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Labyrinth of Refrain: Coven of Dusk Review

One thing that stands out about Nippon Ichi Software titles is they’re always more than meets the eye. Disgaea routinely took seemingly silly plots and made them, if nothing else, interesting. Similar things happen with The Witch and the Hundred Knight series. They start as fairly silly experiences that lead to a much deeper experience. Labyrinth of Refrain: Coven of Dusk has all the makings of a great Nippon Ichi Software title. Cute art, quirky characters, familiar mechanics and so much more. However, will they continue to find success or do they need a new approach?

Labyrinth of Refrain: Coven of Dusk tells a seemingly simple story. Refrains acting governor wants to explore the mysterious labyrinth and calls in the infamous witch Baba Yaga to do it. Armed with the Tactatus de Monstrum, a legendary book written by the only person to ever make it out of the labyrinth alive, and a variety of puppets, Baba Yaga hopes to uncover what secrets the labyrinth holds and come out ahead. Even if there isn’t much on the surface, it quickly becomes a more complicated adventure, complete with dark twists and unexpected turns.

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Beyond the overarching story, character beats and relationships should be familiar to fans of Nippon Ichi Software’s other titles. Baba Yaga, otherwise known as Dronya, manages to be the ever lovable quirky main. She is full of herself, flirtatious, dislikes children, despite her foil and sidekick being a child, and at times, quite charming. Her assistant Luca is a young child filled with optimism, cute mannerism and ever so easy to tease. They make for a cute pair and help drive the story during the slow bits, as does exploration.

The labyrinth acts as a fairly familiar dungeon system. Players start by creating puppets to do their bidding. Knights are good at damage, Fortress units are tanks, Maze does magic and the other classes fulfill other specific roles. Players can then alter their gender, appearance (at least skin tone/color), affinity (how well they work with a given item), bonus skill (innate bonus ability) and more. It offers just enough to make it feel good, without it being too complicated for the casual observer. From there these characters are placed in a group, followed by formation and these will be your fighters.

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Upon entering the labyrinth players will find it plays like your average dungeon crawler. Everything is in first person, maps need to be explored, some paths exist for shortcuts and plenty of treasure to find. What stands out in Labyrinth of Refrain: Coven of Dusk is a hostile indicator. By playing it just right players can avoid battles, though it will hurt you in the long run, or ignore it and face as many foes as you happen to run across.

Battles are pretty straightforward. Whatever foe you’ve come across will appear on the screen and you need to overcome it. This can be done through magic, attacking in a specific order, figuring out its weakness and more. If you have enough power and/or items and don’t mind monitoring health, a lot of battles can be done on auto pilot. This will make it harder to capitalize on chain bonuses and other things, which give you additional power to overcome difficult challenges, though these are only so useful against sub-boss tier characters.

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Defeating an enemy will give you experience and mana to further your team. These will increase stats, give new abilities and other things to aid your adventure. Mana can be used to pass petitions to alter the game, similar with the aforementioned Nippon Ichi Software titles. So if you want it easier, buy that and the game will be easier with progressing being harder. Likewise, you can increase the difficulty at the cost of things being easier to do. There are other things to pass, such as the ability to find more items, making it an important resource.

Said items can also be found, bought or obtained to boost a character’s stats. They’re important to monitor, as every little bit goes a long way. Especially since there are plenty of things players will be punished for doing.

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Unlike most games, holding a certain amount of mana, losing and other things have stiff punishments. Not only do they make things harder, it adds a deeper level of tactical play. Now you have to do something or deal with the negative, with the most important thing being limbs. Puppets with a reduced number of limbs are less effective on the battlefield and will be a hindrance unless fixed or replaced. It makes for an interesting failure penalty, since it’s a more overt way to punish that taking cash or outright progress.

Verdict

Labyrinth of Refrain: Coven of Dusk isn’t perfect but it manages to stand out in its own way. With Baba Yaga/Dronya and Luca being a charming couple, it helps the story from dragging, ultimately leading down an interesting path. While gameplay isn’t perfect and at times very paint by numbers, it’s fun enough for this not to be a problem. So, if you’re a big fan of Nippon Ichi Software or enjoy dungeon crawlers, give Labyrinth of Refrain: Coven of Dusk a go.

[Editor’s Note: Labyrinth of Refrain: Coven of Dusk was reviewed on PS4 platform. The game was provided to us by the publisher for review purposes.]

Prinny Presents NIS Classics Volume 1: Phantom Brave / Soul Nomad Review

A fear with any numbered release is the possibility of it containing information that requires the previous releases. Sometimes it’s a conceptual sequel, like Disgaea, Final Fantasy and Dragon Quest do, and other times they’re inner connected in different ways. Nippon Ichi Software certainly found some luck with Rhapsody: A Musical Adventure, leading to La Pucelle: Tactics and ultimately their runaway hit, Disgaea: Hour of Darkness. While all these series would eventually become connected in some way, many of them are stuck in the past, with the most notable being Makai Kingdom: Chronicles of the Sacred Tome where we learn about Overlord Zetta. Still, these characters keep returning without a great understanding of who they are or why anyone should care. This is unfortunate, which lead to Nippon Ichi Software making Prinny Presents NIS Classics Volume 1: Phantom Brave / Soul Nomad. This, ideally series, focuses more on bringing these forgotten titles forward but are they really worth revisiting?

While most players associate Nippon Ichi Software with Disgaea and things of the like, Phantom Brave is an extremely impactful tactical RPG. It was one of their first games to feature a more serious plot that has a more serious tone. Even though it doesn’t reach the same narrative heights of, say, Labyrinth of Refrain, it’s a powerful story all the same.

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Phantom Brave begins with a group of heroes in a dire situation. With monsters coming at them from every direction, death seems assured. The scene ends with one of the heroes calling on their power for help, followed coldly by a time skip where you meet Marona and her protector Ash.

While that scene depicts Ash and Marona’s parents final moments, ultimately setting up Ash as her guardian, it plays out in a unique way. Instead of having Marona crushed by both her loss and being alienated for her unique ability to see and interact with phantoms, she is an energetic girl defined by her compassion for others. Most of the weight actually falls on Ash, who fears her naïve attitude will bring heartache and his ongoing efforts to protect her from the hateful nature of people. Both characters grow and evolve, leading to a climatic showdown at the end.

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As for Soul Nomad, it’s much closer to what you’d expect from Disgaea. This adventure opens with a retelling of the worlds history. Essentially, there was peace, someone challenged that with these unstoppable creatures known as World Eaters. Various people elect to ally with the unstoppable force for fear of being crushed by them in the future. However, said force is defeated and the aforementioned World Eaters go to sleep.

A couple centuries later, the player character is given a sword for completing their training that contains Gig, the unstoppable force from the past. He attempts to take over your body, though unresolved problems make his attempt unsuccessful. Instead, you form an alliance with the arrogant Master of Death, ultimately working together to bring an end to the World Eaters.

Unlike other adventures, there is an alternate path that allows Gig to go on a rampage. This one allows different characters, has a cameo by Laharl and other neat things to explore.

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Since both games are tactical RPGs, they play in a similar way, though their execution is completely different. In Phantom Brave, players are allowed to move over a 3D grid and attack foes within range. It allows for a more personalized experience, even if it plays out the same general way. Soul Nomad uses the standard grid, though implements the briefly popular side-by-side animation some older games feature. This means you’ll see both parties, focus will shift to one side and then the other. It can make things interesting, though it doesn’t change much in terms of execution.

Despite both games having untold hours of fun, grinding and a great look at how Laharl, Asagi, Baal and other more mainstay characters were in the past, it’s important to know Soul Nomad is a straight port.

Unlike Phantom Brave, which has seen multiple releases, enhancements and rereleases over the years, Soul Nomad is extremely dated. It’s still in 4:3, meaning you will see black bars on the sides and it’s missing a lot of refinement. It feels like a massive step back if played after Phantom Brave, due to it featuring later improvements and can simply be rough. It’s absolutely worth giving a try, but it is something to strongly consider.

Prinny Presents NIS Classics Volume 1: Phantom Brave / Soul Nomad Review Verdict

For the money, Prinny Presents NIS Classics Volume 1: Phantom Brave / Soul Nomad is a great deal. Phantom Brave is one of their best tactical RPGs and Soul Nomad has enough to justify the experience. It’s a shame the latter is a port over a remake but the gameplay itself is still decent by today’s standards and including Phantom Brave makes it easier to overlook.

[Editor’s Note: Prinny Presents NIS Classics Volume 1: Phantom Brave / Soul Nomad was reviewed on Nintendo Switch and a copy was provided to us for review purposes.]

FIFA 17 PC System Requirements Revealed

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EA Sports has revealed the system requirements you need in order to play FIFA 17 on your PC.

The game utilizes the new game engine so players will need to beef up their computers in order to play it. You need at least 8GB of RAM and 50GB of hard drive space.

Minimum Specifications

OS: Windows 7/8.1/10 – 64-Bit
CPU: Intel Core i3-2100 @ 3.1GHz or AMD Phenom II X4 965 @ 3.4 GHz
RAM: 8GB
Hard Drive Space Required: 50.0 GB
Minimum Supported Video Cards: NVIDIA GTX 460 or AMD Radeon R7 260
DirectX: 11.0

Recommended Specifications

OS: Windows 7/8.1/10 – 64-Bit
CPU: Intel i5-3550K @ 3.40GHz or AMD FX 8150 @ 3.6GHz
RAM: 8GB
Hard Drive Space Required: 50.0 GB
Minimum Supported Video Cards: NVIDIA GTX 660 or AMD Radeon R9 270
DirectX: 11.0

FIFA 17 will be out on multiple platforms from September 27th.

Ada Wong Featured In New Resident Evil 2 Remake Trailer

Capcom has revealed at TGS 2018 a brand new trailer for the Resident Evil 2 Remake that will be out early next year. This new trailer gives us our first look at the remake’s version of the character of Ada Wong and other additional gameplay footage.

Capcom revealed more information about the new Resident Evil 2 Remake via a press release that was issued out today. You can read the details posted below.

Today at Tokyo Game Show, Capcom unveiled a new trailer for its hotly anticipated game Resident Evil 2, which offers gamers a completely fresh take on the classic survival horror masterpiece. Delve deeper into the gripping events taking over Raccoon City, and follow the journey of rookie police officer Leon S. Kennedy and college student Claire Redfield as they begin to uncover what’s behind the terrifying zombie outbreak. As both Leon and Claire embark on their own campaigns independently, their collective experiences piece together a comprehensive story uncovering the malicious motives behind the nightmare engulfing the city, the truth behind the nefarious Umbrella Corporation, and the Birkin family’s role in the tragedy. The trailer also introduces some of the evil foes and potential allies that players can expect to encounter including the iconic series femme fatale Ada Wong, mysterious Annette Birkin and Chief Officer Brian Irons.”

Resident Evil 2 Remake will be released worldwide on January 25th, 2019 for the PC, PS4 and Xbox One. Another small synopsis for the game can be seen below along with the brand new trailer.

Twenty years later, the new Resident Evil 2 sees the nightmare return, now with unprecedented levels of immersion as seen in last year’s acclaimed Resident Evil® 7 biohazard. With Capcom’s proprietary RE Engine powering a new photorealistic style, the characters themselves appear sharper than ever and the grotesque hordes of zombies are brought to life with a horrifyingly realistic wet gore effect. Zombies now react in real time as they take instant visible damage, making every bullet from the player count. Stunning lighting brings the familiar rooms and corridors of Raccoon City Police Department to new life. Players will feel they’re in the shoes of heroes Leon and Claire, terrified to step out of the light for fear of what flesh-eating nightmares might await them in the darkness.

Pokemon X and Y file size to be 1.7 GB

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As mentioned in another article on the site, it was announced today that the upcoming Nintendo release Pokemon X and Pokemon Y games will be available with a download code card that will be sold in stores in Japan, in addition to its cartridge and eShop release. This is not a huge surprise, as it has been done with many other Nintendo releases for both Wii U and the 3DS. However, the big news from this is that the download cards have unveiled how big these games will be. Both Pokemon X and Y will be 1.7 GB each, or about 14,000 blocks, a large increase from any previous games in the series.

According to a post on the gaming messageboard NeoGAF, the previous largest cartridge size for a Pokemon game was the 512 MB Pokemon Black and White 2. The game itself was likely even smaller than that, with that just being the basic cartridge size used for the game. Prior to that, Black and White were 256 MB, Platinum, Heart Gold, and Soul Silver were 128 MB, and Diamond and Pearl were 64 MB.

With the Pokemon series making the jump to 3D models and locations, there was an expected jump in size, but this was larger than I personally expected. We won’t know if it’s just the 3D models that have increased the size, or if there is more content than past Pokemon games. This will be answered when Pokemon X and Y are released worldwide, for the first time in the series history, on October 12 for the Nintendo 3DS.

Square Enix Reveals Full 28 Fighter Roster For Dissidia Final Fantasy NT

Square Enix has revealed the full launch roster for Dissidia Final Fantasy NT on the PS4. There is a generous number of 28 fighters that will be included in the base game.

Many fan favorites are included in the launch roster that spans the franchise’s rich 30 year history. You can see the full list of fighters below.

  • Warrior of Light (Final Fantasy)
  • Garland (Final Fantasy)
  • Firion (Final Fantasy II)
  • The Emperor (Final Fantasy II)
  • Onion Knight (Final Fantasy III)
  • Cloud of Darkness (Final Fantasy III)
  • Cecil (Final Fantasy IV)
  • Kain (Final Fantasy IV)
  • Golbez (Final Fantasy IV)
  • Bartz (Final Fantasy V)
  • Exdeath (Final Fantasy V)
  • Terra (Final Fantasy VI)
  • Kefka (Final Fantasy VI)
  • Cloud (Final Fantasy VII)
  • Sephiroth (Final Fantasy VII)
  • Squall (Final Fantasy VIII)
  • Ultimecia (Final Fantasy VIII)
  • Zidane (Final Fantasy IX)
  • Kuja (Final Fantasy IX)
  • Tidus (Final Fantasy X)
  • Jecht (Final Fantasy X)
  • Shantotto (Final Fantasy XI)
  • Vaan (Final Fantasy XII)
  • Lightning (Final Fantasy XIII)
  • Y’Shtola (Final Fantasy XIV)
  • Noctis (Final Fantasy XV)
  • Ace (Final Fantasy Type-0)
  • Ramza (Final Fantasy Tactics)

A new trailer has also been posted down below for you to get a closer look at all of the fighters in the game. I’m a bit sad that Yuna and Rikku from Final Fantasy X-2 are not in it, but hopefully Square Enix releases them as extra DLC.

Dissidia Final Fantasy NT will be released on January 30th, 2018. The game is a PS4 exclusive so don’t expect to see it out on other platforms.

Monster Hunter Online English Patch Coming on May 30

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The China-exclusive Monster Hunter Online for PC will be getting an English patch on May 30.

If you are among those Monster Hunter fans who would like to play Monster Hunter Online, you now have an opportunity to do so as an English patch will be made available soon (I’m pretty excited!). Yes, the game is free-to-play and is currently running on Cry Engine 3.

Those who are interested can look up at this guide where there are instructions on how to download the game and the upcoming patch is detailed.

Skyrim – Sacrifice Your Follower & Obtain Boethiah’s Ebony Mail (Daedra Artifact)

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By playing Skyrim, we are first taught how to be a cannibal. Now, in order to get one of the fifteen Daedra Artifact in Skyrim, one of your followers has to be sacrificed. This is a small price to pay as it will get you one of the games strongest armors.

When enchanted with the right properties, the Ebony Armor Set maybe one of the best equipment that you can have in Skyrim. In order to obtain the rare Ebony Mail, you must pledge allegiance to Boethiah.

One of the requirements in unlocking the quest to get the Ebony Mail is to be at least level 30. If you are, then let’s get started.

Boethiah’s Ebony Mail

– When you reached level 30, you should be able to meet a Boethiah Cultists that will attack you. Kill him and loot the corpse to get the book of Boethiah. Read it then the quest will start.
– IF you don’t want to wait for the Boethiah Cultist, you can simply go to their sanctuary.
– Sacellum of Boethiah is located east of Windhelm around the mountains.
– If you’re not level 30 at least, you will see the place deserted.

– Once you reach their sanctuary, talk to the Priestess of Boethiah.
– Tell her you’re not afraid of Boethiah, and answer some of her questions.
– You should initiate the quest, Boethiah’s Calling.
– In order for you to get acknowledged by Boethiah, you must sacrifice someone in the altar, using the Sacrifice Blade she will give you.

– Now, you have to find someone to sacrifice.
Suggestion: Don’t sacrifice the follower you love to be with. Take the follower that you use the least the most. An example of this is Sven of Riverwood.

– After you picked the follower you want to sacrifice, go back to Sacellum of Boethiah and head on the upper level to find the altar.
– Talk to the follower and tell her to activate the pillar.
– Once she activated it, the pillar will suck her body. Use the Sacrifice Blade to kill her!

– Once she’s dead, Boethiah will posses her body and talk to you.

– After Boethiah gives her opening speech, she’ll ask everyone in the Sacellum that she’ll only acknowledge someone who is left standing.
– You’ll see all the cultist killing each other and will come after you. Kill them all!

– Once everyone is dead except you, Boethiah will now tell you that you need to kill her current Champion. By killing the Champion, you’ll become the new ones appointed by Boethiah.
– Head over to the Knifepoint Ridge as the Champion is located there.

– Clear out the settlement.
– You’ll face some tough bandits here. Be careful.
– Once they’re dead, follow the marker to go inside the mine where the Champion is inside waiting.

– Inside the mine, clear it out.
– Be careful of the strong bandits here.

– At the end of this dungeon, you’ll meet the Champion, equipped with a full Ebony Armor set.
– Kill the Champion and claim the full SET!

Now, is sacrificing someone for this Ebony Mail worth it? HELLS YEA!

Star Ocean: First Departure R gets a release date in Japan

Square Enix announced today that Star Ocean: First Departure R for the Switch and PlayStation 4 will release on December 5 in Japan for 3,200 Yen.

Gamers who will be getting it on PlayStation 4 can avail the digital Deluxe Edition where it will include the Star Ocean Live Collection 2019 digital soundtrack for 5,000 Yen. Unfortunately, there’s still no word when the game will be released outside of Japan.

Pre-orders for the PS4 version is now open where gamers can either pick Standard or Digital Deluxe. A PlayStation 4 Dynamic Theme will be included to which ever purchase gamers make.

Here’s an overview of the game, via Square Enix:

  • High-Definition Visuals – Up-converted from SD to HD resolution, the quality of the game’s graphics and movies has been enhanced.
  • New Illustrations Based on the Super Famicom Version’s Designs + Character Illustration Switch Feature – Katsumi Enami, who handled the character illustrations for Star Ocean: The Last Hope, has created new character illustrations based on the Super Famicom version’s designs. You can switch between the First Departure and First Departure R illustrations as you like during the game.
  • Full Voice-Overs from the First Departure Voice Cast + Voice Switch Feature – Since the Super Famicom version had no voice-overs outside of battle, the voice-overs have been newly recorded by both the Super Famicom version cast and the First Departure cast. You can switch between the First Departure and First Departure R voice casts as you like during the game. The voice cast includes:
    • Ratix Farrence
      • First Departure Version: Mamoru Miyano
      • First Departure R Version: Hiro Yuuki
    • Milly Kiliet
      • First Departure Version: Hitomi Nabatame
      • First Departure R Version: Konami Yoshida
    • Dorn Marto
      • First Departure Version: Kentaro Ito
      • First Departure R Version: Nobuyuki Hiyama
    • Ronixis J. Kenny
      • First Departure Version: Kenji Hamada
      • First Departure R Version: Akira Okamori
    • Iria Silvestoli
      • First Departure Version: Sanae Kobayashi
      • First Departure R Version: Wakana Yamazaki
  • Field Movement Game Speed Boost Feature – Added a feature to increase the game speed by two times when moving on the field.
  • Game Balance Adjustments – Adjusted battle difficulty.

Check out the new trailer below.

Star Ocean: First Departure R coming to North America on December 5

In a recent post of Square Enix on the official PlayStation Blog, the company confirmed that it will indeed release on December 5 in North America. For the Switch version, it’s safe to assume that will be released on the same day as well.

In addition to confirming the release date, Square Enix sat down with Enami-san to talk about his work on the Star Ocean series, his approach to redesigning of the series’ most beloved characters, and his background as an illustrator.

Check out the interview below, via the PlayStation Blog:

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SE: How did you get your start as an illustrator and how did you begin working on the Star Ocean series?

KE: Originally, I worked at a game company designing graphics, mainly drawing backgrounds/environments. Despite being responsible for backgrounds, I wanted to draw characters and started posting my illustrations to a personal website I had created. At that point, I started to receive several requests to illustrate for “light novels” so I found the courage to leave my job to begin my career as an illustrator. At that time, the work I had done for “Baccano!” served as an impetus for receiving more jobs in the direction of character design. As for the Star Ocean series, it all began when I was given the opportunity to work on the character illustrations for “Star Ocean: The Last Hope.”

SE: What do you like most about creating artwork for the Star Ocean series?

KE: The game is set in an expansive world based in outer space where a variety of races and cultures exist. The range of physical appearances and outfits makes it appear as though each one is based on a completely different lore, even within the same title. I consider this — attempting to distinguish them from one another as I draw them — to be both a challenge and a pleasure. Particularly on “Star Ocean: The Last Hope,” the armor with a mechanical feel was something I had never had a chance to draw until then, so there was a bit of personal satisfaction for being able to accomplish drawing something of that nature.

SE: How did working on Star Ocean: The Last Hope differ from working on Star Ocean First Departure R? How has your method/process of illustration changed over the years?

KE: There was a moment of regret on my part after taking on “Star Ocean: The Last Hope” as it involved depicting a lot of Sci-Fi armor, and drawing mechanical objects was not my forte. That said, after finishing the illustrations, I felt that the detailed designs gave the mechanical objects a weightiness that gave the finished product a level of quality/texture that goes beyond my own design capabilities.

“Star Ocean First Departure R” is a port of the original game, so the original designs served as a basis. In order to honor the original designs that fans adore, rather than drastically changing or modernizing them, I was conscious of maintaining parts of the original designs, while updating some aspects so they could be appealing to modern players.

Compared to “Star Ocean: The Last Hope,” the characters’ outfits are simpler. It didn’t allow any room to cut corners with the help of dense details, so I considered the best way to dress the characters with their outfits in order to generate a good atmosphere.

As for differences in the production process, the work on “Star Ocean: The Last Hope” was relatively simple as illustrations were generated from available designs. “Star Ocean First Departure R” was similar in that I was drawing available designs, but there was an added element of giving them a sense of atmosphere that would make them relevant for this day and age.

SE: How did you approach updating the original artwork for Star Ocean First Departure R? Did you collaborate with the original artist?

KE: I believe key art and character illustrations were everything for many games from the past, where they focused on character images to help supplement and expand on the player’s imagination. For this title, I believe the opportunity was presented to me as the illustrator that worked on “Star Ocean: The Last Hope,” so illustrating in a way that generates the feeling that it is all part of the same series is something I tried to keep in mind during the process. I have not met the artist who worked on the original game, but I am one of many who played the game with those designs, so I’m truly grateful for the opportunity to illustrate them myself.

SE: Of the three new illustrations released thus far (Roddick, Millie, Dorne), which character was your favorite to draw and why?

KE: I would have to say Dorne. Regardless of the project, I always love supporting characters. There may be instances where I get over-enthusiastic and run wild with my imagination, giving them too much character. On the contrary, I find it challenging to create the hero or heroine, attempting to depict the handsomest or cutest characters. There have been many instances where they are overshadowed by the personality exuded by supporting characters, so I try to be mindful about avoiding such an outcome.

SE: Star Ocean as a series has had a fair number of guest artists contribute artwork and designs, including yourself and others like Akiman (Street Fighter) and Kou Yoshinari (Valkyrie Profile). What does it feel like to work on a series that has such a diverse body of aesthetic and design?

KE: Back when I was a student and I was playing games all the time, Akiman’s “Street Fighter” illustrations were an aspiration. Every time there is a new illustration for Star Ocean by Akiman, I feel a sense of happiness, knowing that I am working on the same series.

In regards to Kou Yoshinari, I remember looking at Valkyrie Profile and thinking how high level character designs had become. I felt concerned for my future as I started to set out on the same path, and remember his presence being quite stimulating.

I am extremely happy to be involved in a title with many wonderful designers; at the same time, the pressure is constant as it feels like a competitive field where my current self is being compared against such illustrators.

SE: Are there any other Star Ocean characters you would like to draw in an official capacity?

KE: There are many, so there would be no end if I were to draw everything, but perhaps Maria. Generally speaking, I prefer to draw characters that are pretty over cute, and cool over handsome. Given the fact that I have the opportunity to partake in a title with so many characters, if there is an opportunity to do so, I would love to take on all of them.

SE: Do you have any advice for young artists/illustrators?

KE: In this day and age, there are so many methods to showcase your artwork, so the competition is greater, making it harder to make a living out of this profession and have people remember your name. In order to make drawing your profession, I feel like success or failure depends on whether you have something to offer that aligns with someone’s objective when they happen to stumble upon your work while looking for an artist. I feel like these opportunities will increase by showcasing pieces that are polished and display the skills required for your target genre and industry.

Just like in Japan, players who will pre-order the game on the PlayStation Store will get a commemorative PS4 theme featuring some of the newly drawn illustration by Enami-san, in addition to a digital mini soundtrack for Star Ocean Live 2019 when the game launches on December 5.