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The Notorious cult-classic Korean horror White Day returns with a unique VR experience! Step into the eerie darkness of classroom 1-1 and earn your place in the Occult Club by braving the horrors within. Will you survive the courage test?

Notorious cult-classic Korean horror. Sneak into school at midnight to return your sweetheart's diary and get caught in a terrifying game of cat and mouse. Explore haunted hallways, solve classic survival horror puzzles and escape the clutches of a killer Janitor who is out for your blood.

With beautiful, high-resolution 2-D artwork, novel battle mechanics, and a classic tale of fantasy, adventure, and heroism, Crimson Gem Saga delivers the pure, classic Japanese RPG play experience PSP owners have been clamoring for since the hardware's launch. Taking full advantage of the crisp, clear PSP screen and boasting a colorful, catchy musical score, Crimson Gem Saga is a blast from the past presented just as you'd expect a modern RPG to be.

In Astonishia Story, players embody an honorable royal knight and embark upon an epic journey to recover a stolen sacred relic that symbolizes prosperity and fortune. Players must seek the help of wizards and many other mysterious allies to succeed.

Korean RPG developed by Gravity (makers of Ragnarok Online) and Sonnori and later published in Japan by Nihon Falcom. Predecessor to Ragnarok Online with interesting characters and world and combat system similar to Grandia. Arcturus is a Korean-made role-playing game in Japanese style, similar to Grandia II in visual presentation. The player can choose between two prologues chapters (either Elluard's or Sizz's), after which the two stories converge. There is no overworld in the game, and areas are interconnected. Battles take place in the same environment as exploration, and are turn-based. The player can navigate characters on the battle field and also take their speed rankings into account, as executions of attacks and other moves depends on them. Magic can be learned by certain characters and is divided into four elements: Water, Air, Earth, and Fire. Casting spells requires a certain amount of real time when in combat. Characters learn new spells by repeatedly using available ones in the correspondent category. Those who do not have access to magic can execute various special attacks with their own separate point gauges. In addition to HP, characters also have "barrier points", which are reduced first when enemies damage them.

As kind of a side story, Forgotten Saga takes place in the same fictional universe as Astonishia Story, but the plots aren't interlinked and there aren't many shared characters save for Passman. While combat works similar as in Astonishia Story, there are a lot of surprising WRPG influences. In the beginning the main character's class is determined by a catalog of questions, just like in many Ultima games. Then three companions are picked from a variety of classes and typical fantasy races (Elves, Dwarves and Hobbits). Two more slots are available for more characters to join temporarily, or even replace some of the original companions for good. The game is much more nonlineal and open ended than most Far Eastern RPGs, every town holds a variety of sidequests, which often rely on character's classes or the party's reputation, which is raised by doing good deeds. On the other hand the game punishes what the writer deemed immoral behavious, taking inspiration once again from Ultima. For a good portion of the game there isn't even a real "main story" to follow, that only unfolds after solving many individual tasks. Player decisions often have a deep impact on the outcome of a quest. At one point, for example, the party gets caught by a dragon, but manages to escape, alongside many other prisoners. If the heroes then chose to chase and kill the dragon for its treasure instead of fleeing directly, the dragon escapes, killing all fleeing prisoners on the way. The game is also full of little touches, most notable the party doesn't follow the leader in a straight line like in most JRPGs, but in a losely tied bunch of individuals.