I have some kind of a mid-season anime thing going but I also want to capture these tender sprouting opinions, fresh off the grill. Not to mention on some level, what’s the difference these days…
Theater Days I opined a good amount already here, so just to update, I’m definitely getting used to Kaori and Tsumugi. I guess they fit well, after all, as engineered, but what helps the most is seeing other fans going at it. Kaori particularly is the kind of idealistic being that engenders a quick reaction.
A week of grinding, but actually it wasn't even that much grinding pic.twitter.com/WdrbPOc8Si
— omo@アニサマお疲れ様です (@omonomono) August 22, 2017
The first competitive event has come and gone. During the event period, I went to Otakon and was ranking in Million Live vanilla as well, so I only managed tier 2. Got my 3* PST Shiho and I was just happy that I managed a FC on Shooting Star MM, so I can clear all the checkboxes and make a neat screenshot.
How was it? As someone who expected fierce, greemas-like competition I got somewhat part of that in Theater Days, which should surprise no one who knows Million Live Producers. If anything I thought T3-5 were too casual, but my non-greemas producers did not fare that well either. Is this how Deresute is today?
All in all I think if I had the extra 3-4 hours in the ranking period I could have gotten T1 without any issues, but life just didn’t let me have them. So yeah, to me Theater Days ranking event was about the right amount of hard, which is not that hard, but hard enough to be a real challenge. I might not try for tier 1 again though (Matsuri rewards excepted).
Hachigatsu no Cinderella Nine, or Hachi9 as I spell it, is basically the Princess Nine or Taishou Yakyuu Musume of mobile games. I got turned on to it when I noticed Takagi Miyu was guesting on an episode of the mobile game’s radio show, hosted by one of the five Walkure girls whose name I can never remember (Nishida Nozomi). I checked out the visuals, the concept, and eventually the game itself. I was sold very hard, let’s just say. In short, Hachii is my aesthetics. It’s got that good mix of shoujo manga x sports manga x actual baseball thing. It’s snappy. It’s a game focused on character development, and not so much managing a roster or doing any rhythm game nonsense. Imagine if Oofuri was not about middle school boys holding hands? A-1 did a couple animated bits for it. The voice cast, asides from the aforementioned two, includes the full HRR cast and some more of those baseball nerds in association.
The game ultimately is what sold me. At the same time I did not spend much time in it, the game isn’t really primed hard for competition or is that community that hardcore. In a nutshell, the game is a pile of mini-game type things, each playing towards a type of statistics or currency that you accumulate as you go through what the game offers you. During events, typically what you do is trade stamina for a chance at a RNG against an opponent team, whichever team with higher score, boosts and other abilities included (including weather conditions and what not, and spot checking your roster against theirs, to keep it concise), usually wins each given game. Winning a game gets you prizes, which you can use invariably to either roll the gacha, or upgrade your players. Upgrading players is a complex thing in Hachi9. There’s straight up levels. There’s your player’s mood/condition. There are plus and minus traits you can upgrade or remove. You can awaken cards. You can level up skills and there are like a dozen of those for each given player, and skills benefit your team differently for each position your player happens to be playing.
The mini-games outside of actual matches are basically Msute-ish, because that’s also made by Akatsuki, the same developer as Hachi9. Basically a bulk of the game is story modes that you can unlock as your coaching rank goes up. During each story mode, your goal is to do the best possible (at the end of each story mode run you will get a letter grade) in order to reap the most rewards, as more rewards allows you to unlock/upgrade your characters more. Each run of the story mode is broken into chapters. Each chapter is a series of commu interspersed with a training game (think FGO-style card picking but with a deck you build with 9 players instead of 3, rarity included). Each round of card picking reflects 1 week out of the full time period, which usually runs for 9 months or so (9 * 4 worth of moves). As you pick cards you increase your 3 base stats (str dex end I guess?). Those are consumed in order to unlock traits at the end of each story mode run. While you pick cards, each round, some players are eligible for leveling up, and the more powerful you pick for a particular suit (red orange green purple) the more they level up. Each time a player levels up, you get into this second minigame that lets you try for these colored orbs which also is prereq to improve your team’s chances at the tournament at the end of the story mode, and as material for unlocking traits. The better you do in both of these minigames, the better you will be rewarded at the end. Some weeks you don’t train, but you play games instead, so those are just your typical vs computer matches.
That’s a very high level description of the main minigame mechanisms. I also glossed over a ton of details, and probably have some inaccuracies since I am still quite new at that game. Awakened cards go up in rarity, which is cool, but this also means actual SSRs are a little bit devalued. Melding a copy of a card (or something appropriate by the same player) also unlocks stuff, so dupes are welcomed. By the way, players call you director (kantoku) in Hachi9, which I thought was the final straw that broke my “THIS IS SUCH MY GAME” back.
This brings us to IDOLM@STER: SideM – LIVE ON STAGE. It’s made by Akatsuki, and so far most people are familiar with its bond-based minigame/stage otoge combination by now. It’s definitely much more casual if you came from Deresute, but I personally think this is more what IDOLM@STER is about. It was not a pure otoge, and somehow it has become more and more so, out of laziness or limitation, whatever. But we can do better. The bigger question is can the market appreciate it?
I’m not going to play Msute seriously, but I did the “reset marathon” thing and start with a SSR Tsubasa. It’s a good way to learn about SideM, so I am just doing that. Funny enough all these other mobage is just taking my time away from this one. I can say just by messing with it for a couple days, I have more than doubled my SideM idol knowledge, LOL.
On that note, the system in Msute feels right at home coming from Hachi9, and it comes down to enjoying the mini games and the stuff available as story and character development. The gameplay is not hard but I’m no otoge player so it works for me.
Lastly, a bit about Magireco, or the Madoka mobage. The full name is Puella Magi Madoka Magica Side Story: Magia Record. So Magireco. It’s basically the same game as Fate Grand Order, but shelled with widefaces. What’s different is that it’s an improved version of FGO all around. It also has one of the best gacha animation I’ve seen, where when you draw a magical girl you get her transformation sequence. Too bad the draw rates are terrible like FGO.
Shamelessly so, the main “Mashu” character is Mocho, so I’m playing it. Shamelessly because Aniplex put Trysail in this game front and center. In this game you play the role of a fledgling QB and guide your group of magical girls to…something. Well, it’s Madoka. The graphics and visuals reflects all that we have known and come to appreciate about the franchise regarding magical girls.
I guess the last note to make on Magireco is that the developer has built a check in the app to see if the app has been installed from the play store, which makes sideloading tricky. Nothing you can’t get around. I personally had some issues but was able do continue playing after cloning the app. Maybe I’ll fix it in Japan or something.