Should you scold your warrior-princess because she keeps turning her subordinates into frogs and you think it is a bit extreme as far as disciplinary measures go, or should you praise her because she just survived being double-teamed by enemy mechs without any squad support?
This is The Princess Guide in a nutshell, a game that splits its time between the zany anime stylings of magical-fantasy storytelling and real-time mission-based action gameplay. Don’t let the cutesy name and art style fool you: The Princess Guide places systems within systems to form layers of complexity which pose a steep learning curve for the player. That is, when you’re not enjoying a story scene where Princess Liliarte jokes about eating a whole cow or Princess Alpana is hoping you think her tail is cute.
The overall gameplay loop consists of moving Commander units across an overworld to reach Missions or encounter enemy units along the way. Once those missions or enemies are reached, the battle begins – an overhead, real-time fight that might take 15 seconds against a couple of monsters or last a few minutes and require navigating through a hostile landscape. As missions are completed, your units strengthen and the plot advances until the problems of the Kingdom have been solved. Those familiar with titles like Final Fantasy Tactics Advance will slip into the overworld stuff smoothly, albeit with hack-and-slash gameplay interspersed instead of turn-based action.
Each princess has their own story, and the game begins by letting the player pick which princess to begin helping. You will eventually get to play through the plotline for each princess, as the player takes the part of a “Master” knight who teaches and guides each young lady through their trials.
The most overt way this is accomplished is through the 'Praise-or-Scold' mechanic. At a key point or two in the story, the player must Praise or Scold the princess for something they have done, and thus affect their reaction to the plot point. Even more directly, whenever the Princess is the Commander for a mission, up to three times within the duration the player can Praise or Scold them. Doing so advances a progress bar (more of a progress pie chart, really) toward earning permanent new skills and status bonuses for that Princess, shaping what sort of Commander they are; in addition, a boost is provided for the rest of the mission, such as increased movement speed or attack power.
It should be said: Yes, there is a certain relational component to these interactions, and the Princess characters hone in on some dominance/submission themes in their characterizations. However, any actual sexuality going on is more implied than overt. This is no dating sim, and the most sensual visual would have to be when a villager character shows up with a comically generous cleavage.
Somewhere at the core of The Princess Guide is a winning formula; gradually build your stats and weapon strengths in order to hack and slash your way through missions to progress a fantastical plot delivered in a cheeky, lighthearted fashion with anime visuals and Japanese voicework subtitled in English.
However, player progress in Princess Guide is not content to merely be stifled by progressive enemy difficulty alone. Instead, whether due to translation miscues or taking too much design influence from some mobile-gaming trends, player-reward is often delayed, obfuscated, or barred altogether. This starts in little, subtle ways that are compounded by other mechanics. For example, if you fail a mission, you are given the option to either “Restart Mission” or “Retry.” One of these choices will bring you back to the overworld map, and the other will start the mission over. Can you guess which one?
You won’t know until you go through the trial-and-error attempt necessary to figure it out – and unfortunately, much of the game is like this, giving the player a learning curve from unnecessary complexity. You can level-up your own character commander’s stats and passive abilities in a straightforward menu based on experience points earned in battles. But your Princess commander’s menu for stat-boosting lists traits like Spirit, Wisdom, Moral, and Faith. What do these mean? What gameplay difference do they make? It has something to do with using the ‘right’ Materia equipped and Praise/Scold combinations to unlock more Materia options which in turn affect the Princess’s stats and passive abilities, but why can’t this be as straightforward as it is with your player-character?
Your attack and defence ratings are heavily influenced by weapon items. Every commander – whether your player-character or the current Princess of the world or one of the generic commanders you can recruit (you can recruit up to four additional commanders besides your player-character and the Princess, but only four commanders can be on the map at one time) – has a Weapon equipped. You can upgrade these weapons if you have enough gold and the right Materia learned (we think). But you can’t upgrade a weapon while one of your commanders has it equipped, and you can’t equip or un-equip weapons unless you 'withdraw' the commander from the map.
This means that if you want to upgrade a weapon and use it, you have to figure out which commander has the weapon equipped. Select that commander on the overworld and Withdraw them from the map. Go through the “Base Menu” to the menu for upgrading weapons. Buy the weapon upgrade from the menu. Go back to the menu for equipping weapons. Select the weaponless commander and scroll all the way down the list of weapons to find the one you just upgraded, then equip it. But, wait: If you want to use the commander on the map, now there’s a cooldown timer. Withdrawn commanders can’t re-enter the fray until five in-game “hours” have passed. Is there really a good design reason for this, beyond artificially inflating session length? Would it really be so bad to let the player upgrade weapons while they’re equipped, and not wait through in-game time to be able to use it?
The opening of the game introduces all the combat mechanics. You have a basic, light attack with the Y button. You have another attack with the A button, that has a cooldown timer and special effects like pushing foes away or a projectile or poison effect, etc. Pressing A and Y together performs another attack variant. You can press the X button to attack with your Units (oh, right, every commander has Units, you can recruit different ones from a menu, they gain experience independently and have their own stats, and apparently if you hold down L you can assign different tactical strategies during battle, but only if your current board state has reached a certain “Dominance” percentage, the calculus for which is never explained and often doesn’t seem to match what’s going on, and this is definitely exhausting and unfun to read about, right?). Or you can press the R button to switch to a mode where you use your commander’s X attack instead of the units’, and the units function independently.
Oh, and there are also Relics scattered across the battlefield, which are like sentry enemies that do you harm until you hold the A button down while you’re near them in order to take them over, which then makes them an ally that can be used with further presses of the A button, and apparently if you want to unlock certain Materia you will need to keep doing this to an adequate variety of Relics.
Which is all to say: The game quickly makes it clear that you are in control of many varieties of attack strategies but never does the player the favour of explaining any of it, except through tiresome trial and error. This is all introduced to the player in a very “X does Y” format without fleshing out any context for why you should ever choose a light attack over a different one, and so on. While there is plenty of healthy room for discussion on just how much hand-holding a game should do for the player, it says something that The Princess Guide has the foresight to make this initial Battle Tutorial available at any time from the game menu, yet never expounds on its function.
For example, you can go through the entire game without ever bothering to explore the minutiae behind how to best command your units, and are never given any real incentive to. There is no information on how the Princesses or commanders work in terms of what basic attacks they have and how different each attack is, besides trying them out (and besides weapon descriptions). There is no information on why you should time your Praise and Scold actions in any particular manner, rather than just burn through your limit of three per battle right away when it starts, as you still get the Materia EXP bonus for doing so. But even if you build up lots of Materia to train your Princess on, there’s a “capacity” limit to how much she can learn at once, which seems like yet another player-unfriendly design choice.
There’s a thing called Virtual Training for each Princess, unlocked with enough Materia learning, which launches a 16-bit minigame; if played successfully, this unlocks additional possible items found in treasure chests found either in static positions or by chance when defeating enemies, which are also the only way to get better weapons by cheer drop chance. It’s a bizarrely small, nuanced benefit to derive from what is one of the most charming features in the entire game.
There’s a lot to keep track of in The Princess Guide, and it doesn’t help that the game lets the player down entirely at some points. The little arrow that’s supposed to guide the player toward the next mission objective often doesn’t work correctly. The “Game Help” menu option would only load the same tip about Knowledge Materia for us, regardless of how far into the game we were. But perhaps most egregiously, the game has no autosave. You have to manually save from the menu, which means losing progress if you ever encounter a software error, which happened to us twice in our 10-hour playthrough.
Maybe some players enjoy the sensation of diving into deep waters right away and trying not to drown. The Princess Guide shoots itself in the foot, however, by pulling the player through a learning process that, ironically, only ends up teaching them just how puzzling the design choices are. By fighting against the game’s own functionalities as much as the in-universe enemies, you end up with a takeaway that the strangest thing about The Princess Guide might be that it actually does manage to be fun at all sometimes. When you’re mindlessly hacking away through enemy forces and earning a funny story interlude, it’s not so bad. We’re just not sure it’s worth labouring through the learning pains to reach a weak chuckle as a payoff.
Conclusion
When it’s firing on all cylinders, The Princess Guide is a somewhat deep, satisfying action game with vibrant visuals and humorous, whimsical storytelling. Unfortunately, it’s bogged down by trying to shove overengineered combat through a thick UX fog. After yet another “mission” that consists of moving on the map to intercept three enemy skirmishes to completion, a reasonable player might wonder: Is it worth $40 to praise-or-scold each Princess through a couple of hours of sword-swinging? This quirky game may meet the particular sensibilities of some, but others should probably pass on this one.
Comments 24
Will get this game when it goes on sale most likely. $40 Canadian will do.
If you ever wanted to own a princess, this is the game for you!
This seems very overpriced and underwhelming.
Wasn't quite sure about this one so glad reviews are going up pretty early. I'll pass.
I dumped 200 hours happily into Disgaea 5, which is very much a game with complex systems within systems and lots of different things to learn. However what Disgaea 5 did right was make all the information you need to learn pretty easily accessible within the game. You don't have to do trial and error to figure out what something is and things are named logically so any moderately experienced gamer should have no difficulty understanding.
Things like unit stats should be named appropriately and you shouldn't have to wonder what things like "Spirit, Wisdom, Moral, and Faith" mean in the context of the game.
When you are making a game like this, basically your own fictional universe, you must provide the player with this sort of information. It is bad design to force us to experiment randomly just to figure out the mechanics.
Hard Pass!
And that's a shame, because I really like the aesthetic and concept here.
@Heavyarms55 "You don't have to do trial and error to figure out what something is and things are named logically so any moderately experienced gamer should have no difficulty understanding."
That's what every reasonable developer should do. Making the player struggle to understand basic gaming needs helps no one, just puts the player off. But it's a shame not every dev sees things this way
I played and beat the game in Japanese, a language I cannot read, and never experienced any of the difficulties mentioned in the review. Without playing the English release I cannot quite understand how something that was simple when I had zero understanding of the language could have become complicated by the ability to understand the text.
ill probably get this one as I enjoyed Penny Punching Princess. That game had a bit of clunkiness as well but was still pretty fun.
too expensive, its a 5$ game.
Ouch, that sucks.
@EvrgrnCmln You say "I finished it but I didn't understand it", the review says "Still manages to be fun sometimes, even though it's difficult to understand".
The reviewer saw "Restart Mission" or "Retry", you saw two Japanese phrases you couldn't read. Surely you can see how the first is more irritating than the second.
@Sabroni Which is definitely an issue but hardly a significant concern in a 40 hour game where you realise the translational issue in the first 20 minutes.
The point is the menus are for the most part intuitive even if you can't read the text. Final Fantasy Tactics' translation was objectively awful but nobody could seriously contend that it made the game hard to play. The same is true here - the game is very straightforward and simplistic.
The review also suggests the game amounts to a 'few hours' which I would suggest is patently dishonest. The main campaign is easily 25 hours long and that doesn't factor in the postgame challenges, which are significant.
I think I'd rather have a new Princess Maker. I should totally try my hand at PM2 again and maybe raise someone better than a housewife.
What is wrong with 'trial and error' anyway? That is what gaming should be. Surely that is the very definition of gaming. Lest we all want some sort of hand-holding and prescribed experience. We aren't all trying to rush through every game as quick as we can.
@EvrgrnCmln The review mentioned that it's possible to brute force your way through the game (like you did playing in Japanese). However, in doing so you miss out on the nuances of the majority of the gameplay mechanics, and it's just plain annoying to be forced to play through just about any game in that manner. There's more to playing video games than just beating them. It would be like beating a Pokémon game without understanding and using relatively basic concepts like type matchups, alternate evolution methods, or status effects.
@EvrgrnCmln your response makes me think you didn't really understand my post.
@BulbasaurusRex That's how kids play pokemon! My son went through Red with Bulbasaur, didn't pay any attention to types just levelled him up till he could beat anything.
@BulbasaurusRex I would actually suggest that what you're describing is the NIS formula. Their games are made to be brute forced through until you hit the post game, when knowledge of the systems becomes critical. 'There is more to it than beating the game' is the point. The main game serves as a tutorial and the meat is in the post game.
In this case I didn't find it hard to work out the nuances of the system even without knowledge of the language. There are lots of visual cues that just make the whole thing very intuitive. I literally trial and errored the whole thing and it took a matter of minutes, and I went on and finished everything the game had to offer. This makes it really hard for me to believe the reviewer has put any significant time into the game -especially- since he grossly misrepresents how long it is.
@EvrgrnCmln If that's the point, then that formula sucks big time! There's never any need for that long of a tutorial. Video games provide the most enjoyment when you understand what you're doing throughout the majority of the game, and needing to figure most of it out yourself with only obtuse clues isn't much fun, either. Excessive hand-holding may be going too far, but games still need to be structered enough to provide decent instruction early on.
@Sabroni No offense, but your son sucks at the game and missed out on a lot of what the game offers. Most kids do in fact learn those things when playing through a Pokémon game, either through reading the manual, looking up info online, other media like the anime, or simply by talking to NPCs and reading the signs like any decent player knows to do in an RPG. There's a reason that every mainline Pokémon game includes early signs and NPCs that specifically teach those elementary concepts despite being a minor annoyance to veteran players.
@BulbasaurusRex We'll have to agree to disagree. To me, it's how such games make themselves accessible while still being complex. Anyone can pick them up and beat them but doing everything they have to offer requires you to dig much deeper.
You say Sabroni's son sucks at Pokemon but the games are specifically designed to allow kids like his to fully enjoy the games without needing to get stuck into their systems. The need to master the games' prediction based battle system only comes up much later. In the original Green Red and Blue, things like STAB, Evs, and Ivs were all hidden mechanics. Nothing explained them anywhere. In later games, breeding only became practical in the post game unless you wanted to take a massive detour. For my part, I've played Pokemon since the Japanese Green a year before it ever released in English (And again without understanding the text) and brute every game story because my interest is in breeding and raising perfect Pokemon for competitive play. The fact that the games allow this is, IMO, one of their underappreciated strengths. Don't like the story? It doesn't necessarily matter.
Even Mario Odyssey works similarly. The main story is easy. The difficulty only comes after it's done, and requires you to pull off combination jumps that are never necessary in the main game, and which the tutorial doesn't tell you about.
@BulbasaurusRex he was six. How good were you at Pokémon at that age?
That title sounds like a pun on a classic 80s film, or was that inconceivable?
Feeling like your not NIS's target audience. Game is definitely worth an 8. Plus, your examples of game play are all wrong. This isn't a RTS. It's more like Criminal Girls for the Vita and Little Kings Story vita had a baby and it's name is The Princess Guide. Come on man you're not doing a good job of this. Report what you see not your emotions. So what you can't romance the girls and you have to manually save. Those issues sound like a you problem. The game is fun, maybe you shouldn't play games for work. Maybe, just maybe try playing games targeted for you and lighten up a bit? Cause you sound like a real stressed out tart in this review.
The guys just being a tart. My American version runs really well. @EvrgrnCmln
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