The Sakura Wars series was originally conceived in 1996 to provide an RPG franchise on Sega Mega Drive. The original series combined visual novels, dating simulation and turn-based strategic battles. It was followed by an all-female theatre company at the Imperial Theatre in Tokyo, which performed in the form of a “floral theatre company” to maintain the high spirits of the people, while also acting as the Imperial Combat Revue, which is a standard Military operations aimed at protecting the capital from monster attacks. To this end, they use a mecha named Kobu, relying on their own mental power to provide power for themselves.
Sakura Wars review
- Developer: SEGA
- announcer: SEGA
- Platform: Commented on PS4
- Availability: Now on PS4
With its anime style and a group of cute protagonists, this series of products was very popular in Japan before the fate of Japan was sealed together with Dreamcast. The West only saw the localized version of the last "Sakura Wars" game: "Sakura Wars: Long and Long", "My Lover", New York background and a brand new cast, which is considered to be generally considered too Japanese A good entry point for the series of games.
This new "Sakura Wars" constitutes a soft restart, set ten years after the original event, and uses the established gameplay, but with a new lineup. You will assume the position of Naval Ensign Meguro Sejiro, who becomes the new captain of the Flower Regiment. It is your job to help the Empire Theatre recover its glory and ensure Tokyo's safety. In order to make a group of women a real team, you need to understand them, help them overcome their personal struggles and realize their true potential.
As Seijuro, you will spend time talking with these women, or fighting demons in the unparalleled battle. Sakura Wars' dialogue is based on the patented LIPS system of the series: you can choose from three dialogues, but only have a limited time to choose the answer. If you have ever played another game with a dialogue option, the dialogue option itself is recognizable-you have a good choice, a prudent choice and a relaxed, impulsive choice. There is also "Simulation LIPS", a dialogue option where Sejiuro speaks in advance and you only determine the intensity to speak.
Just like a visual novel, the answer you choose determines what another character thinks of you. Every woman follows established personality types-the kind of nerds, grumpy people, etc.-and the more you talk to each other, the better you will know them. If you gain the trust of the role, you can trigger a "trust event". In this case, using the first-person POV, one of the ladies will have a personal chat with you and end with PG-13 contact. These situations may be intentional-a character only wants to perform romantic scenes in the drama-but this is really important, it is entirely possible to reach a consensus, even if the detective is definitely going on, it can not only let young women fall For your body. Context and nuance are very important here.
Action combat is the new content of the series, and it is only one step away from Sakura Wars' more typical Fire Emblem-based turn-based strategy. You can move Kobu freely to carry out light and strong attacks, and once the mental point instrument is full, you can make special attacks. In battles and conversations, your actions will affect how the team thinks of you. Fighting fast without being hit can increase team morale, which in turn can have an impact on offense and defense. Outside of combat, letting girls like you also determine your starting morale.
The story of the new "Sakura Wars" was soon told: the old "Apocalypse Fight", including teams from other countries that had participated in the "Sakura Wars" entries, was killed in a war to block the powerful devil Thereby protecting the world from certain destruction. Of course, it turns out that the Archdemon threat is still very real, and it was only revealed when the Flower Corps participated in the "Combat Revue World Games" (Combat Revue World Games). This is an open battle event, which has identified multiple international combat regiments. Reputation because it is obviously not enough to save money against monsters.
Sakura Wars firmly links simulation / visual novels with dating, followed by fighting, because it belongs to a type of game called "gal games"-dating simulation life of heterosexual men. The player controls the male protagonist. In this scene, they are almost completely surrounded by young and beautiful women. The player may "pick" their favorite characters. In Japan, gal games are part of mainstream games, so dating simulation elements are a natural part of many games-take the Fire Emblem or Persona series as an example. Although there are many gal games that can be traced back to feminism, extremely vulgar and border illegal areas (I draw the line on the Mirage Sessions in Tokyo because I often promote feminism and border violations in the real industry), but " Sakura Wars still has the upper hand.
Sakura Wars is indeed often immersed in underwear humor, allowing you to find women's underwear or "end" in the women's bathroom to achieve a comedy effect. This humor may not be mature for Western audiences, but it is the result of a culture that treats the body differently. I can't laugh for it, but I know why it exists. I'm very divided on the creepy dialogue boundary options, including sex that requires kissing or joking.
The important thing is that, like other games, no matter what you say, you are portrayed as a hero. These choices will always be punished-explicitly encouraging you to be a good person, and expectation means giving players a bad choice. However, I do need to point out that creepy options are always mocked, which is really annoying considering the overall respectful tone.
The true strength of Sakura Wars lies in its passion for delivering stories. Designed like a TV animation, with an episode preview and an "advertisement break" title card, it focuses on another member of the troupe in each chapter and also promotes the development of the entire story.
The plot doesn't even make sense, and I don't mind it at all. This game has no wisdom, it even ruined its plot several times with "smart" premeditated, and likes to use "Death" to solve the problem. "How is this possible?" A character at a certain moment said that their favor had a surprising turn, but only got the answer "I don't know, but it is!" … Okay!
The plot is stupid and the battle is simple, but I like to spend time with the main characters to see what they have to say and how they respond to high-risk plot development. And boys, do they react? The theme of victory has life-and-death situations, fierce battles and battles, and the character discovers his true strength due to the power of friendship. Enthusiasm almost burned the screen. Don't love all kinds? It may not make sense, but each episode has a clear and dramatic arc that can be resolved satisfactorily.
In addition, Sakura Wars has always looked great: each scene is presented from multiple camera angles, and the almost static images and animation sequences provide further visual diversity. Although there are various environments, only beautiful dialogue backgrounds are provided, but they are all explained in detail, and the design of each protagonist is unforgettable. I do miss Kosuke Fujishima's instantly recognizable style, who had designed characters for previous works-here, Bleach's famous character mangaka Tite Kubo took over him. However, the design of the new mech is my new favorite, and each has its own characteristics, such as a giant hammer or ice gun. The demons don't really have a chance to stand out in battle-if you look closely, you will find that they fall and fall like kaiju in the ancient Japanese monster movie. All the contents of "Sakura Wars" are as superb as an ancient monster movie, but it is the kind of tacky that fascinated me.
They no longer make them mainstream as in "Sakura Wars", which may have good reason, but this new incarnation, like the old game, is serious, apologetic anime crap, and best Fulfilled the wish.