Showing posts with label H-game. Show all posts
Showing posts with label H-game. Show all posts

Friday, December 21, 2018

Monster Girl/Succubus H-games on my Radar

As I've stated before, I haven't played many of late because of problems with getting Machine Translation to work on my computer.  (I could solve all this by actually learning to read Japanese, but unfortunately I'm English, and we're congenitally awful at picking up other languages).

Thankfully for us gaijin slobs, other solutions are starting to appear.  DLSite has been posting some products with English translation (of varying degrees of quality) and other talented folks have made or are making English translations of juicy succubus smut games.

Domination Quest ~ Kuro and the Naughty Monster Girls




AKA the brand new one, as it came out yesterday (the day before?).

It's from the same people that created Demon Angel Sakura.  This time they've gone for traditional RPG rather than a platformer.  Bizarrely, rather than use something like RPG Maker, they appear to have tried to build something like RPG Maker in Unity, which might just be the most Japanese Game Dev thing ever.

Given that it's from Kokage no Izumi, the people that made Demon Angel Sakura, I'm guessing it's going to be weird and end up frequently crossing the line between erotic and WTF! a lot.  In theory it's your typical Gotta Get 'Em All monster girl harem game, but the way the main character picks up new waifus is by shrinking them down and gobbling them up with a tail mouth coming out of his butt.

So, basic Demon Angel Sakura weirdness then.

I would caution against picking it up just yet.  It looks like the creator rushed the game out a little too soon and it's extremely bug infested.  I hit a game-breaking bug within the first half hour where I couldn't continue down a path because the game kept putting the character sprite on the exit point of the new screen, promptly looping the player right back to where they'd just come from.  I've seen comments that this can be avoided if you hit the right spot on the screen, but I haven't found it yet.  The same people have also reported encountering lots of crashing problems later in the game.

I have it and it looks interesting enough that I will write about it once the current broken stuff is fixed.  For now I'd advise staying clear until a patch or two has dropped.


Drain Dungeon

While checking back to see if Domination Quest had been patched, I noticed the English version of Drain Dungeon sitting in my DLSite game library.  This surprised me as I don't remember buying it.  I think what might have happened is DLSite gave me the English translation as a freebie as I already owned the original.




This is an old one.  2016, I think.  You stomp down an abstracted dungeon and then spurt all your accumulated levels inside a trio of succubi on the way out.  I think I played it a little a while back.  Now, with the English version I can give the whole game a thorough...

Actually, scratch that.  I must be getting senile as well as old and fat.  I already wrote a full review of this back here, including delving all the way down the final (and hot!) succubus boss.  The fact I can't remember this is probably not a good endorsement for the game.

Oh well, it might be fun to have a playthrough where this time I actually know what all the items do.  (And have all that delicious draining done in English-text Bad Ends.)


Shrift




Ignore the art style.  A lot of people have been impressed with this game, and I think with good reason.  It might be the best implementation of femdom battle fuck mechanics around.  The creator has given a lot of attention to the various binds and status effects to make the player horny and helpless before the monster girls moves on to the snu snu.  The art style is... idiosyncratic... but they do make good use of puppeting to animate the scenes.  It ends up being a lot more sexier than I expected.

This level of detail on the battles combined with an artist like Setouchi or Shiki would be my dream monster girl H-game combo, I think.

There is a workable English translation patch for the game.  I haven't managed to delve too deep into it yet.  The game also has a bit of Undertale's quirk to it.  The obvious influence is in the separate genocide and pacifist routes, but it also seems to be doing similar funky meta stuff with saved games.  This makes going back to redo various "fights" difficult as the character isn't there anymore.  My last run sort of petered out because I managed to get myself trapped in a fight versus the doll girl that was virtually unwinnable with the equipment I had.

I'm tempted to run at this again and give it the full let's play treatment.


Lust Grimm





Another game that has been recommended to me multiple times in the comments.  I was iffy on the demo.  The art style looked delightful, but the Bad Ends seemed short.

A lot of this was because I was playing with no English.  Translation team =Together= are working on a full translation of this (They've already translated Succubus Prison).  I have played the translated demo and can definitely appreciate the game a little more.  As with Succubus Rhapsody, there's a lot of sexiness in the text of the battles.  Now I'm eager to play the full thing when the complete translation is done.


Because of my translation issues I haven't been keeping as close an eye on interesting H-games as I'd like. Domination Quest is new, but both Lust Grimm and Shrift have been out for a while (although Shrift is using a chapter release model, with the fourth and final chapter not out yet).  If you've spotted any other juicy succubus games, let me know in the comments.

I am tempted to run another let's play type thing again (but maybe not as detailed as the Paradox series).  I'm nervous of doing them because of time that could be spent writing, but I also don't like leaving the blog empty for too long when I'm working on longer projects.  Having something at the forefront that's quick and easy to put out might make for an appropriate screen for those times when I want to be working on larger-scale project in the background.  I don't like the regular update posts.  They're great when things are running smoothly, but end up doom-spiraling my mood pretty quickly when I fall behind.  I think I might have to learn the time-honoured corporate strategy of keeping shtum until I can properly wow people with a new thing.

(For instance, it would have been far better if I'd not told people about the boob monster story and just released it when it was done, rather than fucking up the time estimations, again!, and have people wondering where the fuck is this story and why is it so goddamned late?)

Thursday, November 08, 2018

A brief look at Toro Toro Resistance's new thing

Toro Toro Resistance (とろとろレジスタンス) is the person (people?) behind Monster Girl Quest and Monmusu Quest: Paradox.  You might be familiar with those.  I've talked a lot about them in the past.

Toro Toro Resistance has a new thing on the way.

It's... uh... different?




This is going to present a challenge.  How to talk about this without coming off like an overly judgmental prick or have the rozzers knocking on my front door tomorrow morning with a warrant to examine the contents of my hard drive.

I checked out the demo (it can be downloaded from Toro Toro Resistance's blog).  In structure it seems very similar to the Monster Musume HYAKURAN Vol. 1 product TTR put out between MQ:P 1 and MQ:P 2.  i.e. Rather than being a game, it's more a collection of illustrated Bad End scenes selected from a menu.

Choices... choices...

The demo has two encyclopedia entries and an introductory section showing off the artwork for some of the other things that will likely appear in the finished product.  I don't have access to machine translation at the moment, so I can't give more information than what's in the blurb or can be google-translated from Toro Toro's blog.

The main difference to Monster Musume HYAKURAN vol. 1 - and I imagine this will be the main deal-breaker for a lot of Monster Girl Quest fans (it is for me, to be fair) - is this time the monsters don't have the girl part tacked on.  Instead of cum-hungry succubi, harpies, slime girls and the like, there are cum-hungry leeches, insects, plants, worms, slimes, and other oddities.


I think nope.

I'm guessing each will have a encyclopedia entry detailing their stats and a Bad End scene/story.

The central framing device is an unusual shop selling sex toys, with the witchy owner telling stories about their use in a variety of settings.

That in itself doesn't seem a bad idea.  I can see the erotic potential in a witch selling a variety of unusual and living sex toys, which are just a bit too good at sucking semen out of their unsuspecting users.


Slurp? Mmm... nope.


This is not exactly new territory for TTR either.  Their earlier voice dramas had some scenarios where the femdom villainess would set some crazy biological cum-sucking device loose on the hapless (lucky?) hero.  I just didn't think those scenarios were as hot or as sexy as when the villainess set a sexy spider-girl or alraune loose on the hero.

But... diff'r'nt strokes for diff'r'nt folks and all that.


Nope nope nope nope.

However, there is a massive elephant in the room concerning the age of the (un)lucky individuals getting to try out these exotic sex toys.  The work's title is The Encyclopedia of Tentacles for Boys Vol. 1.  The artwork I've seen definitely puts it into the shota-esque category.

While I am intrigued to see what bizarre and exotic organic sex toys TTR's devious mind can come up with, I wish they'd set them loose on a cast of gormless eighteen-year-old university or college students.  It's hard to enjoy a good wank over a sexy witch and her selection of fantastical sex toys when you're concerned someone else (the authorities especially!) might consider the Bad End scenes child porn.

WTF!!!!  Nope!

Kudos to TTR for trying something different, but I think I'll pass on this in these outrage-hungry times and wait for MQ:P 3.

(There's also not enough hawt femdom succubus boobage for my liking.)


Nop...  Hmm, wait.  How much...?

Monday, February 19, 2018

Hentai Game Review: Monster Girl Labyrinth

Dieselmine have a new Monster Girl H-game out, Monster Girl Labyrinth:


I must confess to being pleasantly surprised by this one.  (So much so, I felt motivated to write a review on it.)

I know, I know.  It's Dieselmine.  So many times their games have looked to have promise, only for them to half-ass it with some questionable design choices.

So it's a surprise to see them make a straightforward monster girl battle-fuck game that gets the basics right.

Yep, they put the animations in the right place this time.  Previous game Monmusu Conquered World had some nicely-drawn succubus/monster girl sex animations, but the actual fights were standard RPG battles and the Bad Ends were static CGIs.

Monster Girl Labyrinth is more like ROBF.  The "fights" are more accurately described as fucks, and the monster girl is animated as she... ahem... battles to reduce your CP (or whatever the HP equivalent is) to zero.  The animations are fairly standard Photoshop-style puppeting, but it's effective and I've said many times before how much even a little bit of animation improves the H-scenes of these games.

The scenes are pretty good.  For most of the girls there appear to be two variants depending on whether your TP (gauge on lower right of screen) is positive or negative, and a third linking them together if you click yes when the monster girl offers to do nice things to you.

Taking the harpy as an example.  Her standard move is to rub your cock between her rather lovely butt cheeks.

Harpy foreplay (I think we can win this one)

Once she gets your TP below zero it's time for full intercourse.

Getting hot and heavy (We're losing...)

Sometimes she'll give you a yes/no option.  Selecting yes allows her to use a more extravagant "attack" that adds an additional cute little butt wriggle while she has you balls-deep inside her.

Oh fuck yes! (We lost)
(I may have conceded at this point).

Thankfully, there is very little stupid filler this time around.  All the girls get animated (and voiced) battle scenes, regardless of whether they're standard mooks or bosses.  Overall there are thirty separate encounters, which, while nothing compared to MGQ's massive monsterpedia, is still a decent amount for this type of game.

A delightful menu of depravity

The encounters vary in weirdness from more vanilla elves and wolf girls (kobolds) to... well...

Based on KC's Gazer, in turn based on D&D's Beholder (I think!)

If you liked Aradia from Monmusu Quest: Paradox, MGL also has it's own booby monster:

Falling into an actual literal booby trap

The other game art is pretty good as well.  Each of the regions you pass through looks fairly distinctive and I love the pixel art of the fast travel screen.  It gives me a real nostalgia vibe of old pixel platformers like Ghouls'n'Ghosts.

Fucking your way to the top, fantasy-RPG-style

Now for the not-so-good stuff.

The gameplay is, as typical for Dieselmine, fairly shallow.  I was unable to hook and translate the game, but was still able to breeze through it in around 4-5 hours.  Selecting basic attack and drinking a healing potion whenever your CP gets low will get you through 90% of the game.  It's also not always clear what's going on in the battles.  I get that I'm doing "damage" to them through numbers on the screen and their CP bar decreasing, but I don't have the faintest clue how it is happening.

At one point this review was going to be a lot different as for most of my playthrough the animations didn't work.  Then the game crashed and when I started it up again I realised what I was missing (as the giant slime girl inserted me headfirst into her pussy).

I can't comment too much on the story as I had to play through this one without machine translation.  I think the plot is you investigate some disappearances in your village, fall into a pit and then have to fight fuck your way through various monster girl territories to return home.  Along the way you bump into a cute witch and cute bunny girl and the main boss is some kind of fairy.

Also, the ending is not quite the ending.  Two of the monster girls (including the booby-trap girl) and a boss are post-credits content that can be found by selecting the 4th option on the menu after completing the game.

Overall, this is much better output from Dieselmine and close to what I want to see in a battle-fuck game.  I would put the animated scenes/battles as slightly above ROBF, but not quite up to the gorgeous shikibus in Succubus Prison.  It's a shame Dieselmine's recent track record has been fairly mediocre, as I suspect the game would have generated more excitement had it been made by anyone else.  I was very close to skipping this one altogether (as I did with Cornelica).  Don't be put off by it being from Dieselmine.  I think this one is pretty good.

Of course, if the reason you don't like Dieselmine is because you prefer more meat (i.e. a massive story like Monster Girl Quest, or fairly intricate RPG mechanics like ROBF and MQ: Paradox) on your hentai RPGs, this is not going to change your opinion.  It's still a shallow experience, but an enjoyable one.

I wouldn't mind seeing Dieselmine go back to the better Violated Hero games and revamping them with these newer animated battle-fucks.  Animated Milfy, ooh yes please.



Quick aside on other things.  Unfortunately I appear to still be in a state of complete disorganisation.  Expect things to be a little spotty here while I sort my shit out.

Saturday, September 30, 2017

Many-Eyed Hydra’s thoughts on how to make the perfect Monster Girl H-game

For the last few weeks I’ve been running a playthrough of Dieselmine’s Monmusu Conquered World, which seems to be a spiritual successor of sorts to their previous series: Violated Hero.  As is typical for Dieselmine’s releases, the game is a mix of nice, sexy stuff, and frustratingly bone-headed/lazy design choices.  Frustrating, because I think the pieces are there to make a really good game, if assembled correctly.

To deal with that frustration, I thought I’d follow-up with this: my thoughts on how to make a really good Violated Hero game.  I switched the title to “Monster Girl” rather than “Violated Hero” to hopefully attract more general interest.

(As for adding my own pseudonym to the title, yeah, that’s pure self-indulgence.  Feel free to mock.)

For convenience, I am going to restrict this to a Violated Hero-type game; i.e. a Visual Novel/JRPG with a male protagonist having sexy stuff done to him by sexually dominant monster girls.  This is not the only or best way to make a monster girl game (check out Eroico for a 2D platformer and any of camel’s stuff for games with female protagonists), just the one I decided to focus on after playing through Monmusu Conquered World.

To be honest, I think the basic Violated Hero formula is a good foundation to start with – create 15 or so sexy monster girl characters and have the player run through sexy encounters with them.  Once you have those in place, the next steps are to determine how to handle the encounters and what to use as “filler” between them.

(Historically, this is where games like Violated Hero have been weak and games like Monster Girl Quest have been strong.)

I’m not going to go too much into creation of the monster girls.  Generally, you’ll want to cover a variety of types and sex acts.  Monster Musume’s harem of lamia, harpy, slime girl, centaur, mermaid, arachne and dullahan is a fairly straightforward roster.  You can choose to lean more vanilla with only humanoid monsters (elves, succubi, cat girls) or go full Monster Girl Quest weirdness (anything drawn by Delphinus or Xelvy).  I prefer the latter because additional entertainment can be derived from seeing just how fucked up a sexy Bad End can go.

As for the protagonist, I’m not sure on this.  Jude Duval has some interesting comments on my last post.  My thinking is, if you make them a blank, it’s easier for the player to project themselves onto the character, but the character likely won’t be very memorable.  I don’t know what’s best here.  It probably depends on writing skill.  I’d love to create a Geralt or Conan, but it’s not exactly easy.  The only hard rule is your protagonist should be at least 18.  Japanese games tend to be a little more flexible on this, but it’s pretty much a big no-no to go younger in any kind of Western erotica.

The most basic implementation of the Violated Hero model is a Visual Novel where the protagonist is “on rails” and proceeds through each sexy H-scene one by one.  Each scene is represented by one or more static pieces of art backed up by a text description.  This can work if the quality of the writing and artwork is high enough, but the resulting product is unlikely to make any “best of” lists.

We want more of a game, so let’s look at the separate elements.

First we have the character.  I’m going to borrow Slime from Monmusu Conquered World as an example.

Say hi to Slime

The artwork is usually a single standing pose with variations in facial expression to indicate her mood.  While it might be cool to add animation here, improving the other sections of the game are a higher priority.

Those other sections can be divided into “H-scene”, “fight” and “filler”.  “H-scene” is the sex scene, and what most people will be initially buying the game for.  “Fight” is sort of self-explanatory.  “Filler” refers to the segments between each monster girl encounter.

H-Scene

The most basic implementation is a piece of sexy artwork with some text describing what’s going on.  Here’s Slime from MCW having her wicked way with the protagonist.

A typical sexy Bad End

These scenes usually have one main piece of artwork with several variations as the scene progresses.  With Slime it’s going to be show semen spurts inside her translucent body as well as her wrapping more of her amorphous body around the hero (usually a good time to start getting very concerned in MGQ-world).

Sexy Bad End scene art progression

This is your standard monster girl Bad End scene and how both the VH and MGQ series have implemented them in the past.  Nowadays, I think these games need to do more.  Animation adds so much to the scenes I think games should try to work it in where they can.  It doesn’t have to be fantastic animation either.  Even simple distortions/manipulations of a static piece of artwork add a ton to the scene.

This is where Monmusu Conquered World cocked up, in my opinion.  MCW has some nice animated snippets, but it doesn’t use them in any of the Bad End scenes, even though most of them are derived from the same base artwork.

The next step from a simple animated snippet is some variation.  A change of speed or change in the background squelchy sex fx is simple, but very effective.  Currently, I think the benchmark for sexy monster girl Bad End scenes might be the succubi in Succubus Prison.

Start with some gentle paizuri and then...

The animations, aren’t exactly complex, but there are enough variations and screen effects that by the end of it you really feel like a succubus has ridden the fuck out of you.

...time to give that cock a proper squeeze...

I think this is what monster girl H-games should be aiming for, at minimum, in their Bad End H-scenes.

Of course, if you want to go all out, there’s no reason not to take it further.  Play the demo for Monster Girl Island, lie back and watch as demon slime Eris fucks the absolute shit out of your player avatar.  It’s not exactly surprising that Redamz is making $30K a month on Patreon.

Now imagine 10-15 scenes just like that in your monster girl H-game…

(excuse me, just off for a quick… ahem… break)

Fight

This is the interactive portion of the monster girl encounter.  In your typical monster girl RPG, the hero has to beat the monster girl “boss” to continue.  Lose and they get the sexy Bad End.

Yes, it is kind of weird that the sexy stuff is only unlocked by losing, but it makes sense for games where the monster girls are sexually dominant/femdom-ish.  The incentive is still there for the player to “win” as they don’t get to see the next girl’s sexy content until they do.

The most basic “fight” is a dialogue option asking the player if they want to fuck the hawt succubus.

Most games do a little more than that.  I’m sticking with the VH/MGQ archetype, so we’re looking at turn-based RPG combat.  This usually takes the form of:

1) Normal vs Normal (the early Violated Hero games)
2) Normal vs Sex (Monster Girl Quest)
3) Sex vs Sex (“battlefuck”, e.g. ROBF)

Personally, I think the games that drag the sexy into the fight segment are hotter than the ones that follow the blueprint of “bog-standard RPG fight followed by non-interactive sex scene”.

The main reason is interactivity, and – stemming from that – unpredictability.  The Bad End scenes generally don’t have any interactivity aside from clicking enter for the next line of text.  The fights do and it’s way more fun to see exactly how the succubus or other monster girl overpowers the main character to get them to that Bad End in the first place.  Extra bonus hotness if it’s some kind of special sex move that leaves the protagonist empty of energy.

The Dieselmine games have been traditionally lacklustre here, although the recent Monmusu Conquered World gives each encounter a nice animated sex attack.

Slime's special attack - boobs

The original Monster Girl Quest did better, with various attacks that bind the hero and hold them helpless while the monster girl sexily sucks out their HP.  MGQ was also pretty good with the unpredictability.  Sometimes the game would change the rules and the player would find themselves fucked (literally) whether they were trying to win the fight or not – a simple and very effective way to reinforce the femdom theme of the game.

"What, you thought you were supposed to select struggle?  Fu fu fu."

The VH/MCW fights were always too predictable to get across that “lack of control” angle.

I don’t know what a perfect interactive battlefuck system would look like.  It’s something I’ve been tinkering with for years without ever landing on something I like.  I think it wants a variety of pics/animations to represent the various sex attacks.  The better fights in the original Monster Girl Quest series had multiple artworks depending on what was being done to Luka at the time (Sexy Automata Girl and most of the later Succubi being good examples).  Add a little tweak of animation to their scenes and hawtness intensifies.

The shame of it is that Monmusu Conquered World already had elements of this in place.

Along with the animated slime girl titjob scene, they also had the following scene kicking around in the random filler sections.

Do not ask a Slime girl to "get creative"

I think this would have been better used as an alternate sex attack in the battle with Slime.  Throw in a couple more snippets of similar quality and suddenly those turn-based RPG battles become less of a chore and more a portion of the game to look forward to.

How to work them in is a harder question.  I like MGQ’s bind attacks and think some kind of system where the player gradually gets enmeshed in deeper and more explicit sex attacks would be as hot as fuck, but how to implement that, and produce all the art assets to effectively depict it is not a trivial task.  ROBF probably gets it closest in art/animation and Succubus Rhapsodia in text description (If that game could more accurately depict what was happening in art form, it would be amazing.  Unfortunately, creating art assets for all the various combinations would likely be way too time consuming).

These sprites do not accurately convey what this trio is about to do to you...

The Filler

These are the segments that link each of the sexy monster girl encounters.  The game part of the game unless you want it to be just a boss rush of the various monster girls (which is also fine, but requires putting a lot more detail on those boss fights).

Personally, I think this is lower priority depending on how much gameplay you want to add to your sex game.  Most of the time it’s just padding anyway, and exists to stop players blasting through the game in under an hour and then thinking it’s too short.

Dieselmine, with both the Violated Hero series and Monmusu Conquered World, have traditionally been comedicly terrible on this.

VH1 and 2 sent the player through a Dungeon Master-type pseudo-3D maze (Lightning Warrior Raidy also does the same).  They switched that to a branching path abstraction for VHs 3 to 5.  MCW has the player playing a very simple game of JRPG “tag”.  None of these segments really added anything to the games.

To be honest, there’s nothing wrong with taking the Visual Novel approach and filling the gaps with an interesting story.  This is what the original Monster Girl Quest series did and most monster girl H-game fans love that game.

The standard expansion to that is to use RPGmaker software and spread the story out across an overworld map.  This a more interactive option to get the story across, but suffers in that there are a lot of cheap RPGMaker games out there already (but as the focus should really be on the monster girl characters, this is not a substantial handicap).

The RPGmaker approach also moves the game more into being an RPG rather than just a Visual Novel.  The temptation then is to fill the map with random encounters (either normal critters, or more sexy monster girls).  It does add padding, but can also be tedious and grindy (especially if using conventional RPG critters rather than sexy monster girls).

On the surface Succubus Prison looks like an RPGmaker game, but while those games are about having the player explore a large world, Succubus Prison subverts it by confining the player to a small house.  It’s really a puzzle game with an emphasis on finding and combining the right key items while avoiding the succubi.  It’s good as it adds a fresh twist to a well-worn genre (and it also helps that the Bad End scenes are gorgeous).

To be honest, there are a lot of approaches that can be taken here.  The bad ones are those that feel pointless, boring and tacked on.  The good ones advance an interesting plot or give the player interesting character advancement options (or add sex content in a way that avoids being repetitive).

Anyway, it goes without saying that these are my thoughts, and might not hold for the target audience overall.  So, I would like you, the people reading this, and likely target audience for this type of game, to add your thoughts and comments below.  I’d like this web page/post to be a useful resource for anyone considering developing a monster-girl-themed eroge.  Maybe it will.  Maybe it will sink without a trace.  The internet being a big ocean and all that.

Next week we are going deep into the world of Monmusu Quest: Paradox, and I mean deep.

Friday, September 22, 2017

Text Play Monmusu Conquered World! part 19

Welcome back to the (hopefully!) back on schedule Text Play of Monmusu Conquered World.  Monmusu Conquered World is an adult monster girl sex game made by Dieselmine.  The first part of my playthrough can be found here.

Last up we got eaten up like candy by a succubus.  This was rather disappointing if you were expecting smutty sexy stuff, although the succubus did make up for it by riding our brains out in the h-battle later on.

Anyway, she’s out of the way and it’s time to press deeper into the demon lord castle.  The dodge-and-run section this time is that ever-annoying JRPG trope – the teleport maze.  At this point the game appears to be out of original sex animations, rendering the segment even more tedious.

Scrap metal + boobies

After navigating that it’s finally time to fight the second-in-command boss, Ms Scrap Metal Tits.  Number 2, Ms Scrap Metal Tits, appears prominently on the menu page and to be fair, her boobs are bulbously beautiful.

Poster Girl

Her name is given as The Orte, and I’m going to have to call defeat on the origins of that one.  Is it an anime/manga reference?  She’s surrounded by a dark essence, apparently.

Her first Bad End scene will be very familiar to anyone that played through the original Violated Hero series.  It’s the classic VH femdom footjob.

VH Femdom Footjob Scene #7

Every VH game had one of the major Big Bads do this to the protagonist at some point in the game.  The pictures all have virtually the same camera angle and pose.

As with the giantess scene last time, this is a kink that’s outside my wheelhouse.  I’m not a foot person.  I feel a footjob is something I should bucketlist at some point, if only to see what the fuss is about.  But having my balls actually trod on, hmm, I think I can miss that experience with no regrets.

The Orte is one of the “generals”.  That means she gets a second scene.  The footjob is just the appetizer.  Now it’s time for the main course as she climbs on top while getting Luka-clone to press his hand against her big soft titty.

The main course...
This, I think, I can get along with.

At least I could, until I noticed something with the artwork that threw me out of the scene.  What’s going on with her left leg?  It looks like it’s been detached from her hip and bolted on to her pussy.  I’m not sure what’s happening here.  Maybe the artist planned for one angle on the legs and then changed their mind when drawing her midriff.  Or there are perfectly sensible storyline reasons for it to look like that (which I can’t read, as I don’t have translation for this game).  Or it’s just me.

Is it just me?

Does how her leg joins to her body look weird to anyone else?

Unfortunately, it’s one of those things that once noticed, become impossible not to notice.

Which is a shame as the scene looks decent.  The Orte fucks our brains out and keeps fucking while the black stuff surrounding her starts to creep down over our skin.

...is us.  Welp.

Uh oh.

Too late.  Time to add being absorbed by darkness to the list of unusual ways for Luka-clone to die.

Does this mean we now get scrap metal nuts?

The resurrection scene starts off in darkness and for a moment I’m wondering whether we’re going to be hit by some plot-twist shenanigans, but no, we get resurrected and have the normal fight, just like every other encounter.

Her sex attack is an animated version of her second Bad End scene.  This means I can’t fully appreciate it as the wonky leg art is still bugging me.

Annoying really.  I like The Orte’s design and she does appear to be the quintessential femme fatale succubus-esque encounter.

Oh well, let’s see what the big boss has in store for us.

Thursday, July 27, 2017

Hentai Game Review: Monmusu Conquered World

I haven't blogged on monster girl H-games as much as I'd like of late.  Unfortunately, upgrading to Windows 10 utterly borked the software I normally use for text hooking and machine translation, and playing Japanese H-games without a glimmer of understanding of the text does make it harder to enjoy them.  As a result I didn't know Dieselmine were working on a new monster girl hentai game, so Monmusu Conquered World crept out and caught me by surprise.



Dieselmine are the people behind the Violated Hero series and they have a pretty decent track record when it comes to making games catering to the monster girl fetish.  I wrote about their previous games here, here and here, and was even mad enough to do full walkthrough series of VH4 and VH5.  Generally, Dieselmine tend to be weak on gameplay mechanics and strong on eye-candy when compared to other monster girl games like Monmusu Quest: Paradox and the ROBF series.  VH6 went a bit weird with machine girls to cash in on the KanColle craze at the time and I didn't really get into it.

Monmusu Conquered World has a different title, but it could just as easily continued the series as Violated Hero 7*.  It has the same structure of a series of sexy boss monster girl encounters with some fairly generic game mechanics padding out between them.  I'm guessing Dieselmine did the title switch to avoid sequel fatigue (6 wasn't very good IMHO) and timed it to come out to ride on the coattails of Monmusu Quest: Paradox part 2.

Given that I can't get any sort of machine translation to work at the moment, I initially expected this post to be another: "Hey, here's a new monster girl H-game that looks interesting.  Won't actually post anything of substance on the game because I can't read enough Japanese to play it."  Then I tried out the demo (which generously gives players the first two bosses - a gang of adorably cute goblin girls and an arachne with dubious table manners), realised I could actually "play" this to some extent, bought the game and have so far liked what I've seen.

The adorably cute goblin gang-bang squad in action

But that's enough preliminary flannel, let's talk about the game.

The plot seems to be the typical Violated Hero storyline of a "hero" taking out one sexy evil monster girl after another on his way to take down the demon queen.  I say "hero" because in these games you're normally playing some poor, hopelessly under-qualified lad spending more time being the sexual plaything of the demonesses rather than fighting them.

One of the weaknesses of the monster girl H-game genre is that to get to the sexy Bad End H-scene content (you likely bought the game for), you have to lose.  Monmusu Conquered World gets around this by adding a plot device to justify integrating all the Bad End scenes into the main pathway.  The hero falls off a cliff at the start of the game, but rather than dying he wakes up with a magic sword that tells him he's the chosen one to fight all the demonesses.  That goes about as well as you'd expect and he gets cum-sucked to death by the first monster girl he comes across (a harpy)... only to get resurrected stronger than before.

This follows through into the boss fights.  They all follow the same structure:

Round 1:  Hero deals 0 damage and usually gets one-shotted by the first proper attack (cue sexy Bad End scene).

Round 2:  Typical turn-based JRPG combat.  The player can win or lose depending on whether they can be bothered to use proper strategy.

If you still lose:

Round 3:  Cakewalk fight.  The monster girl likely only does scratch damage at this point and the player will probably win in three or four hits.

The positioning of the Arachne's abdomen and the poison status animation might be coincidental...

I like this.  No nonsense.  Monmusu Conquered World knows what most of the audience are here for and isn't afraid to just be a string of sexy Bad End scenes for people that want to experience it that way.  While I haven't had a chance to check it out, I'm guessing the higher difficulty setting is for players that want to be challenged by proper RPG boss fights.

However, the one problem with the always-auto-lose-round-1 approach is that if there's a monster girl where you don't want to see the sex scene, tough, you're going to see it anyway.  The plot demands it.

As with the Violated Hero series, there are some basic gameplay sections between each boss fight.  In this case they've gone with the stealth JRPG option.  The player has to run from one side of the screen to the other without being caught by the various roaming succubus sprites.  If the succubi do come into contact with the player sprite, a H-scene plays and the player has to struggle free before all their energy is drained.  It's not too challenging and even if the player runs out of energy and lives, choosing the continue option just puts them back to the start of the level (which aren't particularly long anyway).

Run past the succubi, pick up the treasure.  Easy enough.  Except... I have no idea what the treasure is or what's it's used for.

None of this is exactly revolutionary gameplay, but I don't think there's any shame in a h-game not trying to be anything other than an excuse to string a bunch of sexy content together.

The sex content in Monmusu Conquered World is pretty sweet from what I've seen.  There are the obligatory Bad End H-scene CGIs, which are nice, but in this case I think are overshadowed by the cut scenes when caught by the generic wandering monsters.  These are animated and look pretty damn hawt.

This is animated in the game.  It looks really good animated.

When they're not one-shotting the player in round one, each of the monster girl bosses also has an animated sex attack they can use.  This is not the first time Dieselmine has done this.  In previous Violated Hero games the monster girls had animated sex feeler attacks that looked okay for monster girls where you'd expect to see that kind of attack (Alraune, succubi with tailpussy) and really out of place for others.  Monmusu Conquered World fixes this by stepping up from generic feeler animations to proper animation loops of different sex acts for each monster girl boss.

Do you want to see yummy slime girl paizuri where you can see your cock through her big round transparent boobs?  This game gives you yummy slime girl paizuri where you can see your cock through her big round transparent boobs.  Better than that.  This game gives you animated yummy slime girl paizuri where you can see your cock through her big round transparent boobs.

This is also animated in the game.  It also looks real good.

And a whole host of other stuff as well.  

Monmusu Conquered World did really well here.  Most of the animated sex attacks I've seen look really good.  I've seen a number of monster girl H-games (ROBF, Succubus Prison) incorporate these limited animations and they add a lot to the games.

Monmusu Conquered World does the animated scene snippets so well it's a shame they didn't incorporated them into the Bad End scenes.  It's especially noticeable with bosses like the mermaid swarm where the Bad End CGI is a static version of their penis-licking attack.  Maybe animating the full picture takes too much work and only animating part of it doesn't look right.

The artwork is by a mixture of artists, most of which will be recognisable thanks to their work on other games.  Most of it looks good, but does have the same different-styles-clashing problem the Monster Girl Quest series has, which is surprising given most of the previous Violated Hero series was fairly consistent with the art (okay, the Bad End CGI art.  I remember the weird pixel art wandering mobs of VH1 and 2).

In Monmusu Conquered World even the artwork tries to have sex with you...

I haven't completed the game yet, but what I've seen so far seems pretty decent.  The price might put some people off as it's on the high side for this type of game.  Also, if you're expecting a complex RPG experience like ROBF or Monmusu Quest: Paradox, this game isn't going to scratch that itch.  It's fine for what it is though, and if you can machine translate/read Japanese to understand the plot and all the sexy taunts of the Bad End scenes, even better.

It's been a while since we last had a Let's Play-type series on the blog.  I'm thinking Monmusu Conquered World is simple enough that I might be able to do something with it.  Of course there will be a lot more guesswork than usual given I'm going to be completely blind on the text and dialogue, but we might still be able to have fun with it.  Watch this space!

*while editing this I realised I might be confusing dev and publisher here.  If the devs are different that would be a fairly obvious reason why this isn't called Violated Hero 7!

Tuesday, June 27, 2017

Monmusu Quest: Paradox [Part 2] is out!

I was out at the weekend so I wasn't able to blog about this going live on Friday.


Goddammit.  The new Crimson Court DLC for Darkest Dungeon came out last week as well.  How am I ever going to get any writing done?

Monmusu Quest: Paradox is the follow-up to Toro Toro Resistance's Monster Girl Quest series.  Personally I thought the switch to a typical grindy JRPG over the VN-with-puzzle-battles of the original did lose some of the hentai sexiness, although MQ:P is a much stronger game.  Don't let the porn aspects fool you, the first Monmusu Quest: Paradox was every bit as complex as a Final Fantasy or Dragon Quest.

Last time I did a fairly epic series of blogging my misadventures (and repeatedly getting lost) playing through the first game.  Unfortunately I won't be able to do it this time.  I don't know if it's an upgrade to Windows 10 or a change in the base RPGMaker programs developers use to make these games, but I've been unable to make text hooking and machine translation work for Japanese games over the past year or so.  Monmusu Quest: Paradox is unfortunately no exception - the program implodes the moment I try to start it with AGTH hooked. :(

This means I'll be waiting along with everybody else on Dargoth and team for an English translation.  A partial one for MQ:P part 1 already exists and you can keep up-to-date with where the part 2 translation is at here.

In the meantime I did the naughty impatient thing of checking through the game's Graphics folders to see what lovely new monster girl Bad End scenes we have to look forward to.  Yes, a lot of them are recycled from the previous MGQ series, but even with that there are a lot of new sexy (ish, YMMV) monster girls to look forward to.

It looks like Toro Toro Resistance has done a similar thing to part 1 - taken the various themed areas/factions and added new Arachnes/Vampires/Fairies/Mermaids/Slimes/etc to fight alongside the monster girls from the original series.

Artwork is again a little inconsistent.  I've always liked Setouchi's work, but some of the newer artists are a bit meh.  (Xelvy is obviously still Xelvy, and we wouldn't want them to change at all! :) )




There are a few by this artist and hmm, not my thing.  It's effective for creepy little bug girls and there are a few, and that might tickle the right spot for some peeps.




I loved seeing this, mainly for how comically ripped Luka is.  I suspect most people couldn't give a rat's ass about how Luka is depicted as they're playing Monmusu Quest: Paradox to imagine themselves in his place having all the smexy done to them by gorgeous monster girls, but it's nice to see him painted as the Bad Ass hero he would have to be to survive all the nonsense thrown at him.

And as for Purple, she can wrap those thighs around my head all day long.  Yum yum.

And it wouldn't be a Monster Girl Quest game if we didn't have a few WTF! designs.


Random sea creature merged with naked big-boob chick.  Check.


Tentacles.  Check.  (I think this one might be pushing the vampire=leech metaphor a little too hard...)



Delphinus angel abominations.  shudder.  Check.

Of course, the great thing about Monster Girl Quest is there are so many monster girls, there's usually something for everyone.  I found this lovely group artwork of some very cute succubi.


(probably in the process of squeezing poor Luka dry - it is MGQ after all!)

Would love to get in and start playing, but it looks like I'm going to have to wait patiently (very, like a year or more!) for the English translation like everyone else.

Friday, May 26, 2017

Random H-Game Musing

Every so often I go through a frenzy of brainstorming game ideas.  Unfortunately it rarely amounts to anything as I don't have the requisite skill set to bring these ideas to fruition.  However, by posting them here it might inspire someone who does.

One of the things I've been thinking about is a roguelite monster girl H-game with randomly generated dungeons.  Fenoxo's Corruption of Champions already does this really well.  There is no complex world map here - you head to a location and are presented with a random encounter, some of which open up further locations for exploration.  This is a great example of abstract, extensible game design.  If Fenoxo (or one of their writers) wants to add further scenarios, all they have to do is create the scenario and then slot it into the list of random encounters for a location.  No massive rewrite of the whole game engine required (at least I assume so).

I really like the puzzle H-battles of Monster Girl Quest, but creating a whole Monster Girl Quest is a fuckload of work.  I think an approach that could work is to create a more open game framework that can be extended easily with new encounters.  Most roguelites/likes function on this principle - the dungeon is randomly generated each run from a series of building blocks.

Why not RNG the encounters like every other JRPG?  Now, this is where, for me personally, Monmusu Quest: Paradox is weaker than Monster Girl Quest.  JRPGs are a notoriously grindy game genre.  The first time you encounter a new enemy is cool; the thirteenth time when you're just trying to run through to the next location, not so.  Combat typically devolves to trying to bash the mooks off the screen as fast as possible.  This is where Monster Girl Quest could get away with stretching out the fights with all kinds of delicious bondage holds.  You only had to fight each monster girl once.  If you really liked the fight (and Bad End) you could revisit it in the Monsterpedia.

One of the roguelite elements I think could work is a card-based encounter system.  Camel uses a card-based mechanic to abstract dungeon-crawling in his Card Quest series (knowing what abstraction is and when to use it will save a lot of fledgling game designers/developers a ton of pain).  I think this could be taken further to give the player some choice over the dungeons they romp in.

Hand of Fate is a good example from the mainstream gaming world.  Here is TotalBiscuit's WTF is review of the game, which also gives an overview of the mechanics:


The player starts each quest with an equipment deck and an encounter deck.  The dungeon floors are laid out as a random combination from both the player's and dealer's encounter decks.  The player starts each run with just basic equipment.  During the run they can buy or find better equipment - but only equipment cards that are present in their equipment deck.

I'm a big fan of strategy card games (like Magic: the Gathering) and the concept of tailoring your decks to "beat" the dealer's dungeon sounded very appealing.  As it is, Hand of Fate doesn't quite play out like this.  They have an interesting way of implementing side quests in that completing certain cards' scenarios will reward the player with a token, and this token unlocks the next card in the quest line at the end of the run.  But the strategy element of the player customising their own deck is fairly weak - most of the time you run with the AI's default configuration anyway.

While I was playing around with potential stats for gamebook ideas, the three that seemed to have most potential were strength, agility and willpower.  Depending on which the player specialised in, some monster girl encounters would be more or less difficult.  As an example I thought up three lamia types - muscular, fast, hypnotic.

Muscular is slow, but if she ever gets her coils around you, you're never breaking out.  Agile characters get the advantage as they just dodge her slow attacks.

Fast is... well... fast.  But she's slender enough that her coils can be struggled out of.  Strength characters get the advantage here.

And finally Willpower character gets the advantage vs Hypnotic Lamia.  She's slow and weak, so she relies on hypnotising her opponent with sexy dancing so they don't resist her as she has her fun with them.

Coming back to a card system of dungeon layout.  The player has some control over the encounters.  If they have a low-Agility character they would want to customise their encounter deck so it didn't contain the Muscular Lamia that would likely be Bad End the moment they encountered her.

Or, and this is where it becomes really important for a monster girl sex game, the scenario of being dominated and squeezed in the coils of a powerful, sexy snake queen might be a major turn-on for that particular player, and they want her in the deck for the fun times when she shows up (and losing in these games is part of the fun anyway).

The reverse is also true.  If the player is squicked out by vore, they'll want those nopey Eater monster girls banished as far away from their deck of encounters as possible.  I think that's also a good thing for any H-game that's going to cover a very broad base of fetishes.

I think this concept could work really well.  It's also really extensible.  Dream up a new cool monster girl concept?  Create a scenario card for her and into the game she goes without changing anything else.

Main problem is getting that framework right.  And this is where I always screw up by making things too complex.  I really want to make the fights more interesting than player hits monster for 5 damage, monster hits player back for 4 damage, repeat until someone reaches 0 hit points.  I think Monster Girl Quest really got it right with the various bind and status attacks.  Unfortunately, taking that too far can end up getting a little out of hand - like I did with this Arachne scenario I plotted out for a potential GameBook idea.

So I dunno.

Figuring out the player character stat line is important.

Figuring out what rewards/unlocks the player earns after each run is important.

Figuring out how the fights work is really really important.

I think the fighting is the key part.  If I'm running mainly text-based to start, the other scenarios are multi-choice questions and stats tests wrapped up in sexy descriptive fluff.  The fight encounters determine the mechanics.  Is it sex-on-sex battlefuck, normal-on-sex like MGQ, or full-on puzzles with the player character trying to work out how to get to the next room without being caught and snu-snued to Bad End?

Figure that out and I suspect the rest starts to drop into place.