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Naoki Maeda: Latin America "Is a Hopeful Market" for Konami, DDR

by nestlekwik 2. February 2010 10:17

Originally published on Bemanistyle

Back when news of this year’s brand new DanceDanceRevolution titles surfaced during July’s E3 event, Konami of America went out of its way to state it was going to feature “major licensed master Latin tracks.” While we were initially ignorant about the impact these Latin tunes would have on the final product, DanceDanceRevolution X2 released in North America on Oct. 27 and it became clear exactly how far Konami was looking to go in featuring Latin-style music in the title. Of the title’s 60 songs, nearly 17 percent of the list features Latin songs and/or artists and it seemed as if the company purposely went out of its way to reproduce Konami originals in this styling in bringing revival songs from previous entries into the mix. It’s hard to deny DanceDanceRevolution is as global as it has ever been, originating from its humble, nine Konami original songs on the original DDR arcade cabinet, evolving to later include European influence with the company’s Toshiba EMI partnership and, finally, breaking out into recognizable tunes made popular in America. While Latin-style songs are hardly nothing new to series, what attributed this focus to load almost one-fifth of DDR X2 with this music genre?

“We believed that the PS2 market in Central America is relatively large, so we decided to implement Latin/Spanish-influenced licensed and Konami original songs that might be better accepted in that region and for the residents in North America who enjoy this type of music,” stated series producer Naoki Maeda in a recent e-mail interview with Bemanistyle.com. Looking at recent events that have unfolded in 2009 between Central America and Sony, perhaps saying the previously untapped video game market in the territory is large could be an understatement.

A February announcement made by Sony Computer Entertainment America officially put the company’s consoles and services available to the territory for the first time(1). Prior to this point, residents of the area had to either swallow heavy-hitting price tags for systems and games thanks to customs taxes and import tariffs or take part in playing pirated copies of games titles. In fact, a 2008 editorial by Pascal Clarysse, who was formerly a marketing manager for Lik Sang, commented on Edge Online that a popular title such as Super Smash Bros. Brawl could cost as much as $110 U.S. at retail in Columbia – a real slap to the wallet when you take into account that Clarysse states the minimum and average wage in the country is $260-280. Because of these limitations, he states the Game Boy Advance and Playstation 2 continue to be the best-selling systems in Central America(5) and when you factor in the huge install base the PS2 has in Brazil – the largest in the territory - it becomes easier to understand SCEA’s decision to officially enter the market(2).

“The significance of the Latin America market is huge. Obviously from a population standpoint I don’t think it’s a big secret that this is a huge opportunity. We will put a number of resources in place to cater to that market,” stated Sony Computer Entertainment America’s Vice President of Sales Ian Jackson one year ago at a BMO Capital Markets Interactive Entertainment Conference. “… We’ve identified the Brazilian market as probably the biggest market opportunity for us, and that will be the third part of our launch which will take place over Spring 2009."(3)

Thanks to the official distribution of Sony product in Central America, the distribution has made the prices of official games a bit easier to swallow for the 13 countries within reach of Sony Latin America, even though the territory has some fierce competition in the form of the regional Zeebo console and pirated discs that provide games at a lower price. Regardless of where players are receiving their games, it can’t be denied that gaming is a huge hobby in Central America and the Playstation 2 is a common system, much as it is worldwide, where it has been cut to a $99.99 U.S. price tag. Konami’s efforts to market DanceDanceRevolution to this territory rolled off of Sony’s momentum in the region as X2 and Hottest Party 3 made appearances the weekend prior to the titles’ release at Latin America’s largest video game event, the eighth-annual Electronic Games Show in Mexico City, which saw more than 30,000 attendees(4). As such, Konami certainly isn’t ready to give up on the system, which still has a full year to follow Sony’s intention to give the Playstation 2 format a 10-year life cycle.

“We still look at the PS2 as a competitive platform in today's global market but the so-called next generation consoles like the PS3 and Xbox 360 have great possibility of permeating throughout the world even more,” noted Konami's Naoki Maeda. “Our goal is to foresee the needs of the market and provide titles with the hardware that best suits these needs.”

Before the attempted penetration of DDR into the Central American territory, however, local players had long been accustomed to Andamiro’s Pump It Up series, a cheaper arcade alternative that served as the go-to dancing title for this territory along with Korea. In 2005, Mastiff CEO Bill Swartz, who was at the time preparing Pump It Up Exceed for a home console release in North America, told Edge Online, “It's insanely popular in Latin America and Korea. Every year in Mexico City there are tournaments. This year's drew more than 15,000 people and they had to open the doors an hour early to avoid a riot. " Interestingly enough, the same interview has Swartz stating the release features “lots of Latin music,” showing the dancing game market has in some form catered to the territory for a number of years(6). According to Maeda, the global appeal of DanceDanceRevolution stems from the art of dance being a global language that is enjoyed by everyone across the world, however, cultural differences are what tend to bring such “market targeting” into play.

“The global appeal of DanceDanceRevolution lies in the fact that the main idea of the game is ‘dancing,’ which is a method used to express oneself that can be seen throughout the world,” he explained. “However, there are several different types of dancing which can come from elements such as the characteristics of a country or what they deem beautiful. We believe that holds great importance in that the recorded music fitting the dance type of a specific region is essential.”

Of course, targeting the Latin music market isn’t an unfamiliar endeavor, with Konami of Japan releasing Mambo a Go Go (which, unfortunately, missed the U.S. market with an intended, but cancelled, release under the name Mambo King) and SEGA developing Samba de Amigo during the Latin pop craze that hit at the turn of the century. Even though neither title had a huge impact, if any, on North America, Maeda noted Konami hasn’t given up on the theme as long as its games are openly available to the region.

“Yes, depending on the location of where we release our titles and the characteristics of the people in the country, we would like to provide content that is geared more toward that region,” he stated. “Music in Southern America has its own characteristics with a very unique history and developing games with these themes are in one of our best interests.”

Will the adjusted focus help Konami and its DanceDanceRevolution series in the long run? Only time will tell in the long run, but, currently, the company is keeping a positive focus on the market for now.

“Our view of Central America is that there are several unknown elements in the market, but features such as their national trait where they look at things objectively and with the way ‘dancing’ is positioned in their lifestyle, we believe that it is a very hopeful market,” concluded Maeda.

[1] Official SCEA Press Release, “Sony Computer Entertainment America Expands into Latin America” - GameSpy
[2] Theo Azevedo, “Produção do PlayStation 2 e jogos no Brasil é aprovada” – UOL Jogos
[3] Staff, “SCEA: Latin America is a Huge Opportunity for PS2” – Playstation Universe
[4] Official Michael Meyers Public Relations press release – “Eighth-Annual Electronic Game Show Draws 30,000” – (received internally by Bemanistyle.com)
[5] Pascal Clarysse, “Gaming in Latin America” – Edge Online
[6] Staff, “Pump it Up” – Edge Online 

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Gaming Culture | Interview

Xbox 360 Review: Way of the Samurai 3

by nestlekwik 1. February 2010 10:37

Originally from Diehard GameFAN

Way of the Samurai has had an interesting history in the United States, but through its low-key releases and near misses to the North American market, the series ultimately has quite the cult following. Billed as a samurai adventure, the series has been compared to established franchises such as Fable, based on its decision making, consequences and themes of morality. Enjoying moderate success, the franchise has jumped from the Playstation 2 format to the Xbox 360 thanks to an effort by UFO Interactive (as well as the Playstation 3, although this entry is published courtesy of Agetec). With the expansive offerings seen in the first two entries, it should be expected the 360 hardware would considerably bump up the replayability and scope of the game. Unfortunately, the answer to this expectation is a mix of yes and no and while Way of the Samurai 3 does a number of mechanics to satisfaction, a number of others fall pretty flat.

Just like the other entries of the series, the title puts players in the role of a wandering samurai in which your past has no bearing in the game, but your character’s future is entirely dependent on the actions and choices made through the course of gameplay. In Way of the Samurai 3, specifically, the player appears to be mixed into warfare from the feudal era, when an attack deals a crippling injury to their player. Miraculously surviving and waking up among a battlefield littered with fallen soldiers, the player begins their quest from here and immediately the factors of choice and story development unfold as villagers scoping the battlefield will show concern for you – you can be nice to receive their help or tell them to piss off either verbally or by unsheathing your sword and scaring them away.

While every story path will revolve around the warring states in the vicinity of Amana and various clans vying for control of the territory and the villages affected by this warfare, it is up to the player to decide how events unfold from the beginning up until the impending invasion of the forces of Nobunaga Oda. Ultimately, the story is decided on by the player, which greatly increases the title’s appeal and, in this manner, players are free to do as they please, whether those actions are good, neutral or evil, in order to uncover the game’s more than 20 different endings. While the scripting is hardly mind-blowing, the story is very serviceable and holds true to its source setting and there are some fairly entertaining bits of dialog to be found, even though it is usually sluggishly told through word bubbles that pop on the screen (and when multiple people are talking, this can be quite annoying). As archaic as the delivery might be in regard to today’s standards, adventure aficionados that have seen their fair share of classic titles might fit right at home with the simple text dialog and menu-based delivery. Most of the game is hosted in the traditional single-player story, which, given the amount of options available to the player isn’t necessarily a bad point, but the title doesn’t feature depth in its modes and even some simple online functionality that allowed players to take their custom character online to duel other players would have taken the title a bit further in its offerings.

Before we dive into the gameplay, I will have to point out that technology junkies will surely be put off by the title’s presentation. Way of the Samurai 3 seems as if it was developed originally for the Playstation 2 or on a lower budget because it definitely shows in the game’s visuals and audio. Everything here is certainly passable, but nothing uses the true processing of the Xbox 360 as you’ll see undetailed character models that lack much animation during conversations, pop-up runs wild in certain parts of the title and players will be sure to notice the lack of detail and jagged model edges in the cutscenes. What is provided for the game’s audio measures up just a little better, but with very little voice acting in the title (with the English voices being a bit shaky in quality for the most part), players will mostly be treated to ambient sounds that get the job done. In perhaps the game’s real shining moment in presentation, during certain situations, players will be treated to music that is fitting for the time period. Overall, I wouldn’t say Way of the Samurai 3 has bad presentation, it just needed a lot more polish than what it received and doesn’t hold a candle to most of the game’s seen on the format.

Thankfully, the meat of the game is ripe with satisfying gameplay that the player can tackle in short bursts or long periods of time. Playing by the rules, players will end up doing a fair share of quests, exploration and decision making instead of haphazardly instigating fights, but given the fact these aspects shape the game as a whole, they become immediately engrossing as slight differences in the player’s actions can create the infamous butterfly effect. If you’re truly thirsting for blood, however, who you attack and off in the game does serve as a significant factor in how the world turns out in the end even though it hinders your overall progress in the game by reducing your samurai points that unlock various features in the game. In Way of the Samurai 3, if the player executes a unique character, they never come back for that specific playthrough, however, more honorable samurai will utilize the game’s new feature to attack with the blunt side of the weapon in order to merely knockout that character and immobilize them for a while. Another new mechanic remedies the problems encountered in many other titles in the genre, by allowing the player to bow down and apologize if they accidentally threaten someone (it also does a few other quirky acts such interact with cats or allow the player to beg for money). Along with dialog choices and the ability to unsheathe your sword during any event, a number of mechanics are in place to keep the premise of the game interesting and the branching series of events keep different elements of the game intriguing to return to.

Even if the story isn’t your thing, this installment of Way of the Samurai eliminates the time limitations placed on the player, allowing them to spend whatever time they wish to in the game world before engaging in the final few events of the game. Much like previous entries of the game, this allows players to collect a huge assortment of weapons that can be stored for later use and the weapon crafting system alone has the potential to keep players engrossed in the management the game has to offer. Not only can players pick fights, but they can also foster relationships with key characters and even convince them to be companions that can aid in battle, provide support or even steal from you if you don’t keep an eye on them. Also, through battle, players can raise their abilities with a given weapon, learning new moves with it, but care will also have be given to each weapon as if a weapon loses its durability, it can break and be lost for good. With such examples to supplement the title’s gameplay, it becomes somewhat of a simulation, supplementing the adventure and action aspects of the title for those that like to tinker with collectibles and inventory.

Battling remains very similar to the way it was executed in Way of the Samurai 2, where parries are performed with timing a block with an enemy’s attack as opposed to the original entry, which used directional controls to manipulate the enemy’s momentum. This becomes quite important in allowing players to execute one-hit kills with counters and play passively to adapt to the enemies’ actions. The parrying becomes crucial since being reckless with your weapons will quickly lead to their durability fading away. While mowing down grunt enemies can become a bit repetitive, as the player progresses, there will be more suitable enemies to test the player’s skill and with multiple difficulty settings, players should be able to find a suitably satisfying fight. At face value, the player has a “weak” and “strong” attack, but when you factor in the numerous weapon types and techniques that players eventually uncover, players can mix in a number of offensive strings to compliment the defensive techniques. To further add to the exploration, players can use some wacky weapons such as garden utensils or wield vegetables and scrappy fighters can opt to go to battle with their fists.

That being said, though, everything in Way of the Samurai 3 is a pretty straightforward game and while there is a ton of interesting aspects to do and see, the execution will most likely fall a bit short from most current-generation gamers’ expectations. The game’s targeting and camera work can be a bit suspect at times and while the fighting is overall satisfying, players will most likely expect a bit more scope from the title, which only has a rough handful of environments to check out. Way of the Samurai 3 is one of those titles that is short at face value, taking only an hour or two to reach an ending, but encourages multiple playthroughs and, as such, it may potentially only hold a player’s attention for a couple of times before they move on to something else. The customization of the character is fairly bare-bones and while a number of features such as dual-wielding weapons and more can be unlocked, players will find themselves going through the same processes multiple times to reach this goal and the game’s samurai points are actually pretty easy to exploit for quick advancement that creates a bit of an unbalanced player progression. Thankfully, the multiple difficulties and satisfying fights level out the game’s balance and the quantity of content makes the title worth its price tag.

However, the questionable aspect at hand for a gamer deciding whether or not to pick up Way of the Samurai 3 is in the quality of its content. Acquire has created a unique approach to the “sandbox” style of gameplay many current gamers are familiar with, but with its behind-the-times presentation and calculating gameplay, Grand Theft Auto this is not, which is made most obvious through the game’s slower pacing. One of the first quests has you fetching an old lady’s underwear, which can be stolen from your inventory by crows, definitely setting up a questionable entry into the game, but as players progress or become more unruly, they’ll begin to find more options and action in quests such as punishing thieves. Regardless, Way of the Samurai 3 can still manage to be a satisfying time sink if players can overlook its downsides. Unlike a game such as Grand Theft Auto IV that revolves around giving a story to the player, Way of the Samurai 3 does the reverse and allows the player to dictate the story, allowing the player to make the character his or her own and this even carries over into the possibility of death, which effectively ends the story for that playthrough. This may upset some gamers, but with the ability to keep all money and items earned through the player’s career, the game features enough appeal and content to keep players diving right back in.

Right now, Acquire and Spike have the content feature nailed down with its Japanese releases and if future titles can build upon this with more quality and polish, Way of the Samurai will be a series to recommend without hesitation. There is plenty of appeal and replayability in the series as a whole and this definitely isn’t lost in the series. However, it’s hard to ignore that the title does not take advantage of the hardware, which is perhaps the biggest downside of the game. Sure there are other quirks in the game’s progression and combat, but they can be easily overlooked to find a satisfying title that players can come back to time and time again.

GemuBaka Final Review Score: 3 of 5

Much like its predecessors, while Way of the Samurai 3 fails to really flex the system’s hardware muscle, it doesn’t stray from providing the replayability and unique, interesting gameplay the series is known for. The newest installment adds enough new features to freshen up the series while remaining true to its roots, but the fact it does not take advantage of the hardware is one of the title’s crippling downsides. You’ll also have a number of graphical and camera issues along with some questionable quality among the game’s huge scope of content, but at the end of the day, Way of the Samurai 3 is a title you can come back to numerous times and it will most likely have something new to show you.

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Reviews | Review: Xbox 360

About Us - Updated 1/28/2010

by nestlekwik 28. January 2010 09:56
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Wow. It's actually been a full year since I picked up this domain. I've been meaning to update this page since October, but, as they say, better late than never.

What is GemuBaka?
GemuBaka is a collection of works from the GemuBaka collaboration. The name is derived from the Japanese loan word for game as well as “baka,” which in one of its variants means “crazy.” In a literal sense, the phrase means “game crazy,” which would describe one who is crazy about games. Fortunately, that describes us perfectly. GemuBaka catalogs the works of the GB team and spans a wide range of video game topics to include features, previews, reviews, editorials, FAQs and more. Pretty much the only item we do not feature here is game news – a facet we see as fairly pointless considering about a million other sites would be reporting on the same thing. Our scope does not stop at current systems as we look back upon past systems from the 1980s forward. While it doesn’t always happen, we try to update the site with at least one new feature every weekday, however, at the minimum, there is at least one update every week.

Who is GemuBaka?
GemuBaka is the collaborative efforts of nestlekwik and MixMasterLar. The two authors became accquainted while working on projects through Rithum Interactive, including Rithum News, a video games-based Web site that covered video game news while producing original features and reviews on a daily basis. Although the site was scrapped in early 2008 in favor of a more ambitious project from the company, the two still saw potential in what they had to offer in their writings, forming GemuBaka nearly six months following the close of the site.

Nestlekwik has been writing about video games for the past seven years, being published and holding positions at sources such as Blogcritics.org and self-published materials before joining Rithum. Since then, he has spread out to work with sources such as Diehard GameFAN.com, J2Games, Video Game Collector Magazine, Arcade Heroes, Bemanistyle and more. Nestlekwik has been playing games actively since 1985 and has lightly dabbled into nearly every aspect of the video game industry, which includes app development, independent game conceptualization, journalism, public relations, marketing and more.

MixMasterLar joined up with Nestlekwik at Rithum News and has stuck with the cause since that time. A fairly well-known member of the DDR culture and a lover of the fighting game genre, Lar helped shape the J2Games segment The Nestlekwik Happy Hour and launched the Objective Tangent line of editorials for GemuBaka. Also a video game reviewer, Lar has contributed to sources such as J2Games and Video Game Collector Magazine.

Haven’t I seen some of your work on “x site?”
Most likely. As stated earlier, GemuBaka is an active contributor to a handful of other gaming sites past and present and the GB site serves as a sort of HQ or portfolio for our works, along with any original musings we decide to craft exclusively for the site.

Just to clarify, so there are no confusions, we are not a scraper site. We do not just pull someone else's work from another site and report it as news. GemuBaka only reprints work when a member of the site creates an original work for another site and we are given permission to reprint it on our site. Thus, you should know any article posted on this site comes from its original author. The site is more than a collection of works from other sites as we do produce original materials for the site as well. You can view any site-exclusive material on our GemuBaka Exclusive Feature page.

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GemuBaka | GemuBaka Exclusive Feature

Wii Review: We Cheer 2

by nestlekwik 26. January 2010 07:50

Prior to the advent of systems such as the Nintendo Wii and DS, if you had told me I would be reviewing a game about cheerleading, I would have labeled you as one daft fellow, but here we are in 2009 and there are a handful of games available based on the competitive activity. That’s not an attempt to discredit cheerleading, but it goes to show you how gaming has evolved in leaps and bounds to involve different demographics, which I am quite pleased with. Apparently, Namco-Bandai had some luck with its first attempt in We Cheer, that, recently, the Nintendo Wii has been graced with a sequel. With rhythm-based routines to more than 30 tunes, We Cheer 2 is leaps and bounds beyond what you are probably expecting going into the title and, for the most part, it nails motion-based rhythm better than most Wii titles, however, there are a few nagging issues that still hold the series back from its full potential.

Right off the bat, it should be expected We Cheer will attract the attention of the young female crowd and, as such, there is a lot on offer to appeal to this demographic. The licensed tunes are appropriate selections one could easily imagine being grouped with cheerleading routines, the title emulates using pom-poms and the squad customization options will allow players to set up a number of different aspects to their liking. I’m going to imagine there will be some people out there that wouldn’t be caught dead playing We Cheer, but, in that regard, this title plainly isn’t for that crowd. What you’ll get with We Cheer 2 is an improved version of the original, so if you enjoyed the first entry or are just curious about the title, you won’t go wrong with the sequel.

The title’s presentation is very serviceable, offering up some unique, cartoon-styled characters that animate well, which is key, considering the game’s movement is based upon rhythmic actions in time to music. Owners of the first title may recognize a lot of recycled materials re-appearing in We Cheer 2 and the character models aren’t the most detailed (although this sequel adds in male cheerleaders for the first time), but you’ll see a lot of color and interesting venues, especially when you add in the nods to classic Namco franchises such as Pac-Man and Tekken (Panda appears in the game’s training mode). There aren’t very many voice samples in the title, but what is provided serves its purpose with those sticking with the game being able to know what to do via some of the verbal cues. The title’s sound effects are standard fare as well, but this is to be expected as in a music/rhythm-based title, the music is suppose to take the stage and this is thankfully the case in We Cheer 2. The music plays cleanly in-game and there are enough recognizable tunes to appeal to the title’s demographic.

On the basis of gameplay, players are essentially getting the same experience as featured in the original title, however, a lot of care has seemingly gone into not only expanding the experience, but also improving on the playability of the series. We Cheer 2 makes the motion controlling much simpler than in the first title – button commands no longer have to accompany motions, the timing is more lenient with new indicators letting the player know if they need to motion faster or slower, the conditions to have stunts and extra movements for bonus points has been relaxed and there are now three difficulty levels per song that includes an easier difficulty setting. We Cheer 2 also makes the single-player progression a free-form affair allowing players to choose songs and venues instead of sticking them specific routines in order to advance. Still, there is a Squad Challenge that mixes in a “story” that has players trying out for a squad and moving on through competitions. Through the course of performance, players earn experience and cash in order to unlock items or purchase customizable goods respectively. In the grand scheme of things, there is a ton to do and uncover in We Cheer 2 and anyone hooked on the game will easily be coming back for more.

Overall, the game is easy to get the hang of and being able to wield one or two Wii Remotes to simulate a pom pom gives the gameplay motions some credibility. There are some accuracy issues with the motion controls, however, which become clearly evident on the hardest difficulties. If Namco-Bandai wants to continue with the series, from here on out, Wii Motion Plus will have to be a must as there will no doubt be some instances where players will feel there were cheated on a motion input. On the other hand, though, the control is mostly sufficient for the forgiving easier levels and when you look at the bottom line, the core audience of the title will most likely not care they are not getting perfect scores in every routine. The motions all make sense given the context of the cheerleading routines, the upbeat routines will give players a mild workout and We Cheer 2 serves as a simple, yet entertaining rhythm title that succeeds on a lot of fronts.

Players will probably spend most of their time in the single-player mode, which, while it has a lot to unlock, will most likely only hold most dedicated players over for a couple of hours. There are multiplayer modes that span basic score competitions, but also a couple of modes that play out as being similar to hot potato and survival. The span of modes gives the title a bit of variety, but some of the battle mode aspects aren’t quite as fleshed out, especially considering there are certain animations that stick players with the “potato” (which is a rapidly-filling balloon) while time whittles down. Regardless, We Cheer 2 could easily be tossed in to any slumber party as it features enough material and multiplayer possibilities to be tossed around among a group of friends.

Sure, the title clearly isn’t for everyone, but when you drop the cheerleading gimmick from the game, you are left with a respectable rhythm effort. While the original title seemingly didn’t win over too many fans, there has been enough additions and improvements crafted into We Cheer 2 to recommend it over the original entry and a number of other less than stellar music game efforts on the Nintendo Wii. While it is still rough in a handful of areas, especially in its control, We Cheer 2 features colorful and lively visuals, an appropriate soundtrack and it’s fun to play with others. I can’t recommend the title to everyone, but if you even have a remote interest in cheerleading or this title, it should prove to be a satisfying experience.

GemuBaka Final Review Score: 3 of 5

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Review: Nintendo Wii | Reviews

Genesis Review: Beggar Prince

by nestlekwik 21. January 2010 09:46

Super Fighter Team’s first “modern-classic” put the developer on the map, molding a Chinese-developed Genesis game into a reworked and more polished RPG players could tackle in the U.S. or in PAL territories.  1996’s Xin Qigai Wangzi was given an English facelift by SFT in 2006, resulting in the first commercial Genesis game since 1998 – Beggar Prince.

Given the original title translates to The New Prince and the Pauper, it should come as no surprise Beggar Prince borrows its initial premise from the classic Mark Twain work.  Bored with the confines of the castle, the Prince of Shatt sneaks out of the castle and meets a pauper who uncannily resembles him.  Predictably, the two trade places but unbeknownst to the kingdom, the minister has been plotting to overthrow the king and upon witnessing the switch, throws his plan into action.

Seeing as the title is on the Genesis format, even though Prince is a 2006 release, players can’t walk into the game with a 2006 mentality.  That being said, Beggar Princes looks amazing compared to other games on the system, with a ton of detail placed in the environments and while the character models are small, they feature a lot of color, and the spell effects receive the same appropriate attention.  The sound drags down the presentation quite a bit, however, as most of the music is forgettable but the effects do their job.

Thankfully, the developers squashed a great number of the bugs plaguing the original Eastern release, but the title’s extremely challenging game play may make or break the title for players.  In Eastern RPG fashion, the enemy encounters are frequent and since players control no one more than the Prince the entire game, players will have a long quest ahead of them.  Also, unlike most turn-based RPGs, Prince has quite a bit more strategy involved thanks to the stamina system (which can be a good thing depending on how much you like to think).  While players will uncover a good amount of spells, weapons and items to use, the monsters are brutal if players don’t level up properly and the challenge may turn off a number of people.

Those who are looking for a challenging RPG will be right at home with Beggar Prince but the casual need not apply here.  If you’re willing to take the dive, however, you’ll find a visually appealing game that will last you quite some time.  The title is only available in nicely packaged limited quantities at superfighter.net and if production stops on the game, it may raise beyond its current $40 retail value.

GemuBaka Final Review Score: 3 of 5

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