Why did Square's mid-tier games strategy fail so miserably? Since I started posting in Dtoid, I noticed a significant portion of commentators claim they missed the mid-tier games that defined the PS1/2 era, and that was supported by the gaming scene in YouTube. Yet, when Square unleashed a deluge of such game last year, none of them succeeded in making an impact.
Indeed, Front Mission 2 Remake, which was released in the West for the first time early this month, barely got any acknowledgment beyond a poor review by someone who couldn't gather how to play the game from Nintendo Life. This is a game people wrote to Square in the past demanding that they localize it.
Now, Square-Enix are reportedly abandoning their plans for those kinds of games, opting to focus fully on AAA games and such. Which is a shame, since those games released last year, despite their flaws, showed much more creativity and originality than the entirety of Square-Enix's AAA output of latter years. Only the work of Team Asano, which is not actually mid-tier, but looks to be deliberatly channleing that era, is passable for me.
Why did this happen just when it seemed we could get back to the best of Square?
Check out my latest PS1 Review of Jade Cocoon,a cult-classic JRPG that is partially inspired by Pokemon and Studio Ghibli. It has a surprisingly good narrative for a PS1game and innovative Monster fusion mechanic. However, some sluggish pace, repetitive dungeons, and poor Monster designs holds it from greatness.
Also, check out my latest Mega Man Retrospective blog about Mega Man X6, the point where the series jumped the shark in the opinion of a lot of people, and I am one of them. Despite some excellent music and sprite graphics, the game is simply poorly designed from top to bottom.
Finally,check out my weekly updates on the games I am playing now. The information in brackets is how long I have been playing the games and how close they are to the checkpoint that decides if I continue with them or not.
-Wild Arms (PS1) [1/4W]: This is exactly the kind of "mid-tier" game that I terribly miss. An extremely confident and competent JRPG that exudes a unique kind of style and charm that simply does not exist in other games. For Wild Arms, that charm was in fusing the Cowboy Western genre with JRPG and Anime tropes to create a unique world, with amazing music, and a really good story. Here is a game that has full confidence in itself, that it opens with a starting credit roll over an amazing funeral sequence three hours into the game. To humanity's eternal shame, they allowed the Wild Arms series to wither and die, but the legacy of the first two games on the PS1 lives on, and I will thoroughly enjoy this one.
-The Legend of Zelda: Link's Awakening (Switch)[4/5W]: Nintendo, thanks to their dual home and portable console business, were operating with a model such that the portable games could be defined more as "mid-tier" games when compared to their home console cousins, even for the same franchise. With the merging of the two lines with the Switch, I feared that the Nintendo "mid-tier" game might disappear with that merger, and I think that has largely been the case. However, there are still some portable games to remake, and that's where Link's Awakening comes in.
This is the perfect bite-sized adventure for our green-clad hero, and it is a charming game from top to bottom. However, I don't particularly enjoy Dempe's make-a-dungeon system.
-CrossCode (Switch) [2/3W]: I am still enjoying my time with the 16-bit world of CrossCode. Mechanically, the combat system is really solid, while all the supporting systems mostly sync well together. However, my feeling that the game needed some editing persists. Besides the large number of side-quests, there is one system that I feel is at odds with the rest of the game. At one level, this is a game that wants you to explore each nook and cranny of every area. Yet, in order to maximize your combat gains, you are asked to go into a combat combo where you go fight one enemy after another with a countdown timer pushing you to fight before the combo is reset. This means that you will need to rush through areas to keep that timer from going down, which goes against the spirit of exploration. A better system would have been not to have a timer, but to keep you from auto-healing while the combo is still going. After all, the timer doesn't really add much to the experience.
-Judgment (PS4/5)[1/6W]: This is basically a Yakuza (Like a Dragon) game with a different coat of paint. Hell, the coat of paint is not that much different. This means this is a game full of bloated bullshit on top of a melodramatic soap opera of a story, filled to the brim with illogical characters, illogical actions, and a mountain of wasted time with maybe 10% good stuff.
Yet, despite knowing all of that, I continue playing those games. Is it because the good 10% is so damn worth it? Is it because I actually like playing Mahjong and Shogi? Regardless of the reason, I am giving myself a hard cap of 6 weeks to finish the story and be done with the game.
-Upcoming Games in my Backlog in Uncertain Order: Wild Arms 2 (PS1), Dragon Quest XI (Switch), Panzer Paladin (Switch), The Last of Us Part II (PS4/5)