Normally, I don’t review multiple versions of the same game. These days, if a game comes out on multiple platforms, a) those versions aren’t terribly different from each other, and I’ll note any differences I do know about in my original review, and b) I usually only have time to play a game all the way through once. It’s only in a very special kind of circumstance when I play the same game through more than once on more than one platform.
It does happen though, and this is one of those times. I happened to come across a copy of Diablo III: Reaper of Souls: Ultimate Evil Edition for Playstation 4 (which from here on I will just call Diablo III for ease of conversation). I knew that the game was different now than the original was when it launched, so I was looking forward to seeing just what those differences involved.
When it comes to the culinary arts, there are a few different approaches to creating and preparing a recipe. Some recipes take skill, finesse, and a deep knowledge of many different kinds of ingredients and the way their flavors will blend together. Years of knowledge and talent can go into creating something that is pleasing to both the eye and the palette. And then there are recipes that involve taking a whole bunch of things that taste good separately, stuffing them inside each other, and seeing what happens. The turducken and its dessert equivalent, the cookie-cake-pie, for example, probably fall into this category.
How is this relevant to video games? The answer to that is Danganronpa.
We all have our favorites when it comes to video games. Be it for the artwork, the soundtrack, the mechanics, plot, character development, or style–we have our reasons. To be sure, there is the occasional nerdgasm over a franchise as well. These are the games that stick with us, and usually with good reason. They have components that are done so well that it is something we then go looking for in other games.
When talking to my gamer friends, I am learning that quite a few of my favorites are lost gems; games that don’t have nearly the popularity or following, but are beautifully executed in their own rights.
Kartia: The World of Fate came out in 1998 for the PlayStation in North America, published by Atlas. It was originally released as “Rebus” in Japan. One could go so far as to consider it a “retro” game, by modern standards. Kartia is an isometric tactical roleplaying game, with a very high level of customization within battle. It is a beautiful game, with stunning character art by Yoshitaka Amano and haunting soundtrack by Kenichi Tsuchia and Masaki Kurokawa.