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    • Man, GCN really did get a LOT of N64 up-ports didn’t it? It’s almost enough to make the Switch blush with its army of reheated Wii U titles.
    • It really was...   I'm probably only half way through at the moment, but I agree. I'd even say that people who aren't particularly fond of the genre could quite likely still enjoy this, as it's presented in a very streamlined and accessible way, not to mention such a high quality production all round. Super impressive for a debut title. 👍
    • Doshin the Giant Be a giant, do what you want! JP release: 12th March 2002 EU release: 20th September 2002 NA release: N/A Developer: Param Publisher: Nintendo NGC Magazine Score: 62% Mods Used: Widescreen Code   Originally released on 64DD, Doshin the Giant is a game that I enjoyed but didn’t quite understand. Luckily, the GameCube version was released in Europe, so I know more about how the game works, which is definitely a good thing, although the game is also not as deep as I was hoping. Doshin the Giant is a “god” game where you control a yellow giant and help a bunch of villagers construct buildings by bringing them trees and adjusting the height of their land. You can also turn into the evil Joshin to smash stuff up, or to ward away natural disasters. Doing good or bad deeds will make you grow stronger – although only for one in-game day.     The main thing I struggled with was building monuments, but the game hints at what you do a bit more here: for them to build a nice monument, you need to give them a flower, obtained by putting around seven trees close together, those trees will die but more will take their place, along with a flower – although there can only be one flower at the time. This tree mechanic is also needed to keep areas green and alive – as all the trees will die over time, you need to keep things refreshed for the villagers.     Building the different monuments is also quite simple, the flags in a village indicate the group living there, with different tribes having different colours. Getting the different monuments built (which is the main objective of the game) is a case of smashing the old one, moving some villagers around, getting a flower, waiting for them to build the new monument and repeat. I had envisioned in my head a system where they would build different ones based on the actions you perform, but the reality is far simpler. There aren’t that many ways the villagers need your help, either. They either want a tree, want an object moved from where they’re building (usually the tree you just placed) or want the land levelling, which can be a massive problem, especially if lots of villagers need stuff adjusting, as fixing one area will make the others unhappy. Luckily, you do get a massive amount of hearts, although the bigger you get, the more difficult it is to avoid trampling and killing the villagers.     For Doshin’s transition to GameCube, there are a few changes. First of all, nothing from the rather strange expansion is included, which is understandable. The map is also smaller, probably so the game doesn’t eat up an entire memory card. There are some enhancements, though, as the game (especially the water) looks much nicer and there are more animals and building designs to make the world much more vibrant, with the villagers having cattle and birds flying around and hunting fish. The camera controls also let you more closely look at what the villagers are doing.     As it stands, Doshin the Giant is the only 64DD game to be remastered or re-released in some form, although a few portions of the Mario Artist series did inspire other things like Miis and WarioWare. While shallow, it’s still an extremely charming game that’s well suited to giving it the odd go every now and then.   Fun Remake or remaster? A remastered version would make for a lovely little downloadable title that you can open up every now and then. Official Ways to get the game There is no official way to get Doshin the Giant.
    • Yeah, this was something very special. Fantastic set of characters, gripping narrative, phenomenal soundtrack, amazing voice acting and a awesome battle system. If I had to criticise anything it would be that the game could do with a mini map when in dungeons and the world map. Other than that... What's crazy about all of this is how such a game has been created. It was done by a very small team and for many of them it was their first job in the industry. It's a prime example of what can be achieved when a development team are allowed to create what their vision is, without the focus testing and interference from big publishers. These are the kinds of games that are needed more than ever in this industry, which IMO, has become very stale. I'm thrilled that the game didn't get buried and has found success, both critically and financially. It's funny when you look at what the game was released with. The Oblivion remaster was dropped alongside this and yet this is the game that is on people's minds. Oblivion may have sold more but look at the state of the thing. Again, it's a good comparison between a game that has been created with care by a small team and one that has been pushed out the door for a quick buck by a large publisher. The battle system in the game is something very special. Every character brings something unique to the table and I had a blast with playing around with different abilities and team selections. The creative director of the game has said that FFVIII is his favourite Final Fantasy game (a man of good taste and Ben Starr must have loved him) and this kinda comes through in a few places. The Expedition uniforms are very SeeD like, one of the later bosses reminds me very much of a FFVIII boss fight, and the battle system in this game can be busted wide open early on, just like FFVIII. Due to the amount of customisable load outs, you can decimate enemies. I took on the game's super boss with a single character and killed it in a single hit. I wasn't even max level at that point but the game rewards you for smart use of ability stacking. @Glen-i you would love it. The game feels very much like a PS1 era JRPG but with modern designs. The game has 3 acts and each of them end as if the disc is finished and the next needs to be inserted. I loved this feeling when playing those games as a teenager and this game recaptures that feeling at the end of each act. The third act certainly feels like the final disc of FFVII or FFVIII, where all that's left in the main story is to take on the end boss but the whole world is open for you to explore. You end up losing yourself hours upon end in side quests, super bosses and general exploration. Like I used to do on those games, I made sure to do everything and reach the max level, before taking on the final boss. I won't go into the narrative but all I will say is that it gripped me from start to finish. The English VA cast done an amazing job and really brought the characters and story to life. It's another example of good VAs really elevating a game to another level. Usually in JRPGs I can't be bothered with reading logs or listening to random dialogue but that wasn't the case here. I was listening to every conversation by the fire at the campsite and reading every log that I came across. I was so engrossed in the world. Once in a while a game like this comes along and reminds me why I love gaming. These experiences seem few and far between these days but this has been a light in what has been a very dark year for the majority of the industry. What made this even better was how it just kinda came out of nowhere. What a marvelous surprise it has been. If you have any love for the RPG genre then you owe it to yourself to play this game. 
    • More thoughts on it will come tomorrow. All I can say at the moment is this is one of the best games I've played in a long time.
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