**The following post contains very minor spoilers. If you’re already planning to pick this up and want to go in completely blind (like I did), then come back here once you’ve completed the game. For anyone on the fence though, I hope the following might sway you towards a purchase.**
Anyone who’s still bemoaning the stagnancy of the Japanese gaming scene hasn’t been paying attention this summer. From El Shaddai‘s beautifully bizarre take on the Dead Sea Scrolls to Child of Eden‘s kinetic synesthesia, there’s been more creative output from that country lately than its likely to get credit for. But perhaps most outlandish of all would be Catherine, Atlus’ not-exactly-an-RPG experiment that broke the publisher’s own sales records last month. Sure, it may feature a weird puzzle game at its core and an art style familiar to any Persona fan, but Catherine‘s greatest feat is that it finds the perfect sweet spot between the linear, cut-scene-driven narratives of Japanese games and the more expansive, open-ended worlds of games like Mass Effect and Fall Out. It’s a game that features well-drawn characters and tight plotting without completely sacrificing player influence and interactivity.
Read the rest of this entry »











