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Sakura Wars: So Long, My Love

Score: 85%
ESRB: Teen
Publisher: NIS America
Developer: Sega
Media: DVD/1
Players: 1
Genre: Strategy/ RPG

Graphics & Sound:

Sakura Wars: So Long, My Love isn't the quirkiest game I've played in the last five years, but it's certainly up there. It's a strange brew of disparate elements that I can only describe as "Persona meets Valkyria Chronicles." As you can probably guess, this game is absolutely not for everyone. If you can't stand slow-paced games, it will put you off. However, if getting to know a group of genuinely interesting characters (and engaging in some good old-fashioned robot wars) is your thing, this is the game for you.

Ignore the screenshots for a moment. Based on the title of this game alone, you should be able to venture a guess regarding the visuals. Yep, we're definitely dealing with anime. So Long, My Love isn't a next-gen game, so don't expect it to look like one. If, like me, you've been spending three-hour nightly stretches playing Battlefield: Bad Company 2, you probably won't be impressed. However, the presentation successfully blends the otherwise unremarkable visuals of the gameplay with an irresistable 1920s steampunk aesthetic. Sepia tones and gilded menu screens are only a part of it. On top of that, we're dealing with some seriously outlandish subject matter. New York is represented with all the excess that anime can possibly tolerate; I don't want to spoil the imagery, so if you're interested at this point, I can recommend So Long, My Love with almost no hesitation. My biggest problem with the game's visuals is more of a personal distaste than anything. Still shots of characters in these kinds of games kind of peeve me, and So Long, My Love doesn't make any strides towards making the characters look significantly less static in conversations. It's okay, though -- the rest of it looks nice enough to ignore the little things that aren't top of the line.

So Long, My Love sounds great. The voicework can be a little obnoxious at times, but the music fits the atmosphere wonderfully -- with the possible exception of some of the songs. The robots sound like classic Gundam style machines, and even the most mundane of the New York Combat Revue's activities are accompanied by fitting sound effects. My only problem is that at the default settings, the music and sound effects occasionally overpower the voices. There aren't any options to change the settings, either, which kind of kills the immersion factor. At least you'll always have the subtitles to let you know what they're saying.


Gameplay:

It's the 1920s. You are Lieutenant Shinjiro Taiga, a Japanese youth of 19 who has been sent to New York City with the hopes of joining the Imperial Assault Force's Star Division. In a distinctly Japanese twist, these freedom fighters operate underneath a Broadway facade, which is hilariously dubbed the "New York Combat Revue." Whenever they aren't putting on a show, they are fighting evil with giant killer robots. It's not that cut-and-dry, though. There's an awful lot going on in this game, and it moves at a rather slow pace. As I mentioned several times already, this is some quirky stuff; even if the story wasn't interesting, you'd still enjoy getting to know the ladies of the Combat Revue, thanks to some sharp and funny writing.

Your won't get your first taste of combat until almost three hours in, so make absolutely sure you're not allergic to piles and piles of text. Of course, you're an active participant -- more on that later. If you dig this kind of gameplay, you'll dive right in and not come up for hours. Remember, I likened this game to those in the Shin Megami Tensei: Persona series. That's because the relationships you build with your teammates affect your abilities in combat.


Difficulty:

I wouldn't refer to Sakura Wars: So Long, My Love as challenging -- at least, not for a role-playing game. Sure, there are ways to fail at just about everything in this game, but I don't think you'll find yourself getting stuck too often. As long as you can read the girls properly and figure out how to say exactly what they want to hear, your bonds will grow and make you more powerful in battle.

Speaking of battles, you may fall from time to time, but don't worry. Each of the conflicts lasts a good bit of time, but if you make enough progress in one run and blow it near the end, the game will remember and restart you from a convenient checkpoint.


Game Mechanics:

I can't stress this enough: you'll spend a ton of your time with Sakura Wars: So Long, My Love in interactive dialogue sequences, so again, if you're text-averse, stay away. At times, the supporting characters look to Shin for a response. You have to choose what he says, and you only have a certain amount of time to do so. In some cases, you have control of the little things that influence a conversation such as enthusiasm, attitude, etc. Occasionally, you'll have to participate in quick time events. The developer refers to this mechanic as L.I.P.S. (Live & Interactive Picture System). The choices you are presented with are well-written and come with interesting consequences. I've got a small issue with the system, but it has more to do with my personal tastes than actual gameplay flaws. Ever hear the phrase "There are no right or wrong answers" in school? So Long, My Love throws that sentiment to the wind. To further complicate things, what initially seems to be the right choice might turn out to be anything but once the plot takes an unpredictable turn. The story can get tricky sometimes, and since you influence a lot of it, you might feel like the game pulls a fast one on you from time to time. Of course, you can say the wrong thing constantly if you choose to, but in combat, your Joint Attacks will suffer.

Speaking of So Long, My Love's combat system, it's about time I explained it. Here's where the game is comparable to Sega's excellent 2008 PlayStation 3 exclusive Valkyria Chronicles. Of course, this is no surprise, considering the developer. The turn-based strategy battles take place in differently-themed 3D arenas. Each turn you take allows you a set amount of free action; choosing to move, attack, and defend brings you closer to the end of your turn. Same goes for your enemies. It's simple enough for any RPG fan to understand in ten minutes of play time, and it's deep enough for hardcore RPG fans to get a kick out of it.

Here's where the two gameplay systems merge together. If you get along with the denizens of your harem -- ahem, I mean your colleagues in arms -- your Joint Attacks will become very powerful. If you play your Shinjiro as a petulant misogynist, well, you get the idea. Treat the ladies right, and your battlebot will cut through demons like a hot knife through butter.

I'd like to see this game succeed, so if you think it's your cup of tea, go pick up a copy. I'd really like to see another installment of the franchise come stateside. Sakura Wars: So Long, My Love is weird as hell, but it's a quirky little treasure that knows how to please its target audience.


-FenixDown, GameVortex Communications
AKA Jon Carlos

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