This one's going to confuse people, if only for the reason that there are a few Astro Boy games on the market now; one by published by Sega and developed by Treasure (known for Gunstar Heroes and Gradius 5 alongside a number of other classics) on the Game Boy Advance, and the others based on the movie that was just released in the US today. All of those were published by D3 for PlayStation Portable, Wii, Nintendo DS, and a port of the Wii game on PS2. Here's where things get really confusing; Sega also released an Astro Boy game for PS2 back in 2004 that was developed by Sonic Team (guess what franchise they're best known for?) The games based on the movie were just released, so I'm not covering those yet, unless they hit bargain bins. From what I understand, they're all side-scrolling action titles that play somewhat like the 2004 GBA game. Today, we're gutting the 2004 PS2 game, so that no one gets confused when their kids see the movie in theaters and want to play it on their PS2 (You know, since you won't buy them a Wii.)

Most of you that aren’t familiar with Japanese RPG’s probably don’t know the befuddlement that is the SaGa series (yes, they thought it would be keen, far out, and groovy to capitalize each consonant). Unlike your Final Fantasies, SaGa never really made its’ mark with so much as a cult following the way other titles of the genre such as Suikoden and Star Ocean did with Western audiences. And if you ask any of us longtime grizzled RPG gamers that embraced their free copy of Dragon Warrior on NES that came with their subscription to Nintendo Power, most of us are going to tell you different reasons; the series was unrewarding, confusing, unpleasantly unbalanced, or simply boring.
All of these are true, to a certain degree. The first three SaGa games debuted on the Game Boy, which Square’s US branch renamed as the “Final Fantasy Legend” series to market the games a bit easier (the first “Legend” game was released shortly after the first FF game was localized in North America by Nintendo, so it was not the household name it is now), are heralded as some of the most insanely difficult games on the system. These games were a slightly different breed, not using a true experience system that almost every console RPG at the time used, but what seemed to be individual stat boosts that occurred post-combat based on some unbalanced algorithm based on character participation and sheer insanity. While Japan would see three more games in the SaGa series on the 16-bit Super Famicom (Super NES) that all received much higher critical acclaim by gamers everywhere, the series would not rear its head in America until after FF VII hit it big, when SaGa Frontier was released on the PlayStation. Reviews were abysmal, and rightfully so; it was, like the games we played on GameBoy, an unbalanced mess fogged by sprites clashing with horrible CGI renders, and an attempt at non-linearity that left everyone who just got back from three CD-Roms of Cloud Strife’s journey just totally in the dark as to why they should even bother. Its sequel, SaGa Frontier 2, met with a bit more nicer words from critics, but commercially had not found its place outside Japan.
Sadly, SaGa would forever be considered damaged goods when the insane crossbreed of board game, water color slideshow, slot machines and psychedelic turn-based combat called Unlimited SaGa was released on PlayStation 2. Unlimited was such a dismal failure that when Square-Enix tried to redeem itself by remaking one of the titles from the series’ prime during the 16-bit era (back when the American SquareSoft had too much on their plate to consider localizing the unorthodox series), many were still recovering from the burns to really give Romancing SaGa: Minstrel Song a fair chance. Having played Unlimited, I sympathize when even the most hardcore grinder takeS this frame of mind, as playing it more than an hour has made me physically ill (a feat no game has accomplished since… coincidentally, Square-Enix and Disney’s very own Kingdom Hearts.) But because I knew that the Romancing set was some of Square’s best work after playing RS 2 and 3, I was willing to forget about Unlimited long enough to give a fair analysis to this enhanced revision of the first SaGa game that English speaking audiences were unfortunate to miss out on.
Shepherd’s Crossing puts you in the role of a traveler who is convinced by large-eyed young lass named Claire into settling down as a farmer in the township of (guess what?) Shepherd’s Crossing. What follows in objective may sound a bit familiar to longtime fans of odd Japanese games that sound awful in theory but somehow work; plant your crops, tend to your livestock, and maintain and protect your farm from pests. The premise sounds almost identical to the Harvest Moon series of games. Upon closer examination, it appears game developer Success had something much more casual in mind. While half of Harvest Moon draws influence from Japanese RPG titles by consisting of side-quests, optional interactions, events and yakking it up with the townsfolk, Shepherd’s Crossing’s focus is almost entirely on maintaining your farm, with some JRPG-inspired elements. Absent are such bells and whistles like upgrading your tools, exploring the town and woods, and dating the locals. A good 80% of gameplay takes place on your farm, w
A guttergamer is the kind of video game enthusiast that normally has at least three different consoles hooked to his TV at once; at least two of them are obsolete.
A guttergamer will spend hours digging through the bargain bin of his local video game specialty outlet looking for that one inexpensive game that was painfully overlooked by critics, or just laughably bad. Even giving a bad game the roasting treatment with friends is entertainment.
A guttergamer doesn't really care how s/he plays that old 16-bit era game; be it a cheap anthology disc, a plug and play system, or on the original console. As long as it's fun, the medium matters little.
A guttergamer buys games for fun, not for collector's value. So what if only 1,500 copies of Cheetamen 2 for NES exist? It's still not worth $200 to own one of the worst games ever made!
A guttergamer will normally not care about having an instruction manual or case for the game (unless it's for personal sentimental value); they're crafty enough to not need them.
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