Lunge
Triple Tiger Somersault
 Rising Sun Crouch
Cutting Pine High Jump
Corkscrew Back-flip
Bird of Prey Moonsault
Blade Launcher Back-roll
Clean Sweep Retreat, Slide
Cross Strike Lunge, High-jump
Dragon's Tail Back-flip, tackle
Tiger Claw Back-roll, Somersault
Motion of Truth Bash, Tackle, Moonsault
Orbiting Blades Spin, Defensive Lunge
Invisible Death Lunge, Retreat, Grapple
Dynamite X Cheer, Jump, Crouch
Smashing Blade Push, Whirl, Somersault
Terminal Velocity Back-flip, Whirl, Lunge, Spin
Golden Dragon Crouch, Toss, Evade, High-jump


Legend of Mana Axe Techniques

Technique Req. Abilities
Deep Slice Lunge
Tornado Spin
Axe Bomb Jump
Bird of Prey Moonsault
Retribution Back-roll
Electronic Yo-yo Somersault
Salmon Upstream Back-flip
Cutting Pine High-jump
Rising Sun Crouch
Black Wings Bash, Toss
Axe Bomber Bash, Evade
Cross Strike Lunge, High-jump
Orbiting Blades Spin, Defensive Lunge
Boulder Back-flip, Dash, Tackle
True Strike Whirl, Somersault, Moonsault
Time Burst Push, Spin, Evade
Dynamite X Cheer, Jump, Crouch
Karma Cheer, Evade, Counterstrike, High-jump


Legend of Mana 2 Handed Sword Techniques

Technique Req. Abilities
Spiral Wave Somersault
Shish Kebob Back-roll
Impulse High-jump
Lunging Arc Lunge
Rising Crush Crouch
Shield Breaker Jump
Windwalker Moonsault
Windslasher Spin
Marble Stream Lunge, Evade
Rain of Blood Toss, Double-jump
Splashblade Back-roll, Back-flip
Skullsplitter Jump, Whirl
Bring It On Taunt, Retreat
Quakebringer Crouch, Cheer, Moonsault
Triple Offense Somersault, Evade, High-jump
Deep Swing Crouch, Counterstrike, Defend, Counterattack
 Beautiful Three Lunge, Tackle, Back-flip
Raging Pain Jump, Taunt, Evade, Flip-kick


Legend of Mana 2 Handed Axe Techniques

Technique Req. Abilities
Rolling Throw Somersault
Sideswipe Lunge
Rising Claw Jump
Blurred Axe Back-flip
Spiral Wave Somersault
Impulse High-jump
Flying Sawblades Spin
Rising Crush Crouch
Snowfall Spin, Toss
Divine Right Push, Back-roll
Spinning Hawk Back-flip, Flip-kick
Splashblade Back-roll, Back-flip
Tidal Wave Evade, Defensive Lunge
 Spikestrike Slide, Whirl, Moonsault
Angelic Lumberjack Spin, Retreat, Tackle, High-jump
Buzzsaw of Doom Lunge, Somersault, Double-jump
 Sparkling Rampage Tackle, Spin, Retreat, High-jump


Legend of Mana Hammer Techniques

Technique Req. Abilities
Blammo Spin
Big Bang Jump
Super Slugger Lunge
Mole-hunting Somersault
Windwalker Moonsault
Rising Crush Crouch
Retribution Back-roll
Ground Zero High-jump
Double Impact Somersault, Moonsault
Blazing Hammer Tackle, Retreat
Thor's Hammer High-jump, Toss
Skullsplitter Jump, Whirl
Tidal Wave Defensive Lunge, Evade
Ultra Slugger Lunge, Retreat, Toss
Volcano Jump, Cheer, Crouch
Intervention Spin, Somersault, Double-jump
Pearly Gates Toss, Spin, Retreat, Lunge


Rabite and party members fighting Jajara in a cave.

Legend of Mana Spear Techniques

Technique Req. Abilities
Mighty Javelin Jump
Lancer Lunge
Twister Spin
Dragon's Bite Somersault
Nebulous Saucer Moonsault
Furious Copter High-jump
Rewind Back-roll, Moonsault
Lancenator Tackle, Crouch
Cyclone Racer Lunge, Spin
Fool's Play Evade, Toss
Holy Light High-jump, Somersault
Triple Supremacy Spin, Crouch, Lunge
Chrome Ray Back-roll, Defensive Lunge, Grapple
Deadly Branding Taunt, Bash, Slide
Lo and Behold Crouch, Spin, Double-jump, Moonsault
Raging Fury Evade, Tackle, Lunge
Blue Dragon Retreat, Evade, Spin, Defensive Lunge


Legend of Mana Staff Techniques

Technique Req. Abilities
Gust Lunge
Paint it Black Jump
Golden Pyres Crouch
Aftershock Spin
Blaze Moonsault
Bubbles High-jump
Halo Evade
Flower of Gold Retreat, Evade
Purgatory Cheer, Tackle
Fire and Ice Back-flip, Somersault
Gates of the Fall Spin, Moonsault
Song of the Spirits Evade, Taunt, Spin


Legend of Mana Glove Techniques

Technique Req. Abilities
Whirlwind Kick Spin
Rolling Slam Somersault
Bloody Knuckles Lunge
Lightning Kick Jump
Jawbreaker Crouch
Flip-thrust Back-roll
Moonsault Stomp Moonsault
Giant Swing Spin, Grapple
Tiger Driver 91 Grapple, Crouch
Mental Barrier Counterattack, Counterstrike
Northern Lights Jump, Grapple
Cough Drop Bash, Grapple, High-jump
Sparkly Feet Evade, Double-jump, Toss
Flips of Thunder Back-roll, Back-flip, Back-kick
FistoftheNorseStar Evade, Lunge, Grapple
Power Combo Lunge, Bash, Retreat, Grapple
Gravity Drop Toss, Crouch, Grapple, High-jump
Earthquake Crouch, Back-roll, Back-flip, Moonsault


Legend of Mana Flail Techniques

Technique Req. Abilities
Setting Sun Jump
Dragon Teeth Lunge
Chinsplitter Crouch
Drunken Monkey Somersault
Phoenix Wings Spin
Twilight High-jump
Psyclone Moonsault
Back Slasher Lunge, Whirl
 Enter the Tiger Slide, Retreat
 Avalanche Back-flip, Crouch
Double Dragon Evade, Moonsault
Puppet Cheer, Retreat
 Demon's Howl Lunge, High-jump, Flip-kick
 Extreme Conditions Evade, Tackle, Double-jump
Challenger Tackle, Taunt, Counterattack
Looking Glass Bash, Taunt, Whirl
Malevolence Jump, Crouch, Evade, High-jump
White Tiger Evade, Spin, Grapple, Defensive Lunge


Legend of Mana Bow Techniques

Technique Req. Abilities
Trueshot Lunge
Forward Artillery Jump
Spinshot Spin
Tri-shot High-jump
Needle Shower Back-roll
Trickshot Moonsault
Hypershot Toss
Backshot Bash
Change-up Retreat
Sureshot Back-flip, Flip-kick
Rain of Death Spin, High-jump
Flying Swallows Tackle, Double-jump
Carpet Bomber Evade, High-jump
Mastershot Spin, Whirl, Back-flip
Wildshot Back-roll, Double-jump, Grapple
Main Gun Lunge, Evade, Retreat, Counterattack


The special technique system is probably one of the less confusing parts of Legend of Mana. Don't worry about memorizing every ability you need right away, first focus on unlocking abilities and keep some key ones in mind that you'll want to use regularly for a while. Enjoy the game, and look for more Legend of Mana guides here on GameSkinny.

Legend of Mana Ability Unlock Guide https://www.gameskinny.com/xofx1/legend-of-mana-ability-unlock-guide https://www.gameskinny.com/xofx1/legend-of-mana-ability-unlock-guide Thu, 24 Jun 2021 12:24:36 -0400 Ashley Shankle

Legend of Mana is just as obtuse today as when it originally came out in North America 21 years ago. For those coming from the Trials of Mana port or remake who haven't played it before and expected something a little more obvious out of the Legend of Mana ability and technique systems, there's a bit of catching up to do.

Abilities are the movement skills you can equip two of at a time in the skill menu and are bound to two buttons or keys. What they are depends on your platform, so here's a picture just pointing out what we're talking about here.

Legend of Mana abilities menu showing  backstep, slide, special techniques, and magic.

Abilities are learned via having requisite abilities equipped during combat, with each battle win adding a hidden value to that ability's counter toward learning a more complex ability. For instance, winning a few battles with Defend equipped will prompt you to eventually learn Counterattack after a battle.

The exact requirement values are never seen, but they are not particularly high. You may need to have an ability equipped for maybe 20 battles, at the most, to learn a new ability.

When trying to learn an ability with two requirement abilities, you do not need to have them both equipped at the same time. The hidden values for each ability are stored even when swapped out.

You want to unlock all of these not just to use them individually, but also to unlock special techniques for your weapons.

Legend of Mana Ability Unlocks

You start Legend of Mana with eight abilities to choose from, with some more obviously useful than others.

  1. Jump — Available by default
  2. Defend — Available by default
  3. Retreat — Available by default
  4. Lunge — Available by default
  5. Crouch — Available by default
  6. Cheer — Available by default
  7. Spin — Available by default
  8. Push — Available by default
  9. Somersault — Requires Jump and Lunge
  10. Back-roll — Requires Jump and Retreat
  11. High-jump — Requires Jump and Crouch
  12. Double-jump — Requires Jump and High-jump
  13. Counterattack — Requires Defend
  14. Grapple — Requires Defend and Push
  15. Defensive Lunge — Requires Defend and Lunge
  16. Whirl — Requires Grapple and Spin
  17. Bash — Requires Push and Whirl
  18. Tackle - Requires Push and Lunge
  19. Back-flip — Requires Back-roll and High-jump
  20. Counterstrike — Requires Counterattack
  21. Moonsault — Requires High-jump and Somersault
  22. Evade — Requires Retreat and Lunge
  23. Toss — Requires Bash and Crouch
  24. Flip-kick — Requires Back-roll and Back-flip
  25. Taunt — Requires Cheer and Retreat
  26. Slide — Requires Crouch and Lunge

That's all you really need to know about the abilities, though their true strength lies in special technique unlocks. You can read up on which abilities you need to focus on for different techs in our Legend of Mana techniques unlock guide.

What Resident Evil Does That Zombie Fiction Usually Doesn't https://www.gameskinny.com/db5yj/what-resident-evil-does-that-zombie-fiction-usually-doesnt https://www.gameskinny.com/db5yj/what-resident-evil-does-that-zombie-fiction-usually-doesnt Fri, 30 Apr 2021 11:15:15 -0400 Thomas Wilde

This year marks the 25th anniversary of the Resident Evil series, which is easily one of the weirdest success stories in video games. Even long-time, hardcore fans of the franchise will tell you that the plot is not Resident Evil's high point, and I can't realistically argue that they're wrong.


RE started by making it all up as it went along, eventually kitbashed itself into a sort of bizarre military thriller, and then chucked it all to fight mold monsters in backwoods Louisiana. Resident Evil, as fiction, is a case of Capcom succeeding despite itself.


Twenty-five years later, however, the survival-horror franchise has become one of the tentpoles in the increasingly crowded zombie sub-genre. For all the balls-out craziness of Resident Evil's story, it's consistently done one thing that sets itself apart from the pack, which we as fans and critics don't talk about enough. To some extent, I'd argue that it's the secret to RE's lasting appeal.


Simply put: the Resident Evil games aren't cynical, and that's almost entirely unique within the genre.


Editor's note: Spoilers for the Resident Evil series, including Resident Evil 2 Remake, follow. 


Mission Statement


The best and most useful example of this, which has stuck with me since I saw it, is from the 2019 Resident Evil 2 remake, right after the crane fight in Claire's scenario, when you catch up to Sherry Birkin in the drainage room.


Sherry's been infected with the G-Virus offscreen, which, as far as we as players know, is a death sentence. Even Sherry's mother, Annette, writes her off as a lost cause.


Claire, however, does not, which leads to the following exchange:


CLAIRE: Sherry, don't worry. I will get you whatever you need, OK?
SHERRY: Why are you doing this?
CLAIRE: Because I care.


This is the only explanation that you, as the player, ever get for Claire's decision. She doesn't have any convenient narrative justification on deck, like a tragically dead younger sibling, and doesn't have a plan to get something out of the deal. Claire has every right to walk away from this, but chooses to give a damn about this girl she just met.


In a lot of other zombie media, this scenario ends with one or both characters dead, because you can't have nice things during a zombie outbreak. If this were any version of The Walking Dead, Claire would have dropped from a sudden headshot out of nowhere by the time she finished enunciating the word "care."


In Resident Evil, however, Claire isn't punished for a moment of compassion. Instead, if anything, she's rewarded.


Humans as Monsters


The modern zombie genre was effectively codified by George Romero's "Dead Trilogy" of films, particularly 1978's Dawn of the Dead (above). Virtually every zombie film, game, book, show, comic, or what-have-you since Dawn has some of that movie in its DNA, whether it's deliberate inspiration (Dead Rising, Netflix's Daybreak) or just reacting to it (the mall level in Left 4 Dead 2, Joe Russo's Return of the Living Dead).


One of the primary drivers of the action in the "Dead Trilogy" is that the humans are the ones who screw everything up, and that's gone on to be the most influential aspect of the films.


In both the 1968 and 1990 versions of Night of the Living Dead, the survivors take more damage from their own dumb decisions than they do from the zombies. In the original 1978 Dawn of the Dead, the survivors' fortified hideout is only breached when a bunch of idiot bikers decide to break in for fun.



Over the course of the next few decades, this has slowly been codified into the bedrock of the genre, particularly in video games (i.e., Days Gone, above).


Zombies can be dangerous under the right circumstances, but in nine zombie apocalypses out of ten, it's the humans that you really have to watch out for. They'll make mistakes; they'll screw you over; they'll provide the sub-bosses while the zombies fade into background noise.


That, in turn, has given a lot of recent zombie stories an unmistakably cynical edge, if that cynicism isn't the whole point of the story in the first place. The zombies themselves can easily end up as little more than an inciting incident, which lets a writer go on to explore a scenario about desperation, deprivation, and inhumanity.


That isn't a criticism. That kind of story can be and has been done well, first by Romero--I basically just described 1981's Day of the Dead--and then by 40 years of other creators.


The issue at hand is that it's become the standard formula for the genre, which shifts one of the central questions of the narrative. Instead of asking, "Will humanity survive?", the zombie apocalypse is asking, "Is humanity worth saving?"


Resident Evil's answer to the latter question, traditionally and almost uniquely, has been "Yes."


Canceling the Apocalypse


You can make the counterpoint here that what Resident Evil is actually saying is, "Humanity will survive because we, Capcom, want to keep making Resident Evil games." That's entirely valid, particularly as a "Doylist" interpretation of the series.


It's also worth noting that the series's main characters, particularly Chris and Leon, have been put through the wringer. Chris is visibly burned out at the start of Resident Evil 5, then spends most of Resident Evil 6 as a post-traumatic wreck. Leon is an outright drunken mess in 2017's Vendetta.


There's a difference between the characters suffering from bouts of cynicism, however, and the series itself falling into that trap.


In fact, one of the abiding themes of the series, both in gameplay and in the last few mainline games, is persistence: in continuing onward, regardless of the odds, to try and achieve the most positive outcome that can be hoped for under the circumstances.


The world of Resident Evil is one in which atrocities happen regularly, usually for astoundingly dumb reasons. Whether it's Wesker's planetary eugenics plan in RE5, Glenn Arias's revenge scheme in Vendetta, Morgan Lansdale endangering the world to save it in Revelations, Alex Wesker's epistemologically-questionable resurrection scheme in Revelations 2, or the hundred clashing motivations you get from various Umbrella employees throughout the series (money! power! a kingdom in Africa where only pretty people get to live!), the world of Resident Evil is in a constant state of catastrophe.



It's never quite reached that point, however, because the villains tend to lose. They don't turn circumstances around to somehow benefit from them, and they don't slink off with no permanent damage like the Joker to menace the heroes again in the next installment. (Usually. Some of them are still around.) They're confronted, they're fought, and they're taken out, one way or the other.


Granted, those victories don't come cheap. Whether it's a friend, a team, a town, or a city, you don't hit the closing credits in Resident Evil without the protagonists paying dearly for it. This is still a horror franchise, and not everyone gets to make it out unscathed.


Occasionally, you don't get to have any real victory at all. For example, neither version of Resident Evil 3 gives Jill much of a chance to do anything besides survive, and Resident Evil 6 relies heavily on hopelessness as its primary horrific theme, so all you get to do for most of it is helplessly watch people die. (Like a lot of things about RE6, it's not a bad idea, but the execution isn't there.)


It's still a far cry from many of the other games playing in Resident Evil's genre-pool, many of which start at the end of the world. You spend a lot of time in those games fighting other humans over relative scraps, for the slim chance that maybe the next day will be marginally less awful than today.



In Resident Evil, on the other hand, the world is worth fighting for, is being fought for, and those fights are successful a surprising amount of the time. Some humans are bastards, but some are selfless enough to keep showing up to fight them, time and time again, regardless of the personal cost.


For whatever reason, that's become the primary factor that sets Resident Evil apart from everything else. It's the one major franchise in the zombie horror genre where hope actually matters and victory is possible, if costly. It deserves more credit for that than it's ever gotten.


[Image sources: IMDB, Capcom]

PlayStation Classics That Need a Remake, Remaster, or Sequel on PS5 https://www.gameskinny.com/pgvbi/playstation-classics-that-need-a-remake-remaster-or-sequel-on-ps5 https://www.gameskinny.com/pgvbi/playstation-classics-that-need-a-remake-remaster-or-sequel-on-ps5 Fri, 17 Jul 2020 15:36:58 -0400 Ethan Anderson


Legacy of Kain


Legacy of Kain is, depending on who you talk to, one of the more obscure entries on this list. It's a series of action-adventure games dating all the way back to 1996.


At the time, these games were praised for their storylines and gripping gameplay. Kain is a vampire out for revenge, and he didn't exactly meet the conventional standards for a protagonist at the time.


Yet again, we have another classic PlayStation franchise that isn't available on PS4. It's long overdue for an upgraded version for fans to sink their teeth into.




None of these games listed are guaranteed to get remasters, remakes, or sequels, but a little bit of hope can go a long way. Trust me. As a Spyro fan, I know the struggle well.


What classic PlayStation franchises do you want to see remastered or completely remade? Let us know over on Twitter




Tenchu was one of the most notable stealth-focused games on the PS1, alongside Metal Gear Solid. In fact, they both released in 1998 in Japan.


The duo's stealth mechanics are where most of the similarities between the two end, though, as Tenchu incorporated ninjutsu, Japanese fantasy, and martial arts elements throughout the series. Metal Gear Solid is, well, Metal Gear.


FromSoftware President Hidetaka Miyazaki actually stated that Sekiro could have been a new entry in the Tenchu franchise, but plans changed. That confession alone should give fans hope for a Tenchu comeback.




Suikoden is an RPG series that honestly, didn't always sell well. Despite this, critics and fans alike have continuously praised the early games.


Suikoden 2 is the brightest of the bunch, being hailed as one of the best non-Square Enix console RPGs of all time. Unfortunately, none of the games made it to the PS4 in any capacity.


Even if a sequel or full remake seems unlikely at this point, we can still keep our fingers crossed for a remaster of the long series' most enjoyable titles.


Sly Cooper


Okay, so there are a few platformers on this list. They're all classics, though. Like Jak and DaxterSly Cooper is another PlayStation franchise that gained most of its popularity during the early- to mid-2000s.


The latest entry came out in 2013 on the PS3, and at one point, there was even a movie in development, yet no signs of another sequel.


Unlike Jak and Daxter, the Sly Cooper games weren't made available on PS4 at all. Sly's band of thieves missed out on an entire console generation, but it might be just the right time to bring the series back.


Twisted Metal


Twisted Metal started out as a classic PS1 game, and it just so happens to be the oldest entry on this list. The first game launched in 1995, while the latest game was a reboot released for PS3 in 2012.


It'd be interesting to see just how the PS5 could improve upon Twisted Metal's chaotic demolition derby gameplay.


The high-octane action needs to be experienced once more, and now would be the perfect time for a victory lap, especially considering the popularity of games like Rocket League.


Jak and Daxter


Naughty Dog has been a big name in the video game industry for a long time. Before The Last of Us, there was Uncharted. And before Uncharted, there was Crash Bandicoot and Jak and Daxter on the PS1 and PS2.


The Last of Us 2 has been on a lot of players' minds for a few weeks now, but it wasn't too long ago that Jak and Daxter could arguably be called Naughty Dog's best work. It was one of the very best action-platformers around in the early- to mid-2000s.


The series has been brought to PS3 and PS4 with upscaled ports, which is nice, but Jak and Daxter is a franchise that deserves more. 


It'd be a dream come true to be able to see more of the amazing story, fun combat and platforming, and loveable characters in a Crash Bandicoot-style remake or sequel.


Silent Hill


The Silent Hill franchise defined survival horror games with its first few entries on the PS1 and PS2. In fact, some would even say that Silent Hill 2 is one of, if not, the best game in that genre.


The creepy, mind-bending narratives stuck with players for years to come. This is even true for the demo for the canceled Silent Hill entry, P.T.


If anything on the level of P.T. gets released as a true sequel in the series for next-generation consoles, fans would absolutely lose their minds in the best way possible. Because of that, rumors of new entry have stalked the series for years, and iconic villain Pyramid Head has even made a recent appearance in Dead by Daylight


Ape Escape


The first Ape Escape came out back in 1999. It quickly became one of the console's must-play platformers. Exploring the diverse environments while catching all of the escaped apes never got old.


Fast-forward a few years, and we have the latest mainline entry in the series. "Latest" may not even be the right word since Ape Escape 3 was released in 2005 on the PS2.


With its insane number of spin-offs, it's genuinely surprising that a real Ape Escape sequel hasn't been made in 15 years.


There are ways to play some of the games in the series on PS4, but nothing close to a true remaster, remake, or sequel. Here's to hoping that these apes are let loose once again on PlayStation 5.


The next generation of consoles is right around the corner, but sometimes it's hard to leave old favorites in the past. Sometimes, players want a bit more than upscaled ports. But which games deserve that coveted remaster, remake, or even a sequel?


Spyro the Dragon and Crash Bandicoot made nostalgia-infused comebacks as remakes recently, which feels like a ray of hope for fans of PS1-era games. Crash is even getting a brand new sequel, coming this year.


With the PlayStation 5 arriving this holiday season, it's time to take a look back at some PlayStation classics that need to make next-gen appearances.

Enhanced Port of Monster Rancher 2 Heads to Nintendo Switch & Mobile in Japan https://www.gameskinny.com/9mblz/enhanced-port-of-monster-rancher-2-heads-to-nintendo-switch-mobile-in-japan https://www.gameskinny.com/9mblz/enhanced-port-of-monster-rancher-2-heads-to-nintendo-switch-mobile-in-japan Tue, 07 Jul 2020 14:38:28 -0400 Erroll Maas

In the latest issue of Famitsu, Koei Tecmo has revealed that an enhanced port of Monster Rancher 2 (known as Monster Farm 2 in Japan) will be coming to Nintendo Switch, iOS, and Android this Fall in Japan.

This comes a month after Koei Tecmo asked fans if they'd like to see Monster Rancher 2 receive a similar treatment to the enhanced port of the first Monster Rancher released last year. Not much information has been revealed yet, but it has been announced that the port will contain over 400 monsters. It has also been said that the port will have various improvements based on fan feedback.

Monster Rancher 2 originally released for PlayStation in Japan on February 25, 1999, in North America on August 31, 1999, and in Europe on October 20, 2000. It was the first Monster Rancher title to release in Europe and was named Monster Rancher there and in other PAL regions. Monster Rancher 2 also featured a system where players could transfer their monsters over from the first game if they had a save file for it.

The enhanced port of the first Monster Rancher game released for Nintendo Switch, iOS, and Android in Japan in Fall 2019 and featured various adjustments and improvements. Instead of using physical discs to unlock monsters, the port featured a CD database that players could look through.

It is currently unknown if either of these enhanced Monster Rancher ports will see a release outside of Japan. The last Monster Rancher title to see an international release was My Monster Rancher, a mobile title that was released for iOS and Android devices in 2011.

Monster Rancher 2 will come to Nintendo Switch, Android, and iOS in Fall 2020 in Japan. Monster Rancher is currently available on the Japanese Nintendo Switch eShop as well as Google Play and the iOS store in Japan.

Rumors Say Silent Hill Reboot is PS5 Exclusive, Demo in the Works https://www.gameskinny.com/rx5ml/rumors-say-silent-hill-reboot-is-ps5-exclusive-demo-in-the-works https://www.gameskinny.com/rx5ml/rumors-say-silent-hill-reboot-is-ps5-exclusive-demo-in-the-works Fri, 22 May 2020 12:53:50 -0400 Josh Broadwell

Another week, another round of Silent Hill rumors. This time around, the Silent Hill rumors claim a soft reboot is in the works, and the Silent Hill reboot would be a PlayStation 5 exclusive.

Though they should be taken with a grain of salt for now, it's possible these rumblings have a tinge of truth to them. The source of the Silent Hill reboot rumors is AestheticGamer, the same source that leaked information about the Resident Evil 4 remake that Video Game Chronicles went on to verify and support.

AestheticGamer's information reportedly comes from a number of independent sources they verified. These sources say Sony did not purchase the IP from Konami as other rumors suggested, and Silent Hill composer Akira Yamaoka and series creator Keiichiro Toyama directing the project.

If true, the rumors say a Silent Hill reboot announcement would be coming soon and a playable demo would follow shortly after.

As stated above, the veracity of these rumors is still up for debate. Konami debunked the first round of Silent Hill reboot rumors, though AestheticGamer proved right before and has remained consistent so far with Silent Hill. It's worth keeping an eye on, either way.

Stay tuned to GameSkinny for more Silent Hill reboot news as it (hopefully) develops.

Missing the PS1 Days? Check Out The Haunted PS1 Demo Disk Collection! https://www.gameskinny.com/r7p8j/missing-the-ps1-days-check-out-the-haunted-ps1-demo-disk-collection https://www.gameskinny.com/r7p8j/missing-the-ps1-days-check-out-the-haunted-ps1-demo-disk-collection Fri, 07 Feb 2020 15:16:04 -0500 Ty Arthur

Get ready for a serious blast from the past with a modern twist! While most retro titles these days focus on SNES-style pixel art or classic isometric gameplay, that iconic, blocky PS1 look doesn't get as much love (unless you count the killer Last Of Us Part 2 demake trailer).

Today, 17 demos for classic PS1 games that don't actually exist came online with the Haunted PS1 Demo Disk. Despite the name, the collection is solely for Windows machines, but it is available for free and includes games that very much taking their cues from the best PS1 games like King's Field, Silent Hill, and Tony Hawk's Pro Skater.

If you're ready for your own lo-res haunted house experience, you can download the Haunted PS1 demo disk here.

Here's what the developers had to say about this spooky collection:

A CRT you don't remember owning flashes to life. Frozen in place you look upon the flickering screen to spy a dismal, bloodied scene. A cracked and faded jewel case sits close beside. A pale grey plastic box sits in front, emitting a low whirring noise. Will you take to the controller or let yourself be taken over?

Here's the full list of titles included on the Haunted PS1 Demo Disc 2020:

  • A Place, Forbidden
  • Dead Heat
  • Dread Delusion
  • Effigy
  • Erasure
  • Fatum Betula
  • Heartworm
  • In Somnio
  • Neko Yume
  • Ode to a Moon - Lost Disc
  • Orange County
  • Sauna2000
  • Snowy Castle Game
  • Tasty Ramen 
  • Until Biglight

Hopefully, this won't be the last collection like this. And maybe, we'll get a real classic demo disc from Sony or SEGA in the future. 

Monster Rancher Officially Getting a Port for Its Birthday https://www.gameskinny.com/592pa/monster-rancher-officially-getting-a-port-for-its-birthday https://www.gameskinny.com/592pa/monster-rancher-officially-getting-a-port-for-its-birthday Wed, 24 Jul 2019 13:54:51 -0400 Ashley Shankle

Am I reading this correctly? Monster Rancher is getting a port? According to the official Twitter, it's getting one for its birthday.

Koei Tecmo will be releasing a digital port of the monster raising sim sometime later this year in celebration of its 20th anniversary. The IP seeing the light of day is surprising in itself, but the series official Twitter went live just a few months ago and has toted hashtags for both the first and second games in the series ever since. Of course, featuring handler assistants Holly and Colt.

The very first Monster Farm was released on July 24, 1997. And, this year it will return!

The original Monster Farm port will be available for release in 2019. Look forward to more updates!

The Monster Rancher series, titled Monster Farm in Japan, was best known as that odd-off PlayStation series that allowed players to summon monsters via disc. If you had a collection of music CDs or games, you had a whole world of monsters to bring to life in either title.

While this announcement is specifically for the original Monster Farm title, the tweet with the announcement still includes the hashtag for Monster Farm 2. It's very possible an announcement regarding the much-improved sequel will be coming sometime around the release date.

All signs point to this port being a digital-only release, raising the question of how players will be able to summon in this disc-less modern age. We'll find out eventually, but for now, fans of the classic series can take solace in the fact this announcement reached #1 trending on Twitter mobile in Japan as well as Yahoo! Japan (which is still quite relevant there), showing strong support for its return on modern platforms.

It looks like Monster Rancher really is rising again! Though whether it will get an international release is still yet to be seen.

How Digimon Story: Cyber Sleuth Was a Franchise Turning Point https://www.gameskinny.com/vh5r4/how-digimon-story-cyber-sleuth-was-a-franchise-turning-point https://www.gameskinny.com/vh5r4/how-digimon-story-cyber-sleuth-was-a-franchise-turning-point Fri, 19 Jul 2019 14:02:04 -0400 Josh Broadwell

Digimon might remind themselves they're the champions every time an episode of the Digimon anime played on American television, but the truth of the matter was quite a different story for a long time — and still is, to an extent.

Despite technically being born before their much better known rivals, Pokemon, the digital beasties never enjoyed the same reputation in the West. A big part of that is down to timing and marketing, but there were plenty of production issues involved as well.

In fact, it wasn't until 2016 saw Digimon Story: Cyber Sleuth release in the West that the franchise attained anything resembling coherent design and  cohesive originality. Now that it has, though, all signs point to the franchise hopefully remaining unique and a presence in the West for years to come.

It Starts with an Egg

Digimon started life, ironically, as a pocket monster franchise, literally. It was one of those little monster-raising things you keep in your pocket — the ones we all got in trouble with at school because it was more interesting than school.

From the start, it emphasized training your digital monster and helping it grow, not necessarily attached to any kind of story.

The first Digimon video game was a little ditty titled Digital Monster Ver.S: Digimon Tamers (not to be confused with the third season of the anime) on the Sega Saturn in 1998, which functioned basically as a TV-oriented conversion of the virtual pet. This entry has been lost with time, a bit for good reason. It didn't hold a candle to Pokemon's RPG offering, which released a full two years prior in the region.

The series's first full-fledged video game outing, Digimon World, didn't make it West until 2000, leaving Pokemon to begin its course of cultural domination with a multi-pronged media approach centered around video games and anime a full two years prior in North America. Pokemon had won.

And it's not too surprising that Pokemon succeeded. Red and Blue are rather simple by today's standards, but they wrapped up monster catching and raising in a more interesting package. Instead of just waiting for your Pokemon to poop and grow, you could take it on an adventure, stick with it for as long as you wanted or shelve it for a newer 'mon, and then win the ultimate challenge against the Elite Four.

All this was a huge hit, despite the slightly misleading premise in Pokemon's core mechanics. You really don't "train" your Pokemon in the same sense you would train your Digimon. Yet along with the more attention-grabbing adventure elements, the Pokemon anime got a two-year head start as well, so when Digimon caught up, it could only be perceived as an inferior contender.

After all, a franchise that defines itself by claiming it's better than something else clearly doesn't have as much to offer, right?

The World is Your... Farm?

Earlier Digimon games didn't do much to emphasize the series' foundational features and dispel that idea.

Tell that to a die-hard Digimon World fan, and you'll be quickly educated on how wrong you are, but that's sort of the point here. Digimon was confined to "those people" on the other side of the playground. While it was dearly loved by the ones who did take a chance on the copycat monsters, the developers went about setting the franchise apart in all the wrong ways.

The original PlayStation Digimon World games were a hodgepodge of genres and mechanics that work well when they do work, but lack clear direction. From recruiting people to a city to completing random mini-games, engaging in fights, and doing some 3D exploration, they offer a bit of everything without perfecting any one thing.

In that sense, you could say Digimon World was ahead of its time, with the genre blending and more open-ended sense of play.

It's a shame, then, that the micromanagement aspects of Digimon raising held it back. Waiting for your Digimon to do its digi-doody when it lives in a small piece of plastic inside your pocket is fine because you can do other things. Waiting for it as a form of entertainment whilst sitting in front of the TV is another matter entirely.

Meanwhile, Pokemon was off refining perfection with Gold and Silver, offering an improved — and much more focused — experience that also had the major benefit of being handheld.

That hit Pokemon's target audience the most, since Nintendo's handhelds were always marketed towards younger gamers, while the franchise was still  one of the only games of its kind. Digimon was overshadowed not just by Pokemon again, but by other, more innovative and rewarding, PlayStation era games too.

Mimicry, Flattery, and All That

Fast forward through several years and past some more Digimon spin-offs, and we get to the point where Digimon made it back to gamers' pockets — and deserved the aspersion hurled at it that it was just a copycat franchise.

Digimon World DS followed a pattern very similar to Pokemon. You get pulled into a new world, meet a professor-type person (well, digital monster in this case) pick a starter Digimon, and travel around fighting and training monsters. Leveling up the Tamer rank is equivalent to getting a Gym Badge, and it's all just too familiar. That fact wasn't lost on fans and critics alike when the game launched in the West.

Granted, a lot of this was still very Digimon. Raising and training via managing the Digi-Farm, Digivolving, and thoughtful management all played a vital role in progressing through the game. In fact, Digivolving is one of the things that really set and continues to set Digimon apart from its better-known rival.

Where evolving a Pokemon is fairly straightforward, Digivolution employs a less hardcore version of Pokemon's IV training. Focusing on a specific stat or meeting some other requirement allows a Digimon to change form, and knowing when to Digivolve or not has always been part of the series' main gimmicks.

However, there just wasn't enough to make it worthwhile in World DS. The difficulty is very low, with no option to change; the story is non-existent; and the localization is appalling.

Its sequel mimicked Pokemon even more, splitting the game into two versions — Dawn and Dusk — with different monsters and slightly different dungeons. Yet it also diluted the experience with endless fetch quests and lower production values.

It says something when a set of games considered mediocre like the DS Digimon World games is simultaneously praised for being the best in the franchise.

Timing was another issue here, and again, it stayed in Pokemon's shadow,. The first World DS game was three years too late with mechanics and ideas Pokemon's Gen III implemented.

Dawn and Dusk released in the same year as Pokemon Diamond and Pearl, The former were iterating again on a now four-year-old formula with little to show for it, while the latter launched Pokemon into a completely new audience with IV stats, a focus on the meta-game, and vibrant new graphics.

A Long Intermission

Unfortunately, North American video game sales figures aren't made widely available. Marketing research firm The NPD Group publishes monthly and yearly Top 10 style lists of sales for hardware and software, and that's about it.

There might not be any reliable statistics for how the Digimon World DS games sold in the US, but we can safely assume they didn't do very well at all.

Why? Because localization for Digimon games from then on was spotty at best, with the West only getting random titles like Digimon World Championship. That was a shame for Western fans and potential newcomers to the series, because 2008-2013 saw Digimon games of much higher quality release in Japan.

Notable highlights include Digimon Adventure for the PSP that basically lets you play the anime and the successful Digimon World Re: Digitize, which, in Japan, garnered first week sales just 10,000 shy of Pokemon Black 2 and White 2's first week numbers.

Alas, Western gamers languished with no Digimon to hope for in the near future — or rejoiced, depending on your experience with the games up to that point.

Jumping Back Into the Future

Those two games in particular started a trend that would carry over to Digimon Story: Cyber Sleuth and its sequel, namely trying to forge a unique identity and create a unified set of mechanics.

Cyber Sleuth builds on the longtime series staple of existing alongside a digital world by taking it further, blending the concept with ideas and situations specific to the mid-2010s.

No longer is the idea of vanishing inside a computer meant to be enough of a draw. Instead, people live through and in EDEN, a virtual reality city that — in a nod to the problems of online socialization — lets you completely recreate yourself and hide your real identity.

This brief and simple setup immediately sets the game apart from its rivals. Accusations of copying certainly couldn't be leveled at Digimon here, particularly since it has Sword Art Online beat by many years in the "entering a digital world" department.

More importantly, Pokemon continued to offer more of the same (since that's what people wanted), leaving fans wishing for something more "mature" or at least something more ambitious in the story department.

Cyber Story delivers on both counts, drawing on Digimon's origins of a monster-based series in a super-modern world to finally set the series apart.

It's been called Persona-lite, with its modern setting and emphasis on relationships, and that's not really a bad thing.

From cyber-crime syndicates to malicious hackers and all manner of problems in between, the world of Digimon Story is a vibrant place that, despite being fictitious, still manages to resemble the real world in some ways. The story doesn't hit Persona's level of maturity, but the story beats, darker elements, and bits of intrigue and mystery are still not something we've seen or are likely to see in Pokemon, let alone something a Digimon game has ever tried to do before.

Having a solid story, something that compels you to progress through the game, gives you a reason to raise your Digimon as well, and it gives the monsters more significance than just being something to collect.

It's helped along by a couple of other factors too, though.

The first is the difficulty. On default, Cyber Story is somewhat easy, but the difficulty level can be bumped up to accommodate those with different needs. That the game makes allowances for different playstyles is another first for the series and something Pokemon still hasn't done.

Masters of Digi-volution can probably still steamroll through the game by min-maxing stats in their Digi-Farms and breaking the game through skillful control of their monsters. Newcomers can take it easy with normal difficulty or take on a greater challenge as they try to learn the ropes.

Making Digi-volution so important to progressing through the game adds a much greater, and much needed, sense of cohesion when combined with the improved story elements. There's a clear goal for raising a Digimon and an easy-to-understand path for getting there, whether you want that extra power or you need to crush a boss.

Sure, it's something the World DS games had, but there's no denying it's much more enjoyable when you feel like you're doing these things in a unique game instead of a game that just acts as a bridge to the next Pokemon. Equally as important, it was the first time in nearly two decades Digimon's traditional mechanics of raising and evolution finally got packaged together as something you could reasonably call fun.

Finally, there's combat. Pokemon was never overly simplistic in its numerous type match-ups, and for those who didn't grow up with a type chart permanently seared into their brains, things like Ice > Flying > Grass >Fire > Ice are something of an entry barrier.

Not so with Cyber Story. A few basic types, a few more subtypes, and that's it.

The Final Results

So, Cyber Story had interesting characters, forged a unique identity, doubled down on making the mechanics fun and worthwhile, and finally had the means to leave Pokemon's shadow. But did it work?

Yes and no, but mostly yes. Timing, again, has a lot to do with why Cyber Story was received well.

How well is somewhat relative, though. The game came West in 2016, the same year as Pokemon Sun and Moon made their appearance. But this time, Digimon was on the Vita, which reached an entirely different market than the 3DS.

These were often the people who grew up playing Pokemon and wanted something different, and by 2016, Vita owners were already starting to see the handheld console's slow death on the horizon, noticeable first and foremost by a steady drought of new games. A new monster-collecting game promising a hefty bit of content and darker story wasn't something to miss, even if it was digital-only in the West.

And that's important to understand. Cyber Story didn't break the top 20 PS4 games in the months following its release in the West, but consistently remained in the top 5 Vita games.

The same went for its sequel, Digimon Story: Cyber Sleuth — Hacker's Memory when it released a few years later. In fact, Hacker's Memory was 2018's top Vita game, and that isn't taking into account the Asian-with-English-subs versions available for import.

Yet it didn't appear on the PS4 lists again, and Pokemon continued to dominate the handheld titles.


With data like that, it probably seems a bit disingenuous to say Cyber Sleuth was a major turning point in the Digimon video game franchise. However, context is everything here.

The Story games were still handheld hits, far surpassing the DS World games in both popularity and quality. Quality is the most important point here, though, as this is the stage when finally — finally — Digimon got its act together in a sensible, focused game.

It's not known exactly how well the games did perform, but it was enough to reverse the localization curse. It convinced the series' producers to continue with the Story subset of Digimon games and ensure future games in the Digimon franchise were localized for Western audiences.

It's even the reason we'll be getting Digimon Survive (whenever that happens). If that isn't a turning point for a franchise once considered a sad, desperate copycat, I don't know what is.

Long Lost Press Kit for Vib Ribbon Discovered by Online Artist "Ribbon Black" https://www.gameskinny.com/dfo4r/long-lost-press-kit-for-vib-ribbon-discovered-by-online-artist-ribbon-black https://www.gameskinny.com/dfo4r/long-lost-press-kit-for-vib-ribbon-discovered-by-online-artist-ribbon-black Wed, 05 Jun 2019 09:47:57 -0400 Greyson Ditzler

Online artist "Ribbon Black" has released to the public a fascinating find for any fans of the PS1 rhythm game classic Vib Ribbon; a press release copy of the game filled with previously unreleased information and data on the game.

Some of the more interesting information discovered in the press kit is an interview with and photos of the game's director Masaya Matsura, several unused key art images (one shown below), and even unused music found on a disc titled, DJ Cam Loa Project Meets Vib Ribbon

The disc mainly consists of a variety of different music by artist DJ Cam spanning multiple genres, but the standout is a track that seems to be an unused level track from Vib Ribbon itself.

Ribbon Black was unable to find the track anywhere else on the internet and has uploaded the track to Soundcloud for all to hear. The track is six minutes long and spans multiple genres, fitting in well with the rest of bizarre yet catchy soundtrack of Vib Ribbon. 

One of the previously unused key art images found in the press kit.

Ribbon Black has been kind enough to not only summarize a great deal of the more interesting information from the discovery in a blog post that you can read here to see everything else, and has also released the full contents of the press kit for others to play around with via dropbox.

Vib Ribbon is available now for PS3 and PlayStation Vita, and you can follow Ribbon Black on Twitter.

Mystery Dungeon is a Criminally Underrated Series — And That's a Shame https://www.gameskinny.com/p8nng/mystery-dungeon-is-a-criminally-underrated-series-and-thats-a-shame https://www.gameskinny.com/p8nng/mystery-dungeon-is-a-criminally-underrated-series-and-thats-a-shame Sun, 31 Mar 2019 13:03:36 -0400 Josh Broadwell

Square Enix released Chocobo's Mystery Dungeon: Every Buddy recently, and to some, it might seem an odd game out. Mystery Dungeon games are roguelikes and previous Chocobo-related outings didn't attract as much attention in the West as they did overseas.

They're known for brutal difficulty and roguelike elements most of all. But underneath the randomly generated dungeons and turn-based combat is a series with huge variety and deep connections to gaming history. Certain outings, including Chocobo's Mystery Dungeon, also go beyond the teeth-grinding difficulty and offer compelling fanservice whose charm alone helps make the entire package worthwhile.

How It Started

In general, the Mystery Dungeon games share a few core things in common with roguelikes.

They revolve around exploring one or multiple dungeons, usually with a variety of randomly generated floors or sections themed around a specific gimmick. Each floor’s layout is randomly generated. That’s where part of the appeal is, too, since the dungeon changes every time you enter.

Movement is grid-based, and each step you take causes time to move forward on that floor. Of course, enemies and other environmental facets take place as you (and time) move.

Combat is turn based and often relies on your character facing the right direction so it can actually land a hit. Many Mystery Dungeon games will include a variation of the class system common to RPGs, letting you change up how you approach each obstacle.

These all stretch back to the game that’s one of the grandfathers (grand-game?) of all RPGs: Wizardry.

Wizardry was the first dungeon crawler video game with mass appeal and was based heavily on the likes of Dungeons and Dragons and created by Robert Woodhead and Andrew Greenberg in the late 1970s, though it didn’t hit many people’s radars until 1980.

Wizardry built on other, similar games with exploration elements and first-person mechanics to create a unique experience. Dungeon exploration and incredible detail (for the time) were coupled with party-based combat and a deep experience that could change depending on how you approached it.

It also existed in a pre-map era, which meant players resorted to the tabletop feature of developing their own maps (hello Etrian Odysseys ancestor).

Wizardry was a success in the West, but success doesn’t even begin to describe the phenomenon it created in Japan. It, along with Ultima, developed a huge following that still exists and sparked the modern RPG as we know it.

How Dungeon Crawlers Gave Birth to the RPG

Apart from introducing staple RPG mechanics like fantasy, exploration, and party combat to broader audiences, Wizardry caught the imaginations of Koichi Nakamura and Yuuji Horii during their earlier days at Enix.

Wizardry didn’t release in Japan until 1985, but the two programmers experienced it firsthand at Applefest in 1983. The design and mechanics struck a chord in them, and they combined Wizardry gameplay with the Ultima map as the foundation for what became Dragon Quest.

That game ended up spawning Final Fantasy, and the genealogy of RPGs is well-known enough from there. It is worth noting, though, that Nakamura would go on to work on the Pokemon Mystery Dungeon series, along with acting as producer for many, many other Mystery Dungeon spinoffs.

Around the time Dragon Quest made its debut, Wizardry and the dungeon crawler were fading from the public eye in the West. Greenberg and Woodhead had achieved cult following status in Japan, though, and could hardly walk around without being mobbed by adoring fans.

As roguelikes and dungeon crawlers gradually fell out of favor this side of the Pacific, Japan started seeing more mainstream games with Wizardry’s DNA, like Shin Megami Tensei, along with a host of lesser known titles, such as Dragon Slayer, to say nothing of the countless Wizardry sequels and spinoffs still being made.

How the RPG Gave Birth to Mystery Dungeon

The genre changed again, though. In 1993, the first Mystery Dungeon game was released, Torneko no Daibōken: Fushigi no Dungeon. It featured a side character from Dragon Warrior IV and was basically a console roguelikes that used familiar characters from well-known RPGs to draw people in.

But it spawned a series that would include countless spinoffs from multiple well-known franchises.

Take Final Fantasy for example. In 1997, doubtlessly riding off FFVII’s success, Square released Chocobo Fushigi na Dungeon (what would end up being translated as Chocobo’s Mystery Dungeon for the sequel).

It borrowed elements of Final Fantasy and mashed them with Wizardry-style dungeon exploration and rougelike elements to create a successful spinoff—successful enough to warrant a sequel only a year later.

Chocobo’s Mystery Dungeon 2 wasn’t a major hit in the West, but it developed a loyal following. Part of the appeal in Japan and the West was that the Chocobo offshoot tames some of the bone-grinding difficulty and made the series more accessible.

Other franchises would follow suit, but apart from the joy of seeing your favorite characters — or character classes, in the case of something like Etrian Mystery Dungeon — there's a special something about playing a game that has such strong roots to modern RPG gaming and was ultimately responsible for some of the biggest names in the gaming industry.

The Core: Strategy, Heartache, Rinse, and Repeat

But before Pokemon Mystery Dungeon and the Final Fantasy Fables games that tried to be more accessible, there were other entries in the Mystery Dungeon series designed for the hardcore gamer.

The Shiren the Wanderer games are some of the better known spinoffs in the Mystery Dungeon series, with releases on the Wii (Shiren the Wanderer), DS (Mystery Dungeon: Shiren the Wanderer) and Vita (Shiren the Wanderer: the Tower of Fortune and the Dice of Fate).

The Shiren games are not for the faint of heart. They'll take your time, make you think you're doing well, and then crush you with a smile before sending you back to square one.

These hardcore Mystery Dungeon games are the epitome of roguelike. But that's also part of what makes them popular, popular enough to warrant additional entries in the West, including a newer mobile release as well. Shiren games force you to literally think out every step, planning ahead so even if the RNG gods do spit on you, there's still a chance of survival.

Like the best roguelikes, its design is effective enough to keep you trying again and again, regardless of how many times it kicks you down — even if you do need a break first. Since layouts are always different, it means your strategy has to change every time too.

It helps that these mechanics are wrapped around a charming graphics style, with some addictive item management and combination elements as well, making the frustrations more than worthwhile.

That goes double for Etrian Mystery Dungeon, the peculiar one-off Mystery Dungeon entry using Etrian Odyssey concepts. It's as incredibly difficult and "figure it out yourself" as the core EO games (well, most of them), but it combines exploration and class experimentation with the Mystery Dungeon format.

The result is an engrossing game on par with Shiren for both difficulty and reward, though surpassing it in terms of playability.

Each Mystery Dungeon game is bursting with replay value and keeps players engaged for long periods of time with its variety of mechanics and almost infinite ways you can approach it. Of course, the difficulty means it isn't for everyone. Outside of dedicated fans, you won't likely find many people who talk about Shiren in the West or Etrian Mystery Dungeon.

The Rest of Us

The Mystery Dungeon series is nothing if not flexible, though. While the core games like Shiren continued being made, the series fared better when it continued in the tradition of the original: combining well-known RPGs with the more unforgiving Mystery Dungeon formula.

Still, the series didn't really hit its stride in the West until Pokemon Mystery Dungeon: Red Rescue Team and Blue Rescue Team launched.

There were other attempts to make the series popular, like Izuna: Legend of the Unemployed Ninja. But these lacked the staying power of a big franchise, while Pokemon was capable of bringing in a new and sizeable audience and easing them into the established gameplay formula.

Now, instead of the quirkiness of Shiren and the exotic dungeons, players could take a personality test and become one of their favorite Pokemon for the duration of the game.

The stories, while not astounding, at least provided context for the many, many trips into the dungeons. Plus the exploration used well-known Pokemon mechanics like elemental attack types and leveling up to make the huge change in gameplay styles easier to tolerate.

After the initial pairing's success, the Pokemon offshoot spawned regular new entries. While these might not be "true" Mystery Dungeon games, in the sense that they lack some of the risk-reward element and the harsher roguelike mechanics, they represent something important.

For franchises where experimentation either never happens, like Pokemon, or comes under heavy fire when it does, like Final Fantasy, the Mystery Dungeon series is a creative outlet that lets developers do something different with their established creations that fans can enjoy for a long time.

Who wouldn't want to run around a dungeon with Mog as a sidekick or turn into a Pokemon for a few hours, after all?

Chocobo's Mystery Dungeon: Everybuddy is out and about, and with it fans are getting the best of both Mystery Dungeon worlds. It has all the charm and appeal of a Pokemon Mystery Dungeon game, but with Final Fantasy themes and cameos. What's not to love?

The Mystery Dungeon series ticks on as the primary roguelike series on console and handheld for a good reason, and it comes as no surprise with history in mind.

8 Games and Franchises with the Biggest Translation Gaffes https://www.gameskinny.com/3ja5f/8-games-and-franchises-with-the-biggest-translation-gaffes https://www.gameskinny.com/3ja5f/8-games-and-franchises-with-the-biggest-translation-gaffes Mon, 18 Mar 2019 17:30:01 -0400 Josh Broadwell


Breath of Fire II


Fans love to hate Capcom. Sometimes, it seems unfair. Other times, like when you remember Breath of Fire II, then it's completely understandable, and you just step back and let things go. Oh, if only the above picture had been true.


The early BoF games had an interesting history. Squaresoft handled the first one's localization and publishing. It had some problems, sure. The dialogue and mechanics were rough around the edges but there's still enjoyment to be had with it.


You would think of the BoF games, the first would have all the terrible issues, that Square would have taken the opportunity to sabotage a potential rival creeping in on its RPG monopoly.



Or perhaps someone at Square could tell that left to its own devices, Capcom would do that quite nicely on its own.


Breath of Fire II's translation and localization are full of ludicrous descriptions and sound effects and unclear dialogue. It's a showing on par with gems from the '80s like "all your base are belong to us" and Castlevania II.



It's near Deborah Cliff...


There are some classic signs of bad, careless translation as well, where the untranslated text is left in alongside the translated script, or even worse, the writer just added a transliteration, which isn't, y'know... actually a translation.



Manju are Japanese buns, so this particular instance is one of those cases where you forget  where the writer forgets to delete what they chose not to use. Note the transliteration was highlighted as the key point, though.



Other errors are less in keeping with the context. I'm not sure about you, but I see what could possibly be a boar — no bears, though.





It's amazing how punctuation can be so significant. Some bizarre uses of periods in here, except where a period is actually needed.



At first glance, there doesn't appear to be anything wrong with these two. It's just a nice, normal observation from a character who obviously hasn't seen Nina for a while. Except, she isn't seeing Nina now either.


This isn't a case where the party members all fold into the leader. The girl with the wings near the table? That's Nina. This woman just told Ryu he's not a little girl anymore, and I can only imagine how surprised he must have been to learn that.


If these things had remained a relic of the '90s BoF II, that would be a different story. But two different re-releases later — first on the Game Boy Advance and then on the Virtual Console — and Capcom still believed this translation was worth keeping.




Modern games aren't free from the plague of bad translation, sadly, but their shortcomings certainly do provide an amusing way to pass the time. Whether it's Capcom's carelessness in the '90s, Atlus's rushed schedule from a few years back, or the flood of cheap titles inundating digital platforms, it seems like bad translations are simply a universal factor of gaming life.


Got any examples of terrible game translations? Share yours in the comments!


Persona 5


Including Persona 5 on this list might be controversial. However, there's no denying that good though the game undoubtedly is, it falls far short of Atlus's standards in localization and what fans have come to expect from the company. That departure from the high-quality norm is a bigger gaffe than any translation awkwardness in the game.


Fortunately, for the most part, the game's dialogue quirks don't come anywhere near Kitty Love and Hollow Fragment levels of bad. You do have to pause for a moment and consider what's being said from time to time, though.



Morgana is pretty quirky to begin with, so at first glance, this seems like just another manifestation of that personality. But the sentence doesn't technically make sense. "seriously trying to kill us" maybe or "serious about killing us," but serious to kill us is what you'd expect from an inexperienced translator or an early ESL student.


Conner Kramer put together a site listing some notably egregious errors (and getting some flak for it from the fan community as well), and he added some alternatives for a few of them. Here's an example:




His revision is a lot more like what fans got in Persona 4 and much more in keeping with the character doing the speaking as well. One would expect a high school principle to say something like "misdemeanor is not tolerated..." as opposed to "you will behave yourself," which is better suited to an elementary school setting.


There are other signs of carelessness too.


Image via j-entranslations


Persona games rely heavily on good dialogue to push the story forward and keep players interested. These issues are hardly game breaking, but they do break the immersion, which makes it difficult to remain invested.


What lies behind the issue is a mystery. It's possible some elements of localization were a rushed job, since the game was delayed to begin with. But it's equally possible it was simply oversight.


Yu Namba, senior project manager at Atlus and responsible for a good deal of Persona games' localization processes, once said he couldn't account for everything that happened, but tried to make sure the core narrative was coherent and clear. Other things could slip through the cracks, as they apparently did for P5.


Kitty Love


The Switch has taken over the Vita's place as supreme host of otome games. The eShop is flooded with romance games, most of which are geared towards female audiences, and many of which have rather low production values.


Kitty Love takes the crown for one of the worst translations, though. It's the usual quirky premise for one of these games. The protagonist works at a flower shop by day and turns into a cat by night, because why not.


As is a growing trend with eShop games, the game's end result is less than stellar, with apparently very little in the way of quality control either by the developer or Nintendo's alleged curation process.



The quintessential tourist activity — buttering the day


Some of the errors here aren't quite Hollow Fragment bad, but they do range from the mild to the completely unintelligible, up to the "how could you think this was okay?"



The protagonist is in cat form in the above, so presumably, this is just a special way of saying he held the cat


Many of the scenarios just take a bit of figuring out to understand.



That isn't one of them, though.



Or that one.



Okay, so maybe it is on par with Hollow Fragment.



That's...not good.


Slapdash niche games riddled with errors aren't exactly new, but there are a couple of things that make Kitty Love stand out as particularly noteworthy.


The first is the fact that it exists at all on the Switch eShop. Nintendo claimed from the eShop's early days that it would be akin to a curated platform, and not every pitch, even from well-known developers, would be accepted. Fast forward two short years, and it seems that policy has quietly been abandoned.


What's more, unlike some games, including Hollow Fragment, Kitty Love continues to exist in this form — no patches, no changes, no discounts. Whether the amusing dialogue is worth the price of admission is for you to decide.


Pokemon Crystal: Vietnamese Version


Pokemon Vietnamese Crystal has been a thing on the internet for many years, and it's practically a meme generator. The game has a strange history. It started as a Chinese translation of the Japanese script, but despite being considered a Vietnamese version, the game is pretty much entirely in English.


Players are greeted with this.




They do? I'm...so sorry


For some reason, the translator was a bit free with referring to Pokemon as Elf and as Monster, depending on the context, though there didn't seem to be much of a guiding reason behind which scenario got which reference. Either way, there's not much of a link between professor or scholar and monster.


Some of the text is comprehensible, and you can get an idea of how it went from the original meaning to the slightly garbled one.



Friend makes sense, since Pokemon are often referred to as friend in the script. Store... eh. Center and shop are close, but that's starting to stretch it (especially when everything in there is free).


And then you get ones like this, from the next script point.



It's easy to pick up on the fact that "grasp" is used for catch, but basin?


















This early conversation shortly after the rival makes an appearance is unique, but not actually instructive.



This one doesn't seem to be very clear either, until you realize he's talking about Mr. Pokemon.



Apart from the phrasing, it makes sense. I don't know what the original script says, but I imagine it's something referring to Mr. Pokemon as an older man, hence "Grandfather."


But then you get this again.



And this.



The battle system is its own set of special. The theory goes that perhaps there was an indexing error that threw descriptions and translations off, since some are correct, just out of place. Other issues involved transliterating Japanese grammatical particles that weren't intended to be spoken or read.



But it doesn't explain everything about it or the naming conventions.


It certainly doesn't explain the unique way of obtaining items, where the game throws the F-bomb your way every time you place an item in the bag.


Most of the game is almost impossible to understand. If you're interested, you can check out the original Let's Play that sparked the phenomenon. 


Sword Art Online: Hollow Fragment


Sword Art Online is a popular transmedia franchise, spanning manga, anime, and video games. In most cases, SOA in all of its forms tells a compelling story with likeable characters, and it's garnered a decent-sized following in the West. We even ranked Sword Art Online: Hollow Realization as one of 2017's best anime franchise games.


Its sequel, Sword Art Online: Hollow Fragment had a very, very rough start in the West, though. Like a handful of other Japanese games released in Asia before the West, it initially had an Asian release with an English language option.


But that translation was bad. In fact, bad doesn't even begin to cover it.



Japan has its share of race problems, but this wasn't an instance of blatant insensitivity. This is just referring to Kirito, the man wearing black. Though, I don't think he was sexually harassing anyone.



This isn't exactly what you'd expect to find as a subject line in a hero's inbox.  Fear not, though — it's just monster extermination, SAO Asian translation-style.



The translation was also just plain lazy. SAO games stray into racy territory now and again, but , this isn't a reference to one of those adult visual novel scenes. This is just bad translation of a symbol with a wide variety of meanings, most of which relate to war, exploration, and things like that.


Fans who played the version that existed prior to the improved translation patch saw lots of references to penetration throughout the game, in some unusual contexts as well.




Some of the (many) instances do make me wonder whether the translator had a slight idea of what they were saying and tried to just make a joke out of it.


This wasn't the only instance of single-minded determination to stick to one translation regardless of context either.



A standard Japanese greeting is yoroshiku, or the full version, yoroshiku onegaishimasu. It can mean a variety of things, from "nice to meet you," to "let's get along" or "let's work together," among other potential definitions.


It's useful when you first meet someone, of course. But Asuna and other characters  would say this every time Kirito chose them to accompany him on a penetration — er, that is, an exploration trip.



Same to you!


There are countless other instances of unclear or ridiculous phrasing as well.



This being one good example.


As a matter of fact, there is.


Bandai Namco isn't known for always making the best decisions, but it's odd how an established company ended up using a very evidently poorly trained translator for the original English version.


One of my favorite things about being underground is seeing the sky.


The Tales of... Games


Bandai Namco's Tales of... series is known for its endearing characters, interesting plots, and snappy dialogue. However, not all entries are created equally.


The most recent new Tales of game, Tales of Berseria, was lauded for its darker take on the usually chipper stories and characters, but it suffered from some very uneven dialogue and writing towards the end of the game



Not all the errors are quite as confusing as this one, though.



But the biggest issue with the numerous gaffes towards the end of the game is that most of them end up completely unintelligible, like these next two.




Bandit shrooms don't even exist in the game.


It's worth noting the voiced lines don't always match with the written dialogue, though. This fact leads some to suspect that perhaps what happened with Berseria was a sudden change in script or direction near the end of production that didn't make it to the localization department and was just crammed in at the last minute.

Errors in Earlier Games

Either way, these kinds of issues aren't restricted to modern titles. Clyde Mandellin with Legends of Localization noticed this interesting mistake in Tales of the Abyss that's rather easy to overlook.



In between all the talk of fonons and fomicry in the early part of the game, it's easy to forget that the seventh fonon was known about for a long, long time. After all, how could Tear be a practicing Seventh Fonist if it was only just discovered?


The error here comes from a loose translation of the original Japanese, which only said it was the most recently discovered, which doesn't give any kind of time reference.


Then there was the official English translation of Tales of Phantasia, with this interesting little nugget.



The original line was Ragnarok, but Mandelin says older versions of Microsoft Word didn't include Ragnarok in the dictionary and only offered Kangaroo with a capital K as the first recommended choice. This one was a careless spell check error that somehow managed to make it through to publication.


Why the editors of a fantasy game script thought spell check could be relied on anyway is another matter.


Ys VIII: Lacrimosa of Dana


The Ys series is one of gaming's longest-running series, with Ys VIII: Lacrimosa of Dana being the most recent entry. While its action oriented gameplay and immersive worlds haven't changed dramatically over the decades, its publication status in the West certainly has.


Most of the early titles after the original two ended up as fan translations, before XSeed began bringing them over as part of its partnership with developer Nihon Falcom (we won't talk about that Konami incident with Ys VI).


And then came Nippon Ichi Software America. As part of Falcom's attempts to expand its international audience, it gave the publishing license for Ys VIII to NISA, with some initially unforeseen results.




This character's bowel habits became a running gag in the original translation, which shouldn't be too surprising since NISA also gave us Esty Dee (STD) as a localization joke (as they did in Atelier Rorona: The Alchemist of Arland).




It's okay Reja; most of us don't either.


The game was riddled with untranslated text, randomly scattered here and there — a common error in badly handled games from the '90s, but not something one would expect from modern games. It's certainly not in keeping with what fans expected, which made it stand out all the more.



Lines like this are common as well, making certain narrative segments and even dialogue a sort of guessing game. But that's not the worst thing.




The game originally had a passable English translation, especially for most main segments and place names. Why NISA  re-translated isn't clear, particularly when the re-translation was as it was.


Fortunately, NISA publicly recognized its errors and re-re-translated the script, providing a much better experience all 'round and apparently earning Falcom's trust enough to warrant being given its next big overseas project, The Legend of Heroes: Trails of Cold Steel III


Final Fantasy Games


Most Final Fantasy games are high quality, well-produced works. That doesn't mean they are error-free, but for the most part, the base games are well-written with good localization.


Unfortunately, Square Enix has gained a reputation for not really caring about how those high quality works transfer to other platforms based on their lazy ports and similarly low-effort localizations.



No, the above isn't a screenshot from an alternate Final Fantasy IV universe where the Red Wings were Baron's premiere delivery service with Cecil as their leader. It's the first line of script in the mobile FFIV port.


The port was supposed to use the DS version's script, but obviously, something happened along the way. It made its own mistakes, while keeping those of its predecessor.



And then there's the mobile port of Final Fantasy VI.



Given how many times "esper" appears in the script, it's baffling how this mistake wasn't caught before the game launched, to say nothing of the awkward phrasing that was left untouched.


Still, the script is entirely readable, unlike some other inclusions in this list. The biggest issue is that errors like this are expected with most SE ports, causing one to wonder about the overall attitude of the port teams and the company towards its franchises.

Errors in Original Versions

However, the original versions are certainly not free from errors.



Final Fantasy VII fans will already know this screenshot contains two errors The potentially less obvious one is Aeris's name. It's actually meant to be Aerith, and that's how it appears in all later mentions in the Final Fantasy universe.


This was a common translation error in the 1990s, when localization teams were apparently not experienced in differentiating between easily misunderstood Japanese characters. Most people know about the "L" and "R" confusion, but "S" and "TH" is another one.


There are, of course, other linguistic challenges to overcome as well.



That above is a wyvern in Final Fantasy V.


There's not really any reason other than just "whoops" for this one from Final Fantasy X, though to be fair, it was fixed in the HD remasters.



Video game fans have been dealing with the highs and lows of translation and localization since the 1980s. It's a risk built into a hobby that often relies on media translated from one context-sensitive language to a very different one.


Some of the early examples of translation gaffes have made their way into meme-dom and are among the best-known examples of games gone wrong, games such as Top Wing and Ghosts N' Goblins.


As time progressed, one would think these issues would gradually fade away, with more experienced translators and bigger budgets.


That, however, didn't happen. Through the 1990s and up to recent years, video games still dealt shoddy translations, rushed schedules, and bad management — even some of the bigger games and studios.


Some of the more egregious errors in these games and franchises are what this list focuses on, examples of games that should have been better from companies that ought to know better. Along the way, we'll touch on the reasons behind the gaffes and explore what, if anything, was done to remedy the problems.

Square Enix's Disrespect to Front Mission with Left Alive Isn't A Surprise https://www.gameskinny.com/kmwj9/square-enixs-disrespect-to-front-mission-with-left-alive-isnt-a-surprise https://www.gameskinny.com/kmwj9/square-enixs-disrespect-to-front-mission-with-left-alive-isnt-a-surprise Thu, 07 Mar 2019 14:07:45 -0500 Ashley Shankle

You know a game is bad when the publisher bans streaming of it in its native Japan, and the North American version has a single review on Amazon a day after release.

Such is the case with, Left Alive, one of a handful of games I've been actively looking forward to this year. In leading up to its release, I've had the hope that Square Enix would give the Front Mission series some much-needed respect despite continually trying to force the series into the action genre.

You see, Front Mission is traditionally known as a strategy RPG series, but Square Enix changed up the formula and attempted to reboot it as an action series in 2010 with Front Mission Evolved. That went about as well as expected considering Evolved just tossed everything that made the series memorable aside to go for those action game bucks. 

Of course, it would be fair to say that Front Mission is an obscure series in the West. We saw Front Mission 3 on the PlayStation, Front Mission 4 on the PlayStation 2, and Evolved on the PlayStation 3 in North America. Now we've gotten Left Alive, a game set in the Front Mission universe, but not really Front Mission.

Fans of the series on both sides of the ocean know Front Mission won't be left alive after this, as if it was even kicking after Evolved came out.

So what's so bad about this thing? I really can't tell you from personal experience; the dearth of review codes around the game was an alarming indicator of its quality, even before I took a gander at Amazon.co.jp on the game's release day in Japan.

The review from the player above has a few choice statements. For example: Left Alive doesn't have the action of Metal Gear or Armored Core, the cover system is unintuitive, the character animations look like a low-budget PS2 game, it takes forever for the game to let you pilot a Wanzer. The reviewer makes one statement that's hard to ignore:

"I would recommend it for people who like staring at the backs of huge robots, but not for those who want an action game, third person shooter, Metal Gear, or Armored Core."


Maybe I should have said something earlier, maybe I should have written an article highlighting some of the reviews from Japan as a warning to other Front Mission fans.

If forum and Reddit posts are any indication, many already thought it was going to be terrible based off of its limited trailers. In reality, it's not like saying anything would have magically made the game into something else...

As it stands, it's hard to even find reviews for Left Alive in English outside of Steam, and those are not good. It seems player complaints are the same no matter where you are, as many of the qualms Steam players have basically line up with the qualms Japanese players have: The controls are hard to work with, the story isn't engaging, the characters move and look like they're in a PS2 game, the cover system is poor, and the game is not well optimized.

These all seem like valid, concrete reasons not to like Left Alive. The verdict is simply that it's a "kusoge", a shit game, in its current state.

I guess my question in all of this is "Why? Why do this? Why greenlight the development of a game and commit so few resources toward it? Why slap an RPG series in an action game costume and toss it in the gutter to die?"

These are questions I honestly have no answers to and can only speculate on. Maybe the Xbox 360/PlayStation 3 generation simply demanded generic action games too much for Front Mission to live a respectable life on the next generation. But that's no excuse to bring it back in even worse shape under a totally different name.

Bringing artist Yoji Shinkawa of Metal Gear fame on to the project was a dirty trick to sell the game based on first glance. Toss some Shinkawa art on the cover and show off some mecha, you've got yourself a buyer base just to start.

With Hideo Kojima out at Konami and the Metal Gear series so disrespected with Metal Gear Survive, Left Alive was presented as a title that could fill that void to some degree.

There is certainly room in the industry for games styled after Metal Gear Solid, but this bait and switch is some sort of fresh Hell. Draw in a fanbase still seething from its loss of director, then release a new semi-entry to a classic series in a state that wouldn't have been acceptable a decade ago, and this is where we are.

I guess if you're Square Enix, that seems perfectly acceptable. If you're the consumer, though, you're out of luck.


I've been a fan of Square Enix since the companies were two separate publishers, Squaresoft and Enix.

The two rivals coming together to form Square Enix was a big deal. When the merger happened, some of my friends were worried that the lack of real competition would make the two companies complacent. I sort of laughed it off at the time, but that prediction from so long ago has gnawed at the back of my mind these past few years.

Were they right? Did Square Enix grow complacent?

All you really need to do to draw your own conclusion is to open up the Square Enix, Squaresoft, and Enix Wikipedia pages and look at the games the company has released each console generation. You can gauge the percentage of games that have been published from the PlayStation 2 to today that are actually stellar, memorable titles.

To give more background, I'm a huge Final Fantasy fan and a moderate Dragon Quest fan, but I'm willing to admit much of my preference for Square Enix is based on works both publishers released over 20 years ago.

Most recent offerings I could take or leave, which is not because I'm getting older or because my sentiments have changed, but because many of the titles that come out of Square Enix really aren't all that good. 

To really drive this home, let's take a look at North American Square Enix console releases from 2016 to today that are not remakes or ports:

  • Rise of the Tomb Raider
  • Dragon Quest Builders
  • Hitman
  • Star Ocean: Integrity and Faithlessnesss
  • Deus Ex: Mankind Divided
  • Final Fantasy 15
  • The Turing Test
  • Nier: Automata
  • I Am Setsuna
  • Figureheads
  • Spelunker Party!
  • Dragon Quest Heroes 2
  • Dragon Quest 11
  • Life Is Strange: Before the Storm
  • Lost Sphear
  • World of Final Fantasy
  • Monster of the Deep: Final Fantasy 15
  • Dissidia Final Fantasy NT
  • Monster Energy Supercross
  • Gravel
  • The Awesome Adventures of Captain Spirit
  • Octopath Traveler
  • Final Fantasy 15: Pocket Edition
  • Shadow of the Tomb Raider
  • Life Is Strange 2
  • The Quiet Man
  • Just Cause 4
  • Kingdom Hearts 3
  • Left Alive

Of course, Square Enix has released a lot more than this between 2016 and now. But a lot more of what?

Ports, remakes, and mobile games.

Sorry, sorry; let's back up. Not just mobile games  gacha games. My bad.

Is it really, though?

Among the above releases but not listed are several ports and remakes of classic RPGs from the golden years. Some, like Final Fantasy XII: The Zodiac Age, are incredibly well-done and improve the original in just about every way. Others, like the Secret of Mana remake, or all those awful Final Fantasy IX ports, are not so lucky.

How about Kingdom Hearts and its million repackages? Let's not even get started there.

For comparison, here are the "brand-new" Squaresoft releases we saw in North America between 1998 and 2000:

  • Xenogears
  • Bushido Blade 2
  • Parasite Eve
  • Final Fantasy 7
  • Brave Fencer Musashi
  • Ehrgeiz
  • Chocobo's Dungeon 2
  • Final Fantasy 8
  • Chocobo Racing
  • SaGa Frontier
  • SaGa Frontier 2
  • Front Mission 3
  • Legend of Mana
  • Threads of Fate
  • Chrono Cross
  • Parasite Eve 2
  • Final Fantasy 9
  • Final Fantasy Tactics
  • Vagrant Story

Enix wasn't very well known in North America, so the release list during the same timeframe is much shorter, but still full of quality:

  • Star Ocean: The Second Story
  • Bust A Groove
  • Bust A Groove 2
  • Torneko: The Last Hope
  • Valkyrie Profile

I don't have to do any direct comparisons between any of these lineups, because you probably are familiar with those games from 1998 to 2000 even if you didn't play them back then.

You've heard about or remember them because they were not only memorable and well-crafted but because they were and are iconic. Many are bonafide video game classics, games that have transcended generational differences and stood the test of time in one regard or many.

You can't say that about the majority of the 2016-2019 release window, even if we don't have the privilege of hindsight. Some will certainly live on. Titles such as NieR: Automata, the Tomb Raider entries, Dragon Quest XI, and Kingdom Hearts III will very likely be remembered.

So by no means am I saying that all of the games released in the time frame are bad; I am saying the community at large likely won't remember half of them in even five years.

And if you knew the number of gacha games Square Enix actually put out over the past decade, you'd probably be upset attention wasn't paid elsewhere.

Square Enix's current F2P mobile offerings on Qoo-App. Majority gacha.

One is prone to publisher/developer worship when entrenched in gaming culture, especially when that publisher or developer keeps putting out fantastic games one after the other.

Squaresoft and Enix were once companies you could put in that list, you can see it above.

There were some duds (Ehrgeiz), of course, but they were few and far between. You could count on both companies to release not just good games, but great games on a consistent basis.

I don't want to blame the consumer for a game like Left Alive, because Square Enix knew what they were doing when they promoted the game like they did, and they knew what was happening while it was being developed.

I honestly don't want to blame anyone for Left Alive and what Front Mission has become; in some ways, it's too painful to accept it for what it is.

Today, development costs have grown, marketing rises above quality, and that friend's worries I shrugged off in 2003 have been proven prophecy. It very much seems that Square Enix has, in fact, become complacent.

PlayStation Classic Receives Major Price Cut https://www.gameskinny.com/ae3p3/playstation-classic-receives-major-price-cut https://www.gameskinny.com/ae3p3/playstation-classic-receives-major-price-cut Wed, 06 Mar 2019 13:59:32 -0500 William R. Parks

At the end of last year, Sony jumped on the retro console bandwagon with the release of the PlayStation Classic, a standalone emulator featuring 20 games from the original PlayStation's lineup. Sales for the Classic have proved less than stellar since release, and it seems that Sony has decided to address this by lowering its cost significantly.

That is, the PlayStation Classic is now available at Best Buy and Walmart for $40. This price drop comes shortly after the console's initial $100 price tag was slashed to $60 at the end of December. Indeed it appears that Sony is still attempting to solidify a price point that will feel acceptable to fans.

This situation is in marked contrast to Nintendo's experience with the releases of its NES and SNES Classics. These, too, were officially-released emulators, featuring preloaded retro games, but many retailers could simply not meet the consumer demand for these consoles upon launch.

In fact, the desirability of the NES Classic led some desperate fans to purchase them for many times their MSRP through sites like eBay.

While the NES and SNES Classics had lower initial costs than the PlayStation Classic, $60 and $80 respectively, there is obviously more to the cold reception of Sony's offering than price.

Some players may point to the PlayStation Classic's games library as the primary culprit. While it does feature major titles like Final Fantasy VIIMetal Gear Solid, and Resident Evil, many fans have been quick to note the absence of classics like Tomb Raider and Crash Bandicoot.

Others may point to the emulator's poor performance as the reason for its slow sales. It has been reported that there is a general decrease in how well the Classic can run its games when compared to the original PlayStation, and that is certain to matter when there is a $100 price tag attached.

That said, it remains to be seen if reducing the cost of the PlayStation Classic to $40 will be enough for fans to overlook its shortcomings. Regardless of the outcome, it certainly seems that Sony will need to reevaluate its strategy if it decides to dip its toes into the emulation pool again in the future.

PlayStation Classics can be purchased at this reduced rate from Best Buy and Walmart.

Why it Matters that Hunk and Tofu Return in the RE2 Remake https://www.gameskinny.com/3icht/why-it-matters-that-hunk-and-tofu-return-in-the-re2-remake https://www.gameskinny.com/3icht/why-it-matters-that-hunk-and-tofu-return-in-the-re2-remake Fri, 18 Jan 2019 00:45:55 -0500 Josh Broadwell

Resident Evil is a storied franchise with countless main and spinoff characters. Among the most interesting though are Hunk and a giant block of tofu called…Tofu, and it seems that they will return in the upcoming Resident Evil 2 remake.

For the uninitiated, if players of the original Resident Evil 2 complete the game meeting strict criteria, they find two separate minigame campaigns at the end: one for Hunk and one for Tofu. Hunk’s offered a new take on the story, while Tofu's came with a huge challenge.

Upon hearing that they will return in the Resident Evil 2 remake you may be tempted to say "that’s great" and move on. However, including Hunk and Tofu is a smart business move from Capcom for more reasons than just tickling fan's nostalgia strings. 

More for Your Money

It’s no secret that expectations for games have changed drastically over the past 20 years.

Back in the 1990s, most games tended to be fairly short (with the exception of the beast that was Dragon Warrior VII). Even legendary titles like Final Fantasy VII were roughly half as long as many of today’s RPGs and open world games. 

Furthermore, the price of games was substantially different. For many of us, $30 or $40 in 1998 wasn’t too bad, especially since we probably didn’t buy as many games anyway (and many didn’t even buy their own consoles thanks to mom and dad).

Spending full price on a short game was just what we did.

However, paying $60 for a game, after forking out several hundred for a console, sparks a bit of controversy now, as any cursory glance through online forums will show. Whether you attribute it to inflation, changes in values, or whatever else, people have very definite expectations for what justifies charging full price for a game.

It goes almost without saying that a full price remake of Resident Evil 2, even with updated graphics and altered controls, would fall in that controversial category if it were just a vanilla remake.

The main story in the original game can be completed in under 10 hours, and such a short campaign could draw fans’ ire after they have paid $60 for the remake. Just look at the response to Lara Croft’s recent Tomb Raider outings as an example.

Keeping Hunk and Tofu's campaigns in the Resident Evil 2 remake extends the experience and prevents the need for DLC to expand the story and players’ enjoyment. It’s a solid reason to keep playing the base game after finishing the campaign, and, more importantly, it gives players a reason to try harder in the main game.

Assuming the remake treats Hunk and Tofu’s segments the same as the original, you’ll need to play your best during the main game to access them, earning at least a B rank in one and an A in the other. If 100% completion is your goal, or you just want to see all the extra content, suddenly, a shorter campaign is a bonus, as it will be easier to meet these criteria than it would be in a longer game.

Plus, both Hunk and Tofu's campaigns in the original release offer a substantial challenge, especially the Tofu campaign. This will give players that have refined their skills in the base game more to enjoy.

More for the Story

Hunk and Tofu's minigames help provide a different perspective on Resident Evil 2's story as well — mostly Hunk's, of course.

As a loyal Umbrella soldier/mercenary, Hunk witnesses the catastrophe that leads to Raccoon City’s destruction from a different viewpoint. This is an excellent way to ease newcomers brought in by Resident Evil 7 into the series lore, and, in general, Resident Evil 2 is the perfect entry point for understanding the wider conflicts in other Resident Evil games.

However, it’s likely that Capcom has more in store for Hunk and Tofu than simply adding the original minigames. One indicator is that Capcom has only teased that Hunk and Tofu will appear in the game instead of mentioning that their minigames are making a comeback directly.

Indeed it seems that Capcom might have several surprises in store for fans with the Resident Evil 2 remake. This includes the officially revealed Raccoon City Orphanage area, and datamining has found character data for a wide variety of previously not-present characters such as Chris Redfield and, surprisingly, Ethan Winters.

This could all pertain just to some additional mode, of course, and not be story related at all. Or, Capcom could be using the remake as a way of expanding the game's lore further, tying up loose ends and making a generally more coherent experience for old and new fans alike.

If so, it makes sense we’d see a lot more about Hunk. And who knows? Maybe Tofu will even have its own plot significance as well.

Resident Evil 2 Remake and How Capcom Found Its Way https://www.gameskinny.com/o151r/resident-evil-2-remake-and-how-capcom-found-its-way https://www.gameskinny.com/o151r/resident-evil-2-remake-and-how-capcom-found-its-way Tue, 15 Jan 2019 16:24:03 -0500 Josh Broadwell

Resident Evil is a series with a curious history marked by many highs and lows. However, the upcoming Resident Evil 2 remake looks to keep things consistent, continuing what Capcom established with its excellent Resident Evil 7.

After catapulting to fame during the era of the original PlayStation, the Resident Evil franchise plateaued with the smash hit that was Resident Evil 4. Despite being well-received at the time, this entry showed signs of the series rapidly moving away from what initially made it great.

This continued with Resident Evil 5, which prompted some fans to reflect on the franchise’s move away from survival and horror towards something more akin to Call of Duty, though the entry was also well-regarded after its launch.

Resident Evil 6 followed this trend and failed miserably as a result— at least in terms of satisfying critics and consumers — but there’s more to its failure than just a move away from survival tension. The series had become bloated by that time, with grandiose storylines and farfetched plots that asked players to suspended their disbelief without offering a rewarding return.

The Revelations spin-offs tried correcting these problems, but they still struggled with convoluted plots and mixed gameplay styles.

Finally, Capcom listened to players and delivered Resident Evil 7, the critically acclaimed return to Resident Evil’s survival-horror roots. It’s a fantastic game that manages to recognize the turns that the series took in other entires without being crippled by them.

This led to a self-contained, nail-biting thrill-ride from start to finish. That's a good thing for classic Resident Evil fans, because without the success of Resident Evil 7, there probably wouldn’t be the highly anticipated Resident Evil 2 remake.

Halcyon Days


The first three Resident Evil games weren’t exactly unique in the survival genre, but it’s the survival elements that make them stand out and propelled the series to fame.

Limited saves, limited space for items and weapons, and very limited ammunition create an incredibly tense atmosphere where players have to weigh each action carefully as they plan for some unknown and deadly future. At times, the games are downright brutal.

It’s a clever method of immersion, making the player think like the character they control. But the old Resident Evil games throw all of that at players at once, and they have tank-like controls that require players to rotate in order to change directions.

Were it not for Capcom executing the atmosphere (complete with excellent pre-rendered backgrounds), horror, action, and survival so well, the controls could have completely ruined the experience. However, as it is, they add to the tension and setting, and they are a significant part of why some fans consider these three to be the best Resident Evil games.


Any good horror experience requires just enough story, sprinkled with tantalizing mystery, to keep audiences invested and present a good reason for why the events are happening. While tension is really what makes the Resident Evil series scary, the stories they tell offer exactly that.

For example, while Chris and Jill investigate the mysterious Mansion in the original release, they slowly uncover clues as to why these hideous monsters exist to begin with.

Crimson Heads and Cerberus fiends get the blood pumping when they chase your poor tanky characters down a long hallway, but it’s when you figure out that Crimson Head used to be a human experimented on that it all gets a lot creepier, especially when players encounter Lisa Trevor. It’s no Silent Hill, but it’s disturbing nonetheless.

As the series continues, so does its horrifying plot. For instance, events spiral out of control in Resident Evil 2 when the entirety of Raccoon City becomes contaminated, leading to the eventual destruction of the city in Resident Evil 3. All of this death, tragedy, and destruction centers around greed and the desire for power.

Fantastical as it is, the story passes muster because it combines just enough humanity and reality with the obvious video game elements, and, more importantly, it keeps everything under control. The three games take place over a roughly six-month period, and Umbrella and the government take pains to ensure everything remains completely unknown outside the few survivors of the Raccoon City Incident.

A Turn for the Worse?

And then we come to Resident Evil 4.

Leon Kennedy survives chaos and destruction, like any good hero, and he now works as a special agent investigating the kidnapping of the president's daughter by some Spanish cult. Resident Evil 4 turns the series into a kind of James Bond meets the Da Vinci Code plus zombies affair.

The survival is still there, of course, and exploring abandoned, ominous huts and creepy cathedrals has a nice effect. But the plot is a mix of derivative and overly-complicated, introducing a new type of virus (that does the same thing as the T Virus), a new mysterious rival organization (that does the same thing Umbrella did), weird cults, presidential kidnappings, and more.

Resident Evil 5 tries to pick up Resident Evil 4's plot threads and link them to earlier hints at Umbrella’s activities overseas, but, in doing so, it abandons the essential survival element that made Resident Evil, well, Resident Evil.

Sure, the action is exhilarating and lore fans will appreciate the plot expansion, but Capcom got the wrong message here. The company believed fans wanted action games, and it lost sight of its artistic vision.

Pursuing profits meant creating material fans never really asked for to begin with — at least not from Capcom. Innovation took a backseat to pandering, and the company's reputation suffered from it (and from a certain controversy associated with it).

Resident Evil 6 is the culmination of that misguided pursuit. Thematically, it’s a mess, with the four diverging plotlines each using different gameplay styles. None of these offerings are fully developed, and there is very little in the way of horror, grotesque monsters, or puzzles (outside of Ada’s campaign). Basically, it's not even a Resident Evil title.

The plot is even more unbelievable than you’d expect from a horror title. Raccoon City was destroyed, so no one knows what happened, but it’s not very likely that all of the passengers on flights will turn into zombies while multiple international governments collude on some obscure weaponry plot without at least someone getting wind of what’s going on. Not to mention that a president’s daughter turning into a zombie and eating her father is bound to get some attention.

And there’s always that slight impression in the back of your mind that Tom Cruise is going to jump out and save the day during the next cutscene.

Back to Basics

But oh, how Resident Evil 7 changed things.

The game was developed concurrently with the remake of Resident Evil 2, though, of course, 7 came first. That two teams worked on two similar, back-to-basics titles strongly suggests that Capcom got the message about what fans want loud and clear, but without 7’s success, one wonders whether the company would have seen the remake of through to the end.

Longtime fans probably have an idea of why Resident Evil 7 was so successful, but it’s worth breaking down anyway. The most obvious reason is the return of the survival and horror elements, and while inventory management might not be as brutal as before, you still must think carefully about what you’re doing, especially since everything wants to kill you.

Furthermore, Capcom likes to experiment with camera angles, but choosing first-person for 7 was vital for the game’s atmosphere and creating a unique experience. Exploring 7's plantation mansion in third-person — even in HD—would be far too similar to exploring Resident Evil and Resident Evil Zero’s mansions, and it would have repeated Resident Evil 6’s mistake of recycling the Raccoon City Incident.

First-person also increases the horror factor exponentially, both because it’s a new approach and because it makes 7’s setting more intimate.

That level of closeness is what really makes 7 so great, as it creates an overall scarier experience. Wandering the plantation house and grounds while knowing that no one can hear you or save you makes for an incredibly tense experience.

It’s even more tense when the stakes are so personal, with Ethan’s wife’s life in the balance and the terrible choice between Mia and Zoe that players have to make. It's a return to the style of the original three games, as it emphasizes the human element, particularly when players learn how the Molded came to exist and what (and who) Eveline really is.

However, it also allowed Capcom to ignore the tangled mess the House of Umbrella created. RE7 is very much tied to the Umbrella saga, and there are nods to the stories in other games, what with Chris’s connection to Blue Umbrella, but all of that is literally miles away from Ethan.

As with the original, all the player knows is what’s going on in front of them, and the story unfolds as Ethan learns more about Eveline and the Bakers. It doesn’t preclude a grand tale, but it does mean the game is a lot more focused and can tell a better story through its gameplay.

The Next Logical Step

How does that relate to Resident Evil 2’s remake, you might ask? In several ways.

First, Capcom learned to balance innovation with tradition. 7 showed just how much fans wanted survival-horror to return to Resident Evil, and now Capcom seems to understand it’s okay to give horror-driven gameplay back to fans on a regular basis.

It makes sense then to go back to RE2 right afterwards, and it shows fans that the company is serious about what the series will be about from here on. It also offers a chance to expand once again on the formula that made the first (and seventh) so successful: survival.

Notably, 2 is even more of a survival-horror game than 7 or the original Resident Evil, offering higher stakes, more claustrophobic environments, and an ever-present sense of panic about what’s going to happen to the city. Certainly, Resident Evil 2’s remake will pull in even more fans because of this approach and its expanded environment.

Then there's the lessons in gameplay innovations that Capcom learned from 7. Successfully implementing camera and control changes in that entry means that the company now knows how to navigate the difficulties of re-creating Resident Evil 2 for modern players.

Additionally, it also makes it okay for Capcom to reinstitute the third-person angle without feeling like something drastically different had to be done. Innovation can be small-scale and still have impact, and knowing this likely influenced Capcom’s decisions to faithfully reproduce RE2 while making only necessary changes.

7’s story made returning to 2 feasible as well. While engaging, there’s no denying RE2’s plot is a lot simpler than later games, which could have seemed like an odd jump if players went straight from 6 back into 2.

Instead, it’s a logical step, allowing new fans that were drawn in by 7 to uncover the origins of Umbrella and its mutants without having to venture back into the more recent games. The stylistic differences could cause them to completely lose their taste for the series.

Whether the remake would have happened anyway, there’s little doubt that 7’s success ensured Capcom would put as much effort into recapturing the dark grandeur of the series as possible.

Looking Ahead

But then there’s the question of where the series heads from 7 as well, with some fans wanting it to expand like the original release of Resident Evil 2 expanded on the first Resident Evil. Capcom is reportedly keeping an eye on fan responses and is toying with the idea of using urban settings again instead of sticking to exotic, far-flung locales.

That makes RE2 remake an ideal experiment for seeing where the series can go next. Should fans love Raccoon City as much as they once did, it’s likely we’ll see an even better city setting next time.

Regardless, Capcom has learned its lesson. What fans are likely to get from now on is a combination of what sells and what the company wants to create.

It’s a fine line to walk between caving in to consumer demand and still giving developers room to create, but with the Resident Evil 2 remake setting the tone for future installments by leaving Capcom in no doubt as to what sells (and what developers should create), the monster of greed and innovation has, hopefully, been tamed for good.

Most importantly, Resident Evil 7 ensured the remake would be a success from the get-go. Longtime fans might have bought 2 to experience what they once loved, but without 7, it’s unlikely many new people would have given it a try, especially knowing it’s a remake of an older, clunkier game.

Instead of being a one-off return to the glory days of old, the Resident Evil 2 remake is set to take a position as the herald of greater things to come. It marks the transition of one of the best horror game series around back to more horror, more challenges, more intrigue, and most of all, more fun.

Spyro Reignited Trilogy: Reigniting a Franchise https://www.gameskinny.com/5r5i7/spyro-reignited-trilogy-reigniting-a-franchise https://www.gameskinny.com/5r5i7/spyro-reignited-trilogy-reigniting-a-franchise Tue, 27 Nov 2018 10:12:37 -0500 Joseph Ocasio

Throughout my entire playthrough of Spyro: Reignited Trilogy, I couldn't help but smile.

Revisiting the original Spyro games with an adult mindset and beautiful HD graphics brought about a flood of nostalgia. I could vividly see myself, sitting on my bed, playing the original games on my PlayStation. I remembered the joys of exploring each unique level and showing off to my family what I had achieved.

I never thought I could ever feel such a deep, emotional response with the return of a cartoon-y purple dragon, but by God, did the Reignited Trilogy do that.

I had no doubt that the original Spyro Trilogy would hold up well, as the Crash Bandicoot N. Sane Trilogy proved PS1 classics could gain a second life in today's gaming world. Sure, there are some hang-ups that don't quite line up as they did in 1998, but Spyro: Reignited Trilogy is another example of why we need more platformers in an age that's filled with open-worlds. 

If you've never played Spyro, here's the gist of his first three games: 

  1. Spyro the Dragon has the titular character fighting against Gnasty Gnork, after the latter turns all of his dragon elders into stone.
  2. The Sequel, Ripto's Rage, has Spyro attempting to go on vacation when he's summoned by a Professor and his two friends to help fight against the titular Ripto and his henchmen.
  3. Finally, Year of the Dragon has an evil sorceress stealing dragon eggs, and Spyro must team up with a group of colorful animals to get the eggs back. 

I say all of that to say this: don't expect much in the way of in-depth story. This is, after all, a platformer. Don't expect something like Jak and Daxter or Ratchet and Clank level's of storytelling

However, the charming cast of characters you meet are filled with personality. From the Surfer-Dude-like Hunter to the Greedy Moneybags, each of the characters is filled with well-defined characteristics. You'll even get a few chuckles from the various cutscenes that bookend each level. 

If you never played a Spyro game before, it may just come off as just another 3D platformer. You'll jump, glide, and collect to your heart's content. Your only means of attack includes fire breath and a charge attack to take down shielded and metallic enemies.

What made Spyro stand out from other '90s platformers was the emphasis on exploration. While the worlds you visit aren't quite as deep or complex as in something like Super Mario Odyssey, there's still a lot to do and collect in each of the worlds.

The first game, in particular, is all about collecting, as you'll spend most of your time exploring and looking for dragons. In the Reignited Trilogy, the guidebook you have has seen a noticeable upgrade from the original and now does a much better job of keeping track of the dragons and gems still left to collect.

Aside from a few dragons that are hidden in some obtuse places and will require some finesse platforming skills, the original Spyro is mostly a breeze to get through, taking around four hours to complete.

That being said, you can add an extra hour if you want to collect everything. It's a much simpler game when compared to the other two, but the platforming and "urge to collect everything" still holds up -- even by today's standards.

Ripto's Rage and Year of the Dragon, on the other hand, have aged even better and both feel like what the first game should've been.

Where the first game was a collect-a-thon, Ripto's Rage and Year of the Dragon are more about completing various tasks and mini-games, like skateboarding, jumping challenges, and "killing X enemies" in some sort of order. While a few mini-games haven't aged as well, they're few and far between.

Ripto's Rage introduces power-ups, like increased fire and charge damage, shooting fireballs, short-term flight, and more. It also introduces abilities like swimming, climbing, and other interesting moves that propel the game forward. Some level sections are inaccessible without them, encouraging you to replay old levels with your new movesets.

It all adds up to a much more varied and a meatier game, lasting longer than the original (though it can still be beaten in about six hours).

Year of the Dragon, meanwhile, continues to improve upon the foundations laid by its predecessors and has sections where you play as new characters, such as Shiela the Kangaroo, Sgt Bird, Agent Zero, and Bently the Yeti. Each brings a different and unique style of gameplay to the standard platforming, but they never feel out of place. 

None of this would mean anything if Spyro didn't control well.

Luckily, Spyro has always had simple-to-learn controls and the Reignited Trilogy keeps that going. Spyro moves just as silky-smooth as he did in 1998 and the added analog controls make for better movement. Save for a few instances where Spyro just barely missed where you wanted to go and somewhat stiff flight controls, all three games handle like a dream.

The only real misstep with the controls is the default camera mode. It's far too sluggish to keep up with the action, so I recommend going to the options and choose the alternative camera option. You'll thank me later.

The biggest update to Spyro is the new graphics. The Unreal Engine is put to great use in bringing the blocky, triangle characters and world of the original games to the HD world. It's a beautiful looking game with vibrant colors, excellent animations, and character models that do a great job of mixing new and old.

On a base PS4, the performance kept well, though some of the cutscenes had some noticeable slowdown and it'll take you out of the experience. While some have taken issue with the game's use of motion blur, I never found it to be a problem and thought it worked fine.

The audio is equally impressive, with series composer Stewart Copeland remaking all of the music from the original with a modern take. It sounds just as good as the originals, though you can change back to the original soundtrack if you're not a fan of the new arrangements.

On the voice acting, the game sees Tom Kenny, Greg Burger, Michael Gough and more reprising their roles. They all sound just as great as they did back in the late '90s and it's a nice piece of fan service to have them back. The newer voice actors also do good jobs, though a few characters start to sound too familiar to one another.

Spyro: Reignited Trilogy is another win from Activision. It manages to modernize what made the original Spyro games so memorable while staying to its roots. Some parts haven't aged as well, but it's a testament to how strong game design never ages.

Now that both Crash and Spyro have returned, I can't wait to see what the future holds for these two icons.

Dragon Quest Monsters 20th Anniversary "Coming of Age Ceremony" Live Stream to Air November 6 https://www.gameskinny.com/tfbp8/dragon-quest-monsters-20th-anniversary-coming-of-age-ceremony-live-stream-to-air-november-6 https://www.gameskinny.com/tfbp8/dragon-quest-monsters-20th-anniversary-coming-of-age-ceremony-live-stream-to-air-november-6 Wed, 31 Oct 2018 11:31:01 -0400 Erroll Maas

Square Enix has announced that it will host a Dragon Quest Monsters "Coming-of-Age Ceremony” on November 6 at 7:00 a.m. EDT on Niconico, a Japanese video sharing service. 

The live stream will consists of two parts, with the first looking back at the past 20 years of the Dragon Quest Monsters spin off series. The second portion will look toward the future of the series.

The live stream will also include a handful of guests, including Series Creator Yuji Horii, Dragon Quest Monsters Series Producer Taichi Inuzuka, Dragon Quest Monsters Super Light producer Takamasa Shiba, Dragon Quest: Dokodemo Monster Parade Producer Yuuta Ashimine, Dragon Quest XI 3DS Version Producer Kento Yokota, Dragon Quest XI Director Takeshi Uchikawa, Dragon Quest Monsters: Joker Battle Director Jin Fujisawa, and V-Jump Deputy Editor Saito-V. Ayana Tsubaki will host as emcee.

Dragon Quest Monsters is a monster taming RPG spin off of the main Dragon Quest franchise, which expands on monster recruiting elements first introduced in Dragon Quest V: Hand of the Heavenly Bride. The first title in the series, Dragon Quest Monsters (known as Dragon Warrior Monsters outside of Japan) first released for the Game Boy Color in Japan on September 25, 1998, in North America on January 25, 2000, and in Europe on January 28, 2000.

After the positive reception of the first game, the series continued with a two-version sequel on Game Boy Color, a remake of the Game Boy Color games on PlayStation. There was also a single Game Boy Advance title, the first two games in the Dragon Quest Monsters: Joker series on Nintendo DS, a few mobile games, including Dragon Quest Monsters: Super Light, and more remakes of the Game Boy Color games as well as Dragon Quest Monsters: Joker 3 on Nintendo 3DS.

The last Dragon Quest Monsters title to be released outside of Japan was Dragon Quest Monsters Joker 2 on Nintendo DS in 2011.

Stay tuned to GameSkinny for updates from the live stream.

Sony Reveals Full Games Lineup for PlayStation Classic https://www.gameskinny.com/6z4sn/sony-reveals-full-games-lineup-for-playstation-classic https://www.gameskinny.com/6z4sn/sony-reveals-full-games-lineup-for-playstation-classic Mon, 29 Oct 2018 10:18:32 -0400 William R. Parks

In 2016, Nintendo proved that there was a strong market for officially released, standalone emulators dedicated to retro gaming, and other companies have followed suit.

This includes Sony with the PlayStation Classic, set for release on December 3.

This morning, the company revealed that their emulator will come with 20 pre-loaded games:

  • Battle Arena Toshinden
  • Cool Boarders 2
  • Destruction Derby
  • Final Fantasy VII
  • Grand Theft Auto
  • Intelligent Qube
  • Jumping Flash
  • Metal Gear Solid
  • Mr. Driller
  • Oddworld: Abe's Oddysee
  • Rayman
  • Resident Evil Director's Cut
  • Revelations: Persona
  • Ridge Racer Type 4
  • Super Puzzle Fighter II Turbo
  • Syphon Filter
  • Tekken 3
  • Tom Clancy's Rainbow Six
  • Twisted Metal
  • Wild Arms

The PlayStation Classic is currently available for pre-order, and will come with two controllers.

How do you feel about the lineup? Are there any omissions you were hoping would be included?

Personally, I would love to have seen Castlevania: Symphony of the NightFinal Fantasy Tactics, or Resident Evil 2 make the cut.

Let us know in the comments below.

11 Most Expensive Horror Games of All Time https://www.gameskinny.com/qbt18/11-most-expensive-horror-games-of-all-time https://www.gameskinny.com/qbt18/11-most-expensive-horror-games-of-all-time Fri, 19 Oct 2018 09:36:16 -0400 Oscar Gonzalez






Silent Hill 2


As seen on this list, certain games increase in value because of their age or lack of availability. However, in the case of Silent Hill 2, the game jumped in value because it's just so damn good.


Silent Hill 2 is not only considered the best entry of the Silent Hill franchise, but many would also argue it's the best survival horror game ever made.


Not only are general game collectors trying to get their hands on factory sealed copies to complete their collections, but Silent Hill fans are also spending big money for brand new copies.


Thing is, finding a sealed copy of the game is tricky since so man people bought the game to actually play it.


The Greatest Hits version of Silent Hill 2 is worth around $150, but a factory sealed copy of the original version of the game sold for $213 this past September.




And there you have it; the most expensive horror games of all time -- so far.


Those who want to possibly dip their toe into video game collecting will have to save up quite a bit of money to complete a collection, that's for sure. The next best option is to wait for the collector bubble to burst and see prices on these games fall to their deaths. 


But that might be a long, long time. 


Let us know if you'd be willing to pay these horrendous prices for these horror games in the comments below. 


Rule of Rose


Rule of Rose is another PlayStation 2 game that is surprisingly rare and could easily be one of the newest games to see a severalfold increase in value since its release date.


The game takes place in an abandoned orphanage in England during 1930. This, of course, means dealing with creepy kids, which is never fun.


Maybe that was one reason why critics didn't care for the game. Another victim of lackluster sales, the Rule of Rose was gutted when it released two months before the release of the PlayStation 3. 


Earlier this month, a factory sealed copy of Rule of Rose sold for $412.


Haunting Ground


With every new generation of consoles comes another generation considered to be "retro." This means PlayStation 2 games are now becoming rarer and increasing in value. One example is 2005's Haunting Ground.


Considering a spiritual successor to Clock Tower 3, Haunting Ground was another survival horror game that saw players controlling Fiona and her brave doggo, Hewie. Like other games in the Clock Tower series, Haunting Ground didn't blow critics away when it came out -- but fans loved it. 


However, because of lower than expected sales, there are not many copies of Haunting Ground floating around. That means prices for the game have surged on eBay.


One factory sealed copy of the game sold for $260 back in August.




In the 80s, ICOM Simulation created multiple point-and-click adventure games for Macintosh computers, which were then ported to the NES by Japanese publisher Kemco. The trifecta of adventure games ported were Déjà Vu, Shadowgate, and Uninvited.


Like many horror games, Uninvited is set in an old mansion. Players search for their sister while trying to avoid an array of traps, ghosts, and other entities -- all hellbent on killing you.


The game will also kill your wallet as a brand-new copy of Uninvited can go for $233.


Enemy Zero


Due to their high quality and low availability, many rare games on the Sega Saturn were among the first to dramatically increase in price following the console's demise. Games such as Panzer Dragoon Saga, Shining Force III and Dragon Force soared in price as collector's scrambled to add them to their collections.


Enemy Zero, while not considered one of the best games on the system, became one of those games. 


The second entry in the D franchise, Enemy Zero is much different than the previous game. Here, players have to contend with invisible enemies using only sound to find their location, whereas the original was a more point-and-click affair. 


To get a copy of Enemy Zero will cost approximately $150.


A Nightmare on Elm Street


Before Dead by Daylight and its multiplayer horror action became popular, it was Nightmare on Elm Street on the NES that pitted four players against Freddy Krueger.


Developed by the license shovelware extraordinaire LJN, Nightmare on Elm Street has players control up to four teenagers who need to collect Freddy's bones a la Nightmare on Elm Street 3: Dream Warriors


The game itself is nothing remarkable -- as is the case with most games LJN made during the NES era. However, there has been a surge in popularity for speedrunning the game in due to its unique four-player gameplay.


A complete copy of the game can fetch close to $200 on eBay.




Chiller is one NES game that many owners of the console never saw. Originally released in the arcades in 1986 and then ported to the NES in 1990, Chiller is a light gun game unlike any other.


In the console version, players kill monsters in five stages, which is different than the arcade game where players tortured people strapped in various medieval devices. Still, for an NES game, it's quite graphic.


The reason why NES owners didn't get their hands on a copy of Chiller back in the 90s was that it was an unlicensed game, and unlicensed games meant (and mean) BIG money.


A copy of the game with a box, not even brand new, went for $124 last month.


Splatterhouse 3


Another classic series full of monsters and gore is Splatterhouse. Beating demons to a bloody pulp may not seem like a big deal these days, but back when it came out for the Sega Genesis in 1993, the game was controversial and popular.


Unfortunately, Splatterhouse 3 also released just ahead of the Sega 32X in the U.S. and the Sega Saturn, making it a game that was easily looked over. It also didn't help that the marketing behind it was lackluster and any hype it had quickly died off. 


The result is that these days, new copies of Splatterhouse 3 typically go for $150-$200 on eBay.


Clock Tower


Clock Tower on the PlayStation is the second game of the series, but the first to make it across the Pacific. Its localization was likely due to the success of the first Resident Evil, which was released the year before.


Despite its creepy, foreboding atmosphere and terrifying antagonist, Clock Tower didn't wow critics when it came out in 1997, but it had the kind of scares horror fans loved, making it a much-revered cult classic. 


Clock Tower became one of the PlayStation's sleeper games and eventually became (very) hard to find. A collector looking to complete their horror collection today will need to put up some big bucks as a sealed copy of the game went for $500 in September.




Castlevania on the NES is undoubtedly a classic. It was the start of a long-running franchise that would still be in development if Konami was willing to start making new games again (ahem).


But that's not why we're here; we're here to talk about the absurd price this game can fetch on the collector's market.


The first adventure of Simon Belmont had gamers take on iconic horror characters such as Frankenstein's Monster, the Mummy, and, of course, Dracula himself. That made is a hot commodity then and most certainly one now. 


The original Castlevania is not a hard game to find, but obtaining a brand-new copy is.


A 32-year-old sealed game is worth its weight in gold, especially if it has a horizontal seam, or H-seam. And that's the key; the seam is where the factory that produced the cartridge sealed the package, and it's an indicator of whether a game has been resealed or not.


Unfortunately, some scammers have found ways of recreating the H-seam, thus causing additional concern for collectors.


However, last month, one sealed copy of Castlevania sold for $449.95. And one rare, sealed Dracula variant sold for a whopping $699.99 in 2016. 


Resident Evil: Gaiden


Although it isn't the first survival horror game, many would consider Resident Evil to be the game that put horror games in the public conscious. Starting in 1996, the franchise sold millions of games in multiple console generations and earned Capcom billions of dollars.


However, one game in the series didn't sell so well, making it a valuable collector's item.


Resident Evil: Gaiden came out in the U.S. in 2002 for the Game Boy Color. When it released, reviewers didn't quite know what to make of it and gave it below average scores (we're talking 4/10s, here). This, of course, resulted in the game not selling all that well.


But a game selling poorly is music to a collector's ears as copies of Resident Evil: Gaiden can now go for $200-$300 for a sealed copy. That's a far cry from the original price of $29.99.


There's never a bad time to play some retro horror games.


Instead of listing out the best or lesser-known titles designed to scare, this list will instead shock with the ridiculous prices these games fetch on eBay.


Thanks to an inflated collectors market, vintage games have shot up in price in recent years. Even mediocre games have increased in value several times due to a growing group of individuals attempting to complete their respective libraries. 


Whether from the Sega Genesis PlayStation 2, Gameboy, or Sega Saturn, these are the most horrifyingly expensive horror games of all time.