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Danganronpa photo

Western Danganronpa sales reach 200,000 for both games

Nice work, NIS
Apr 29
// Chris Carter
Good news Danganronpa fans -- NIS has announced that both Trigger Happy Havoc and Goodbye Despair have sold over 200,000 units in North America. For a niche visual novel that's only available on the PS Vita, that's prett...
Witch and the Hundred photo
Witch and the Hundred

The Witch and the Hundred Knight is getting re-released on PS4 for some reason

Metallia is playable now
Apr 21
// Chris Carter
I had a chance to check out The Witch and the Hundred Knight at launch, and it was the definition of "all right." It had pacing issues among other problems, but NIS is keen to bring it back on PS4. Protagonist Metallia w...
ATLUS photo

NIS announces a bushel of Atlus games for Europe

RPGs and tigers and bears! Oh my!
Apr 14
// Kyle MacGregor
Poor European Atlus fans... They're always so upset. I wish I could brighten their day somehow. Oh, hey, what's this? A press release from NIS... Four Atlus titles coming to Europe? Hot damn! Apparently Shin Megami ...
Danganronpa photo

Destructoid solves a murder: Danganronpa Edition

It's pun-ishment time!
Apr 13
// Mike Cosimano
From the beginning, this murder (and I've seen a lot of them over the course of my career) struck me as too simple. Kyle Hebert -- a voice actor you may recognize as the voice of Ryu from Street Fighter -- was found de...
Rodea release date photo
Rodea release date

Rodea: The Sky Soldier lands on 3DS, Wii U, and even Wii in late September

A little bit NiGHTS into Dreams, a little bit Sonic
Apr 02
// Jordan Devore
In my mind, Rodea: The Sky Soldier has two things going for it. First, "Rodea" sounds like something that would get into a brawl with Godzilla, and I'm all about that. Second, this Wii U and 3DS title is centered on a sky kin...
Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier looks great on the 3DS

For a 3DS game that is
Mar 26
// Jed Whitaker
Rodea: The Sky Soldier looks beautiful on the Wii U and this new Japanese trailer proves the 3DS version isn't to be scoffed at. This aerial combat game has been in development for around five years at Prope, the studio...
Nippon Ichi Software photo
Nippon Ichi Software

Nippon Ichi Software now committing to PS4 and Vita

We need more publishers to do the same
Mar 23
// Chris Carter
While I'm definitely grateful for the long shelf life of recent consoles like the PS3 and Xbox 360, there comes a time where having progress impeded by previous and current-generation co-development gets old. In an era where ...
PS3 photo

Hey Eurotoid, Tokyo Twilight Ghost Hunters is out now!

It's looking at me, Ray!
Mar 14
// Stephen Turner
As a Brit, I do miss the weirdness that defined the PS2. Play novels, especially, had to make do with the DS. And yes, several years later, I'm still upset about Cing. But fret not, my niche loving console chums! NIS America ...
Vita RPG photo
Vita RPG

Atlus, NISA team to publish Shin Megami Tensei-inspired PS3/Vita tactical RPG Lost Dimension

Coming summer 2015 to North America and Europe
Mar 11
// Steven Hansen
Lancarse's Lost Dimension (PS Vita, PS3) is coming to North America and Europe courtesy of Atlus and NISA, respectively, this summer. The tactical RPG came out in Japan last year. There's a lot of pedigree behind it, too. La...

Review: Criminal Girls: Invite Only

Mar 07 // Brittany Vincent
Criminal Girls: Invite Only (PS Vita [Reviewed], PlayStation TV)Developer: imageepochPublisher: NIS AmericaReleased: February 3, 2015MSRP: $39.99 Criminal Girls pulls you right down into Hell with a brand new job ahead of you. You're now Warden to a menagerie of young women who acted out during their time in the land of the living and are now suffering for it. Your goal is to push each one through a so-called "Redemption Program" so that they might become rehabilitated members of society. If they can complete the trials and tribulations ahead of them, they can escape eternal damnation. Not one of them like you, however, so motivating them or even getting them to do what you want can be a monumental task. As such, the girls act independently of you during pivotal game moments. You're given four of them to rehabilitate to begin with, and tasked with seeking out the rest as you play. There's a very unique battle system in place as you navigate Hell, and to complicate matters further monsters and other nasties begin popping out that you must contend with. This means while you're working on getting these wayward souls rehabilitated, you'll have to deal with monster encounters as well. [embed]288638:57646:0[/embed] When you're thrust into battle, you don't select which attacks you'd like for the girls to perform. Instead, they will suggest their own moves, and you can select the one that makes the most sense. While this could result in moments where one team member is in dire need of healing or damage isn't dealt because there wasn't a suggested offensive attack, most of the time it works quite well. You can choose from four different options each match as well, so you're usually served up at least one action that makes sense in the context of battles. It's not difficult or even a bad battle system, but there are some bizarre machinations in place you'll have to work with in order to be successful, and that stems from the "Motivation" sequences you're required to take part in. As previously mentioned, your new female charges don't like you very much. Motivation finds you dripping things onto the girls or even prodding them with cattle prod-like devices in order to get them to cooperate. The girls will assume sexually suggestive poses, though they're mostly enshrouded in a strange pink mist (I'll call it the adult fog of war) and stay silent while you "motivate" them using the touch screen to simulate a BDSM-style punishment. These sexual mini-games are comprised of several tiers, though the girls are never completely nude in-game. As you complete your motivational tasks, each girl will come to you with a specific Order that you need to complete. Basically, you'll be asked to find an item, a piece of equipment, a snack, or other special item the girl would like from you. You'll want to do all you can with this system in order to earn new moves, combos, and other useful mechanics for use against the game's plentiful enemies. In short, motivational moments are completely necessary, and while the game is actually a very competent role-playing game without these segments, as always, it will be touted as completely inane and unnecessarily sexual. The time you put in with Motivation games, fighting off enemies, collecting specific Order items, and getting to know the girls is extremely rewarding, however. Throughout the course of the game you'll come to learn more and more about each of the diminutive delinquents, like why Ran's such a little firecracker or why some of the girls have diffficulty chatting with you at all. The beauty of it all is you can experience character growth while still enjoying a title that's simple to pick up and put down with little fanfare. It's perfectly at home on the Vita, though it's clear that many of the backgrounds and areas you must explore were in fact recycled from the original PSP version of the game. Not too big of an issue, but it can clash a bit with the emotive and vibrant anime-styled character portraits. Completing the compulsory mini-games may be uncomfortable for some players, but Criminal Girls: Invite Only is very much a competent game and deserves a look, especially if you've all but converted your Vita at this point into a waifu-collection machine. That's basically what I've done. The edits to the original Japanese version are tasteful, the girls are witty, and the battles are engaging in a very "mobile game" sort of way. You can decide how you feel about motivating these young women on your own, but for me? It feels right! I'm going to make upright citizens out of these ladies yet.  [This review is based on a retail build of the game provided by the publisher.]
Criminal Girls photo
What they need is a good defense
We all know the PlayStation Vita is now the de facto home for all things Japanese. Ports, remakes, re-releases, and original content all trickle down similarly to the little handheld that could, and the Vita port of 2010's PS...

Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

NIS confirms Wii release for Rodea: The Sky Soldier

A collector's item
Mar 04
// Kyle MacGregor
It looks like Rodea: The Sky Soldier will be the Wii's swan song. Today, NIS America confirmed first edition copies of the Wii U version will come equipped with the original Wii prototype. The aerial action game was...

Review: htoL#NiQ: The Firefly Diary

Feb 22 // Josh Tolentino
htoL#NiQ: The Firely Diary (PS Vita)Developer: Nippon Ichi SoftwarePublisher: NIS AmericaReleased: February 24, 2015MSRP: $19.99 First, to that bit about minimalism: htoL#NiQ has virtually no written or spoken dialog, or even text. Apart from some prompts explaining the basic controls and a brief crawl in the opening, players won't even encounter so much as a lettered sign in the background. The plot, such as it is, is delivered almost entirely in-game, via environmental clues and lightly interactive flashbacks.  The game screen itself is largely free of HUDs and icons, and combined with low-lit environments that flicker as if beaming from a vintage film projector, gives off a universally gloomy, unsettling aura that contrasts well with the cutesy character design. The flashback scenes are rendered in a totally different, isometric style that recalls older RPGs like Contact. [embed]287859:57450:0[/embed] Exploring this downbeat dystopia is Mion, a silver-haired waif with big eyes, a pair of branches growing from her head, and all the self-preservation instinct of a videogame lemming. Accompanying her are Lumen and Umbra, the titular fireflies and the only means by which players can guide Mion through the wilderness. Players can use the touch screen to move Lumen, with Mion following her Navi-esque companion wherever it goes. Lumen can also signal Mion to throw switches, push boxes, and other puzzle-solving interactions. Umbra, on the other hand, resides in Mion's shadow, and can only be controlled by shifting to an alternate dimension with a tap of the rear touchpad. From there, Umbra can move through shadows freely - including those cast by Lumen's glow - and interact with objects too far away for Mion to reach. Manipulating the environment and using the firefly duo to help maneuver Mion past various hazards forms the bulk of htoL#NiQ's mechanics. This all sounds simple enough, but the game in which these mechanics are employed is an artifact of what I can only describe as gleeful, knowing sadism. htoL#NiQ is one of the most difficult games I've ever played, and the bulk of my playtime has been spent dying, over and over and over again. That's not necessarily a bad thing, seeing as the last few years have brought a new renaissance for tough, uncompromising game design, but the type of pain dealt by htoL#NiQ is of a very particular type, one that's been justifiably abandoned by most modern titles. Simply put, this game trades in pure, trial-and-error frustration. Thanks to a combination of deliberately lethargic controls and deathtrap-obsessed level design, virtually no challenge the game poses can be passed on the first try - or the 48th try, for that matter. That's how long it took me to overcome just a single checkpoint in the second level, a checkpoint that, performed successfully, takes about a minute to transition through.  Since Mion can only be moved by moving Lumen ahead of her, a slight delay accompanies every movement, and Mion herself hits her top speed at "leisurely stroll", even when pursued by rampaging hellbeasts made of shadow. The awkwardness of using the touch screen and rear touch pad to control Lumen and Umbra can be alleviated somewhat by switching to an optional control scheme that uses the analog stick and face buttons, but the precision and sluggishness in movement remains. Worse still, some challenges demand precise timing to trigger environmental actions using Umbra, but the pauses that accompany attempting to switch to Umbra's dimension make that timing even tougher to nail down. Add in hidden enemies, barely-telegraphed hazards, instant death, and occasional randomized factors that cheapen every death, and htoL#NiQ ends up embodying a strange sort of videogame Murphy's Law: Anything that can kill Mion, will kill Mion. Several times.  To clarify, there's nothing wrong with deliberate, "slow" controls. As a fan of Monster Hunter and the Souls games, I can appreciate that style, and intention behind them being in this game is fairly clear. htoL#NiQ aims for the kind of dynamic that defined the likes of classics like Ico. The problem here is the decision to combine the tension of having to escort a helpless charge with such demanding level design. The stress of both having to keep the charge safe as well as perform feats of precision timing and speed is almost too much that would stand to gain the most from the game's low-key storytelling and unique aesthetic. Extending the comparison further, if htoL#NiQ were to be compared to Ico, the difference between the two in terms of difficulty would be akin to trying to shepherd Yorda through the Tower of Latria from Demon's Souls.   It simply isn't fun to have to redo every section just to pass - or replay certain portions perfectly just to access all the game's collectible flashback scenes (which form its most substantial narrative payoff), but then again, I did retry a single section forty-eight times in a row, so there may be something to htoL#NiQ, after all. The creepy atmosphere and interesting visuals were just enough to keep me hooked alongside its grim, intriguing story. And of course, there's the stubborn, bitter, vengeful thrill of finally defeating a game that's seemingly designed with the middle finger extended towards its players.  I won't lie: htoL#NiQ: The Firefly Diary feels like an ordeal to play, but it is worth noting that historically, surviving an ordeal was often taken as a sign of being blessed by a higher power. That notion may appeal to some types of players, and it's they who'll find the fun in this gorgeous, cruel game. Everyone else should just hang back and ask how it went. [This review is based on a retail build of the game provided by the publisher.]
htoL#NiQ Review photo
Oh Dear, Diary
No, that isn't an encoding error up there in the headline: "htoL#NiQ" is indeed this PS Vita game's title, and is essentially a very stylish way to type "The Firefly Diary" in Japanese. Whatever personal peculiarities led the...

Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier coming to Wii U, 3DS this fall

Sonic programmer's long lost action game is finally on its way
Feb 19
// Kyle MacGregor
NIS America just revealed plans to localize Rodea: The Sky Soldier for North America and Europe. Expect to see the aerial action game hit Nintendo 3DS and Wii U sometime this autumn. Rodea has an interesting development hist...
Danganronpa photo

Danganronpa Another Episode heads west this fall

Spike Chunsoft's latest creation confirmed for North America and Europe
Feb 19
// Kyle MacGregor
Good news, everyone! Danganronpa Another Episode: Ultra Despair Girls is coming west this autumn, publisher NIS America announced tonight at a press event in San Francisco. Unlike the first pair of Danganronpa titles, b...
JRPGs photo

Nippon Ichi's Operation Abyss crawls to Vita in June

Experience's cyberpunk RPG debuts in the West starting June 5
Feb 17
// Kyle MacGregor
[Update: NIS America has postponed Operation Abyss' western releases. The role-playing game will now arrive in Europe on June 5 and North America starting June 9.] Dungeon crawler Operation Abyss: New Tokyo Legacy is co...
Criminal Girls photo
Criminal Girls

You have the right to remain sexy with Criminal Girls: Invite Only's latest screens

Or don't, that's your opinion or whatever
Jan 23
// Brittany Vincent
Criminal Girls: Invite Only is a game I've been following for some time now, and right now I'm in the middle of reviewing it for Destructoid. Since there's still a bit of time left before it actually comes out, however, I've ...
Disgaea 5 opener photo
Disgaea 5 opener

So, Disgaea 5 is horny/funny s-CRY-ed? Watch the full opener

'Dis guy, ehhh?
Jan 08
// Steven Hansen
This may be me projecting. I think about s-CRY-ed a lot. I don't know why. And it certainly did not invent the "guy with cool arm" genre. Still, the first half of this trailer reminded me a lot of s-CRY-ed, and then the...
Disgaea 5 photo
Disgaea 5

Don't count on a Disgaea 5 Vita port anytime soon

Even though the first four games have been ported to Sony portables
Dec 31
// Chris Carter
Disgaea 1 and 2 were ported to the PSP, and Disgaea 3 and 4 were ported to the Vita, allowing handheld gamers to enjoy the series. Unfortunately it doesn't look like the PS4-bound Disgaea 5 will get that s...
Disgaea 5 photo
Still not tired of SRPGs
NIS has released a new video for Disgaea 5, and the animations and insane special attacks are as crazy as ever. I'm really loving the landscapes this time around, as there seems to be a lot more diversity when it comes to th...

Disgaea 5 confirmed photo
Disgaea 5 confirmed

Disgaea 5 will come to North America and Europe in 2015

Alliance of Vengeance coming to Western PS4s
Dec 17
// Steven Hansen
'Dis guy, ehhh? At the Tokyo Game Show we learned Disgaea 5: Alliance of Vengeance (awful subtitle*) was coming to PS4 in 2015. NIS America has confirmed it will be available in North America and Europe in the fall of 20...
NIS photo

What's your favorite NIS game ever?

I love Disgaea and Makai Kingdom but as time passes, I love Prinny even more
Dec 11
// Chris Carter
Phew. I was scared there for a second. Even though NIS' newer catalog doesn't really match up to its older classics, we recently learned that the developer/publisher may go under if Disgaea 5 doesn't sell. Thankfully tha...
Nippon Ichi Software photo
Nippon Ichi Software

NIS might go out of business if Disgaea 5 doesn't sell

Targeting 150k sales
Dec 10
// Brett Makedonski
[Update: NIS of America has reached out to us to update this story. According to the publisher, the statement made by president Sohei Niikawa was originally meant to be self-depreciating humor. The original spirit of the...
Criminal Girls photo
Criminal Girls

Criminal Girls: Invite Only up for parole in February 2015

Doin' time and the living's easy
Nov 26
// Brittany Vincent
You may remember Criminal Girls: Invite Only as the game we covered back in July two different times where it was briefly suggested the game shouldn't be localized. But that's only because I didn't write the post, because I'm...
NIS America photo
NIS America

The Firefly Diary flies to PS Vita in February, 2015

Nov 18
// Kyle MacGregor
Nippon Ichi Software's htoL#NiQ: The Firefly Diary (yes, that's seriously the title) will launch on February 24, 2015 in North America and in Europe the very next day. The PlayStation Vita puzzler follows a pair of...

Review: Fairy Fencer F

Oct 19 // Brittany Vincent
Fairy Fencer F (PS3)Developer: Compile HeartPublisher: NIS AmericaReleased: September 16, 2014MSRP: $49.99 You should already be pretty aware of where the story is going when it opens up with the perpetually hungry Fang, who doesn’t really care about anything he’s doing since he’s so hungry. Right when those words spill out of his mouth, it becomes infinitely more difficult to care about anything that transpires during his time in the story -- unfortunately he’s the protagonist, so we’re forced to listen to plenty more drivel about how apathetic he truly is about things. And how he’ll “eat when he wants to.” Riveting. But when Fang hears he can pull a special Sword in the Stone move and wish for whatever he wants as a result (food, of course) he does so and gets a whole lot more than he bargained for. When a fairy jumps out and tells him he’s now forced to gather weapons to be used in a battle to seal away the “Vile God,” he becomes bound to a special sword known as a Fury, and eating just has to wait until he fulfills his new role as a being known as a Fencer. I’d be pretty upset if I were Fang personally, but then again I would have just gone to a grocery store or something, like a rational person. The fairy within Fang’s Fury weapon is a hot-headed pink-haired nymphette named Eryn, and when you combine her haughty condescension with Fang’s apathetic “can’t-be-bothered” attitude, you have a recipe for two of the most grating characters you could possibly have been forced to spend time with. It’s really quite unpleasant, the culmination of the several awful anime tropes you always hope to avoid when it comes to this genre, and it only gets worse from there. [embed]281894:56013:0[/embed] In case you couldn’t already tell, there’s not much of an opportunity for epic storytelling or anything like that here, so thankfully the battles that eventually crop up give some semblance of meaning to the game. It’s a familiar turn-based affair, though you can roam the battlefield and call on your Fury partners in order to give you power. Your partners and powers metamorphosize over the course of the game, making combat the strongest part of the concoction. As you earn weapon points and the ability to customize your equipment, you’ll realize that strategic point assignment is absolutely important. If you don’t upgrade specific things, like your combos, you’ll find that cutting down swarms of enemies is actually an impossibility, finding yourself back at square one if you don’t bother to take the time to upgrade. For anyone wishing to look beyond the typical “press X to bash Y into oblivion” system, Fairy Fencer F delivers, and it’s a genuinely fun, while it lasts. What really steals the show is the “Fairize” ability, which finds you fusing with your fairy partner for stat boosts that go completely off the charts. You’re essentially stabbed through the torso by your Fury weapon, and after a brief, cheesy J-rock interlude, are fused with your partner. You get a fabulous transformation, new attack animations, and a nigh-unstoppable form that you’ll want to call on time and time again. Despite this powerful option, the game’s somewhat unpredictable difficulty curve will undoubtedly end up affecting you at least one point or another, especially when you find yourself facing bosses, who are more difficult than the enemies around them in a ridiculously non-proportionate way. While that’s usually par for the course with JRPG bosses, the level of difficulty they achieve in Fairy Fencer F can get out of hand, and when you’re forced to grind for twice as long as normal to defeat them, there’s a problem. You’ll have to hit the dungeons in order to get to the meatier parts of the game, as well. Combat is engaging, as previously established, but traversing the various dungeons, represented by different elemental affinities, is more drudgery than anything else. You aren't offered the opportunity to freely roam around in any environments, so they’ve got that going for them, but the simple action of moving from one room to another when it comes to dungeon areas isn't exactly scintillating. There's even a drop in framerate when things tend to heat up, which is bizarre, given the fact that the game isn't absolutely mind-blowingly gorgeous to start with. Fairy Fencer F is inherently flawed, but it does boast familiar combat, plenty of items to collect, and JRPG elements that do make up for some of its shortcomings. Unfortunately, dull and grating characters, an uninspired narrative, and the slog of the game’s lengthy dungeons drag it through the dust. If you’re just getting into Compile Heart’s games and are looking for a starting point, you may as well stick to the Neptunia series, which offer more in every department in the long run. Fairy Fencer F should be relegated to footnote status in Compile Heart’s stable of role-playing games.
Fairy Fencer F review photo
Not 'fairice,' but 'fairize!'
If you want to think outside the box, the role-playing genre may not be the perfect playground for you -- at least, when it comes to traditional Japanese titles, which generally confine themselves to a set of tried-and-true m...

Review: Danganronpa 2: Goodbye Despair

Sep 28 // Brittany Vincent
Danganronpa 2: Goodbye Despair (PS Vita)Developer: Spike ChunsoftPublisher: NIS AmericaReleased: September 2, 2014MSRP: $39.99 Follow the upper crust of high school students (the "Ultimates,” as they’re called), promising young people with extraordinary talents meant to make the world a better place. The class of 16, including protagonist Hajime Hinata, are taken on a field trip to the abandoned resort of Jabberwock Island to discover how hope, friendship, and other positive ideals can benefit them -- at least, that’s the line of nonsense they’re fed to get them to cooperate. Of course, things aren't as bright and happy as your pink rabbit plush toy of an instructor claims. As it turns out, Jabberwock Island devolves into an inescapable prison manned by the malevolent Monokuma. While the students can live comfortably on the island, there's no hope for any of them to escape -- unless someone gets away with killing another student without being caught. Much of Danganronpa 2 unfolds via interaction with other characters; back-and-forth dialogue exchanges compose the glut of gameplay as you uncover the mysteries of Jabberwock Island. With key players being killed off left and right, it needs that kind of balance, and the English script does a great job of providing it. Best of all, where most visual novels are content to throw wall after wall of text at players, giving little incentive to continue beyond the branching dialogue choices, Danganronpa makes excellent use of a variety of different play styles to keep up the momentum. [embed]281591:55775:0[/embed] The first of these you encounter are Phoenix Wright-esque segments where you explore crime scenes in a first-person point of view. This perspective gives the game a bit of a claustrophobic feel, emphasizing the hopeless mood that permeates the academy walls as you gather important evidence and testimonies against a possible culprit in a murder case. Finding enough clues eventually leads to a Class Trial, a set of fast-paced mini-games that put your skills to the test. Each mode of play in a Class Trial is a rapid-fire battle of wits as you point out relevant evidence to each character's testimony, "shoot down" letters to reveal clues, debate against other students in a rhythm game of sorts, and build comic strips depicting what you believe to have gone down in each case. The minigames have been overhauled from the last game, however, and they seem closer to puzzles than games of skill this time around. There's also a new segment known as the Rebuttal Showdown, which finds you "slashing" down arguments left and right -- literally. If that isn’t enough variety, there’s even a snowboarding minigame that requires you to answer questions that relate evidence to the current trial at hand. Variety is the spice of life, as they say, and Danganronpa 2 has it in spades. Where the visual novel segments are at times too passive and overly wordy, Class Trials are an impeccable exercise in getting the blood flowing. They're as punchy as the neon-hued pop art, which is devilishly good at complementing the grisly deaths the students eventually succumb to. I also quite enjoyed the soundtrack, which, like the original game prompted me to go in search of a copy to enjoy outside of the game long after it had ended. Coupled with the unpredictable tone and often hilarious exchanges, it just felt right, which is a combination many games, especially quirky ones like this, can rarely do correctly. In the end, it all comes together in a most delightful way. Danganronpa 2: Goodbye Despair is an accomplished amalgam of storytelling, character interaction, and deduction – plus, a macabre attitude that isn’t afraid to show its true colors. It's just as bizarre and engaging as its predecessor -- and in an age where sequels often crash and burn, that's reason enough to say goodbye to despair.
Danganronpa 2 review photo
Do that to me one more time
Danganronpa: Trigger Happy Havoc was an intelligent riff on the perils of high school -- you know, if you had thrown a murder mystery in between classes and the principal was a maniacal stuffed animal. Its sequel, Danganronpa 2: Goodbye Despair, takes a beleaguered trope and turns it on its head. This is one "trapped on a desert island" story that takes things to another level entirely.

Disgaea 5 photo
Disgaea 5

Disgaea 5 pumps up the volume of characters on-screen

Pump it up!
Sep 03
// Brittany Vincent
Disgaea 5 will be the biggest game in the series to date, stated developer Nippon Ichi Software's president Sohei Niikawa. He stated that the company had considered designing the game to be multi-platform with a release on th...
PS4 and Vita photo
PS4 and Vita

PS4 getting Disgaea 5, Earth Defense Force, Ys, Gundam and Senran Kagura

A bunch of these are coming to Vita, too
Sep 01
// Steven Hansen
More news from Sony's pre-Tokyo Game Show conference. NIS is working on Disgaea 5 for PS4 after the recent Vita port of Disgaea 4. It's coming out in 2015. A new Hot Shots Golf meant to capitalize on the PS4's socia...
Danganronpa 2 photo
Danganronpa 2

Weirdos abound in this latest batch of Danganronpa 2: Goodbye Despair screens

Seriously, lots of weirdos
Aug 15
// Brittany Vincent
What can I say? It's a screenshot kind of day. Danganronpa 2: Goodbye Despair is on the horizon, and NIS definitely doesn't want us to forget about it. Especially with the amount of weirdos in the game, as evidenced above.&nb...
Japanese indie games! photo
Japanese indie games!

NIS announces Under Night In-Birth for Europe

Indie fighting game coming to PS3 in the west next year
Aug 09
// Kyle MacGregor
Under Night In-Birth Exe:Late will strike Europe next year, NIS America has announced. The PlayStation 3 fighting game comes from Japanese indie studio French Bread, the team behind the Melty Blood series. The title was published in Japan earlier this year by BlazBlue developer Arc System works, and recently announced for a North American release by Aksys Games.

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