Operation Backlog Completion 2026
Mar 132024
 

I haven’t started Final Fantasy VII Rebirth yet, and one of the reasons is that I wanted to finish Crisis Core: Final Fantasy VII Reunion first.

I always regretted not being able to play Crisis Core, since it was a PSP game with no digital version and I never had a PSP. So I was thrilled when a remaster was announced.

But my feelings about it ended up more mixed than I expected.

Crisis Core follows Zack, who plays a significant role in Final Fantasy VII’s backstory (the best way I can describe it without spoilers). For me, the game is at its best when it expands on events from the original game.

I loved the relationship between Zack and Aerith; it was very cute. I also enjoyed the friendship between Zack and Cloud. Sephiroth takes a good role in Crisis Core, too, and seeing more of him before the incident makes the eventual events feel all the more tragic.

There are a lot of fun little worldbuilding details in Crisis Core, like emails you get from various sources throughout the game and fan clubs for different members of Soldier, and that was great.

But many of the story elements added for Crisis Core fell flat for me. Genesis and Angeal, two new Soldier characters, feel like they’d be interesting in concept, but neither really worked for me in practice. Unfortunately, since they’re an important part of the main plot, that means there was a good chunk of Crisis Core’s story that I didn’t enjoy.

(There’s also a new Shinra scientist character called Hollander who felt pointless to me. I think it would have been better if that part had been reworked so the experiments were previous experiments of Hojo’s.)

Now, let’s talk about the gameplay. Crisis Core features random encounters with action combat that’s fairly standard, aside from the slot machine mechanic. While you play, slots will roll in the corner with images of important characters you have connected to. Different combinations give you buffs, special attacks, and level ups. You’ll also equip materia for magic and other benefits, and a materia fusion system lets you combine materia to get new or stronger ones, which allows for a fair bit of customization.

The game is quite linear, although there are occasional times when you can explore and get side quests. I was a little disappointed that there wasn’t more exploration, but it’s fine for the sort of game that it is.

Then there are the missions. Whenever you’re at a save point, you can choose to go on missions. Some of these are linked to side quests, while others are unlocked as you play. Missions reuse previous areas, but with a small section cordoned off with a number of treasure chests to find and a battle to reach as your goal.

When I started playing, I found these missions fun. They were basic, but I found it fun to do a few between story segments or while watching a video. I’d probably praise the missions if there were, say 100 of them. Maybe even 150.

But there are 300 of these simple, repetitive missions, and I got 37% of the way through the list before I got so sick of them I ignored them for the entire second half of the game.

Crisis Core is at its best when it expands on details from Final Fantasy VII and at its worst when it focuses on its original plot awkwardly shoehorned in alongside the existing material. I often love insane stories that other people find convoluted, so I hoped I’d be on board with Crisis Core’s more divisive elements, but I unfortunately wasn’t. However, I’m still happy I played Crisis Core, because it does have a lot of great moments despite its flaws.

Mar 112024
 

Last week the posting schedule got a bit off track, but that shouldn’t repeat itself this week.

Anyway, what would have been the topic of Friday’s post if I hadn’t jumped the gun and posted on Thursday, is that a Tokyo Xanadu sequel has been announced!

Last month, one of the announcements from the All Aksys Showcase was that the Switch version of Tokyo Xanadu eX+ will be coming west with an updated translation.

I’ve enjoyed what I played of Tokyo Xanadu but never stuck with it, so that announcement convinced me to officially put my playthrough on hold and wait for the Switch version. Meanwhile, Falcom had been teasing a sequel lately, as well, so it’s exciting to see that turn into an official announcement at last.

The new game appears to be set in Kyoto, so whether it will keep the “Tokyo Xanadu” title for familiarity or adopt a different one (Kyoto Xanadu?) remains to be seen.

No western release has been announced yet, but chances of it happening seem pretty good. (Maybe Aksys will announce it at another showcase?) Since I’m intent on playing the Switch version when it comes out, I might actually be caught up in time.

Moving on to something completely different, yesterday was Mario Day, and Nintendo’s announcements included a release date for the upcoming Paper Mario: The Thousand-Year Door remake.

May 23!

That’s actually a lot sooner than I expected. Since it was announced with a simple “2024” release window, I assumed it would be late in the year. Coming out in May makes it feel like it’s almost here already!

So Paper Mario is coming soon, and more Tokyo Xanadu is on the way. This really is a good year to be an RPG fan.

Mar 072024
 

One of the games I’ve been curious about ever since it was first announced is Princess Peach: Showtime!, Nintendo’s upcoming game about Princess Peach using transformation powers to save a theater from an evil troupe of villains.

A demo came out yesterday, so I decided to take a look.

After the theater is taken over, Peach allies with a little fairy called Stella and gets a special ribbon that lets her interact with stage props to restore them (such as making flowers bloom) and attack enemies. The demo lets you play through two stages, and in the first stage, Peach is able to transform into Swordfighter Peach.

This level plays like an action platformer, where you use a sword to take out enemies and cut down obstacles. It’s fairly easy, but it’s fun enough, with stylish slowdowns when you dodge an attack.

In the second stage, she instead becomes Patisserie Peach. Instead of fighting enemies, you play through a couple of baking mini-games to prepare cookies and cakes. These were fun, although it did feel a little odd to have a level that was primarily walking to one mini-game and then another.

One curious thing is that the game doesn’t force tutorials for the transformations on you. Instead, the “controls” prompt lights up, and if you open it, Stella explains whatever new mechanic is available.

Both stages have a series of stars for you to collect, some of which you’ll get automatically as you progress while others are a bit more hidden. You also get a lot of coins for defeating enemies, restoring props, and so on… but I don’t know why yet. In fact, the demo left a lot unknown; there’s four whole menu options that simply said “???” for the duration. There’s what looks like a dress shop in the hub area, and I found a “dress ribbon” in each level named after their respective transformations, but the demo didn’t explain how this will work.

I’d love it if you were able to use transformations outside of their origin levels and later stages would have secrets only accessible with other forms, but it might not mean that at all. Maybe the ribbons are just for a visual change.

The demo takes around half an hour, so I hope later stages are longer or this could be quite a short game. Overall, the demo didn’t change my feelings toward Princess Peach: Showtime! too much. It has the potential to be a fun game, but not an immediate must-buy. I want to learn more about it before I make up my mind.