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Sakura Wars review – heartfelt, over-the-top anime romp

Eager to please genre fans, Sakura Wars delivers an old school experience with a hefty dose of drama.

Originally conceived back in 1996 as a way to offer an RPG franchise on the Sega Saturn, the original Sakura Wars series was a mix of visual novel, dating sim and round-based strategy combat. It follows an all-female theatre troupe based at Tokyo’s Imperial Theatre, putting on shows as the Flower Troupe to keep the spirits of the populace high, while also acting as the Imperial Combat Revue, a paramilitary operation tasked with defending the capital from monsters. To do so, they use mechs called Kobu, powered by the strength of their spirit.

Sakura Wars reviewDeveloper: SegaPublisher: SegaPlatform: Reviewed on PS4Availability: Out now on PS4

With its anime stylings and a cast of lovable protagonists, the franchise became a wild hit in Japan before its fate was sealed along with the Dreamcast. The west only saw the localisation of the last Sakura Wars game, Sakura Wars: So Long, My Love, its New York setting and all-new cast considered a good entry point into a series often deemed to be too Japanese.

This new Sakura Wars constitutes a soft reboot, set a decade after the events of the originals and using established gameplay but featuring a completely new cast. You take the role of Navy ensign Seijuro Kamiyama, who becomes the Flower Troupe’s new captain. It’s your job to help restore the Imperial Theatre to glory and keep Tokyo safe. In order to make a gaggle of women into a real team, you need to get to know them, help them overcome personal struggles and realise their true potential.

Kobu battles aren’t difficult, but winning is satisfying, especially during dramatic moments in the story.

As Seijuro, you spend your time either talking to these women or fighting demons in musou-style action combat. Sakura Wars’ dialogue is built around the series’ patented LIPS system: you get three dialogue choices, but only have a limited amount of time to pick an answer. The dialogue options themselves are recognisable if you’ve ever played another game with dialogue choice – you have a good option, a cautious option and a sleazy, impulsive one. There’s also ‘analogue LIPS’, a conversation option where what Sejiuro says is predetermined, and you only settle on the intensity with which you want to say it.