Uploaded July 2026 | Updated September 2026, 2 weeks ago
"Sagashi ni Ikouyo" (aka "Let's Go Look For It") is a very early PS2 RPG developed by the little-known team at RIZ Inc. at the beginning of 2001, being one of several titles released within the system's first 12 months. Through some odd twist of fate, Sony also selected the game to be on Japanese PSN (PS3) in 2015. In the realm of RPGs, this is to the genre what "Final Fantasy: Mystic Quest" or "World of Final Fantasy" is to "Final Fantasy", what "Dragon Quest XI" is to "Dragon Quest", what "Pokémon Mystery Dungeon" is to Roguelike and Mystery Dungeon games... or to put it plainly, a game that is very much "Baby's First RPG" (i.e.: easy) for all intents and purposes, but enjoyable all the same. Being designed for children and having rudimentary components of most RPG/JRPG staples, it was also RIZ's first game and arguably their best one.
The game has a general story, but it is barely there and the vibes within the game are very casual; the narrative basically just goes with the flow and dialog is lighthearted and fairly shallow. Gauntlet, a craftsman and his son (the player / nameless protagonist) have moved to the town of Liz, a small place with several secrets. You become acquainted with other children that live there as you explore the town essentially tackling various shenanigans, myths and urban legends with the power of friendship and "purpose". "Purpose" is a driving factor of the plot as well as the justification for the objective / mission-like structure of events in the game which eventually leads to the legacy of "The Chunk Gang", "The Oath of Limrid" conspiracy, and the separation of humans, fairies, orcs, elves and other races. At the center of it all is the existence of "Lukinoela"... but what exactly is it? The game's short run time of 10-12hrs and thin plot won't sweep you off your feet, but the carefree character interactions are earnest and one of the better aspects of the game.
The game is not complex and has heavily restrained JRPG systems, but one thing that does stand out in the game is the way these familiar mechanics are integrated in SnI. For starters, there is no leveling in the conventional sense... there is no currency farming in the conventional sense, non-standard exploration, scripted combat events, and puzzles that can't be managed by a single individual and will require the player to leverage allies and the different quirks they bring. The town of Liz serves as a small hub that gradually branches off into other areas as you gather more information and gain new insight to clear objectives with purpose, and sometimes one objective serves as a key to opening other objectives. What's interesting is that you can select which objective you want to focus on at any given time by going into your menus and selecting it, which will alter the dialogues of the townsfolk accordingly to offer info that correlate to the current objective. While it's rare to have more than two meaningful objectives to tackle at a time, you have a bit of agency in which order you tackle events and which characters you'll meet and when.
When you are first introduced to a character, you can invite them to join your party. Each character comes with two specialties that aid in adventuring such as "Lock-picking & Eloquence", "Fire & Fairy Language", "Boastfulness & Ancient Language", etc., and these abilities must be used regularly under a feature called "Leave it to Them", which utilizes their different skills. Using these skills, as well as inviting them on trips and battling will increase your friendship score with different characters... clearing quests and fighting will gradually raise your parameters over time and characters will also gain new combat abilities when certain thresholds are reached, but you will not receive experience, money or items from fighting otherwise. Speaking of items, you can't use healing items in battle, so having someone with Blue Magic (Ice) is indispensable early on for healing. You can bring two or three friends with you depending on the objective and battles are scripted and money is scarce, so you shouldn't waste it if you don't have to (you can "train" to build friendship with characters you don't use in the underground if you use a "Chunk Ticket" around skeletons).
Most tasks can be cleared in one go with the "right" set of allies, but if you have preferred characters, expect to make multiple trips to town. This is made relatively painless with a smart "Move" command to instantly return to areas you've been as well as "Teshron Cards" when you finally go "outside" to call characters to your home to join you. The visuals are basic in an early / launch PS2 way (slowdown in spots, mainly the town square, bad camera, etc.) but the music is pretty good with multiple battle themes. While I'd struggle to call this a "gem", I had fun with it. This is a video of the game in action (right before the "outside"). Enjoy.
- ADDITION -
Visit Us At: gamingsanctuary.org
"Sagashi ni Ikouyo" (aka "Let's Go Look For It") is a very early PS2 RPG developed by the little-known team at RIZ Inc. at the beginning of 2001, being one of several titles released within the system's first 12 months. Through some odd twist of fate, Sony also selected the game to be on Japanese PSN (PS3) in 2015. In the realm of RPGs, this is to the genre what "Final Fantasy: Mystic Quest" or "World of Final Fantasy" is to "Final Fantasy", what "Dragon Quest XI" is to "Dragon Quest", what "Pokémon Mystery Dungeon" is to Roguelike and Mystery Dungeon games... or to put it plainly, a game that is very much "Baby's First RPG" (i.e.: easy) for all intents and purposes, but enjoyable all the same. Being designed for children and having rudimentary components of most RPG/JRPG staples, it was also RIZ's first game and arguably their best one.
The game has a general story, but it is barely there and the vibes within the game are very casual; the narrative basically just goes with the flow and dialog is lighthearted and fairly shallow. Gauntlet, a craftsman and his son (the player / nameless protagonist) have moved to the town of Liz, a small place with several secrets. You become acquainted with other children that live there as you explore the town essentially tackling various shenanigans, myths and urban legends with the power of friendship and "purpose". "Purpose" is a driving factor of the plot as well as the justification for the objective / mission-like structure of events in the game which eventually leads to the legacy of "The Chunk Gang", "The Oath of Limrid" conspiracy, and the separation of humans, fairies, orcs, elves and other races. At the center of it all is the existence of "Lukinoela"... but what exactly is it? The game's short run time of 10-12hrs and thin plot won't sweep you off your feet, but the carefree character interactions are earnest and one of the better aspects of the game.
The game is not complex and has heavily restrained JRPG systems, but one thing that does stand out in the game is the way these familiar mechanics are integrated in SnI. For starters, there is no leveling in the conventional sense... there is no currency farming in the conventional sense, non-standard exploration, scripted combat events, and puzzles that can't be managed by a single individual and will require the player to leverage allies and the different quirks they bring. The town of Liz serves as a small hub that gradually branches off into other areas as you gather more information and gain new insight to clear objectives with purpose, and sometimes one objective serves as a key to opening other objectives. What's interesting is that you can select which objective you want to focus on at any given time by going into your menus and selecting it, which will alter the dialogues of the townsfolk accordingly to offer info that correlate to the current objective. While it's rare to have more than two meaningful objectives to tackle at a time, you have a bit of agency in which order you tackle events and which characters you'll meet and when.
When you are first introduced to a character, you can invite them to join your party. Each character comes with two specialties that aid in adventuring such as "Lock-picking & Eloquence", "Fire & Fairy Language", "Boastfulness & Ancient Language", etc., and these abilities must be used regularly under a feature called "Leave it to Them", which utilizes their different skills. Using these skills, as well as inviting them on trips and battling will increase your friendship score with different characters... clearing quests and fighting will gradually raise your parameters over time and characters will also gain new combat abilities when certain thresholds are reached, but you will not receive experience, money or items from fighting otherwise. Speaking of items, you can't use healing items in battle, so having someone with Blue Magic (Ice) is indispensable early on for healing. You can bring two or three friends with you depending on the objective and battles are scripted and money is scarce, so you shouldn't waste it if you don't have to (you can "train" to build friendship with characters you don't use in the underground if you use a "Chunk Ticket" around skeletons).
Most tasks can be cleared in one go with the "right" set of allies, but if you have preferred characters, expect to make multiple trips to town. This is made relatively painless with a smart "Move" command to instantly return to areas you've been as well as "Teshron Cards" when you finally go "outside" to call characters to your home to join you. The visuals are basic in an early / launch PS2 way (slowdown in spots, mainly the town square, bad camera, etc.) but the music is pretty good with multiple battle themes. While I'd struggle to call this a "gem", I had fun with it. This is a video of the game in action (right before the "outside"). Enjoy.
- ADDITION -
Visit Us At: gamingsanctuary.org
![Antivirus Girl [백신 소녀] Game Sample - PC/Dongin
Do you like anime girls, large breasts and cuteness? You probably do if youre watching this video. Do you like Tower Defense games? What about Roguelites? Mini-games?? Shooters??? Well, if you like any of those things, you might be interested in this lewd ecchi title from the popular creator, Chowbie, a solo Korean (?) digital artist and game developer known just as much for their detailed art as they are gothic games, anime-inspired characters, and figures. Released at the beginning of the month, it continues the tradition of Chowbies previous works of barely SFW content held up by surprisingly solid gameplay systems and punches above its weight in terms of sheer value for the money. While prior releases have been more in the action / roguelike camp and with a darker atmosphere, Antivirus Girl is a more whimsical title with slightly more restrained rogue elements and a heavy focus on Tower Defense and strategy.
The games story centers around a rookie Admin of cyberspace named Reta who is the latest leader working for a group known as Sentinel, a cutting-edge anti-malware system. Her role and the role of her female team is to thwart threats invisible to people on the outside, whom they deem their masters, and protect their privacy and peace as cybersecurity. Theres a little bit of drama as the game progresses, but its generally lighthearted as a whole. While not actively shown, you also learn more about the master that the girls serve, who is rather interested in lewd things himself to the point that you have to safeguard his precious R-18 material from forces that will do it harm. The characters range from Reta who is well-to-do, Kiana who is cool and capable, Lina the foul-mouthed but strong troublemaker, Lyzar who is shy and socially awkward (and also frequently gets in trouble due to her obsession with malware and viruses) and the Manager who oversees numerous groups in Sentinel (she is cold due to past experiences but cares about her teams performance).
Going more into the gameplay, if youve played both Tower Defense and Roguelites, you have about an 80% understanding of what the game offers, but Ill take it from the top. The player controls Reta across 24 main levels that each contain at least one core that has to be defended against malware across multiple waves. At the start of each wave, the player has a preparation portion where they can set up tower modules, collector modules and position Kiana and Lina. There are clear lines across the level that show the routes of the different malware, how many you can expect to spawn from each location, as well as the general travel path of any incoming enemies that dont follow the standard rules. Kiana and Lina are essentially additional towers but theyre special as you can upgrade their abilities back at the central hub, they dont cost any energy to place and they allow you to use special moves specific to them. Kiana specializes in scanning while Lina attacks any malware directly.
Scanning is an important component of the game which is an added spin from most other TD games; packets come down the assembly lines and the player and towers must first deal a certain amount of scan damage before they can attack malware directly. Not all packets have malware, but all packets must be scanned nonetheless to verify theyre safe before they reach the core(s). Some towers specialize in scanning, some in malware destruction, and some are balanced. Before you can use any towers though, you need to expend and accumulate memory. Memory is mostly gained from collector modules, but it can also be gained from add-on modules you gain from the Manager as well as through random upgrades granted to you by Lyzar as you collect malware data (basically experience points like you would get in a survivors game). Speaking of Lyzar, she will grant you a lot of additional weaponry and options in the same capacity as you collect malware samples. All improvements (add-ons-weapons, allies, etc.) costs power cells gained by gaining performance stars from levels.
The last main thing to discuss is bosses; theyre giant malwares that can be hit directly, but they must be hacked after being injured which involves completing mini-games like Space Invaders, Flappy Birds, etc. Its a cool twist that requires a bit of dexterity. There are added challenges as you progress, optional modes as you clear the game and if a challenge is too hard to get full stars, you can clear future levels and revisit them when youre stronger. The art is naturally very good as can be expected of Chowbie but the rest of the graphics are neat too, and the music, while lacking in variety, is also nice. The game is $8 normally which is fair, but you can wait for a discount if it seems a tad steep. This is a video of the game in action. You can get it at:
https://store.steampowered.com/app/4156370/Antivirus_Girl/
Enjoy.
ADDITION -
Visit Us At: http://www.gamingsanctuary.org Antivirus Girl [백신 소녀] Game Sample - PC/Dongin](https://i.ytimg.com/vi/VSmsmVAmqRI/mqdefault.jpg)
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![Kikou Souhei Armodyne [機甲装兵アーモダイン] Game Sample - PlayStation 2
Soooooo... as a joint project between Japan Studio and Omiya Soft, Kikou Souhei Armodyne is one of many PS2 games that probably shouldve gotten localized back in the day, and not just cause its a swanky game (the main story overview is in English and the setting has a lot of Western elements integrated into it). As a mid-life PS2 release in 2007, its one of the few games Omiya Soft has worked on that isnt Culdcept (theyve also worked on Lord Monarch: Tokoton Sentou Densetsu, Front Mission: Gun Hazard and did some work on Dragon Force II) and is an interesting departure for them, going from collectible card-battling fantasy to fast-paced strategy mecha combat (known as a Administration & Strategy SLG). Immediate highlights include character designs by the prolific Naoyuki Onda (best known for Sol Bianca, Psycho-Pass, Ergo Proxy, Dandadan, etc.) and music by the legendary Yasunori Mitsuda (Chrono Series, Shadow Hearts Series, Xeno Series, Inazuma Eleven Series, etc.).
In the mid-21st century, humanity has successfully moved forward with plans to begin colonizing Mars in the hopes of a better future. During this time, a single unified government was formed in an attempt to avert conflicts and war that would arise from this arrangement known as the GU (Global Union). The GU created an arms treaty to quell the super powers of Earth and Mars which required both parties to dismantle many of the old-fashioned armaments of aggression in the hopes of peace, but this is short-lived. Economic turmoil, abuses of power and inter-state friction pushed both sides towards reform and the rise of anti-government forces created the birth of a humanitarian weapon to protect order. These humanoid machines, called Armodynes, were intended to aid in the development of Mars but were diverted to Earth and repurposed for battle... unbeknownst to the masses at the time, these new weapons would plunge the galaxy into unfathomable chaos.
Earths turmoil caused the Mars colonization plan to be scaled back and ultimately cancelled, causing millions of Martian colonists to fend for themselves. These displaced people were ultimately led by a genius scientist, Dr. Voct, who they developed intense loyalty towards. Under his leadership, major breakthroughs in technology were born and a highly organized society was created. Within half a century, Mars flourished while Earth remained in turmoil... the GU, now seeing Mars as the only future, attempt to continue their colonization plan which causes the current Martian regime to become very hostile in response (they were left to rot for 50 years after all) and saw it as Earth attempting to overthrow the current system on Mars. The story features a nameless commander and his ragtag group of soldiers who are fighting back against a Martian conspiracy and searching for the truth between the Earth and Martian conflict.
Armodyne is a tile-based strategy game at its core but it functions a little differently as it has a management portion akin to a simulation game and battles are semi-automated. What I mean is that you CAN move characters to certain spots by setting markers and target enemies, and there IS turn order, gear, terrain effects and all that fun stuff, but combat is cleverly streamlined. When moving, a mechs parameters are automatically calculated and the game will tell you how many turns it takes to reach your destination. When making a determination for each character, you can give them general guidelines to follow such as Quick Attack, Evade, Pursuit, etc. While characters will still move to markers, different commands will determine when and how they get there and what tactics they use to engage the enemy. Once you set them, they will follow your commands indefinitely until they reach their goal or destroy their target; you can intervene at any time, change the preferred weapon a mech is using with the square button, and trigger linkage when multiple attacks are aimed on the same enemy as well as skills with different classes such as Sniper, Gunner, Fighter, etc.
The sim and management portion also has various wrinkles. For example, you can buy and sell different Armodynes, Armodynes of different ranks require pilots with the appropriate rank (ranks are raised with training the humans at camp as well as in combat), gear has to be balanced between mobility and performance, things of that nature. You can set training programs for your characters, hire new characters, build trust and morale, and get random perks (and negative effects) as well; this is important as characters are forced to retire once they reach rank 20, so you cant overly rely on one batch and need to train up other characters from time to time. The soundtrack, as expected, is great and the visuals are smooth as silk with almost no loading. This is a video of the game in action. Enjoy.
- ADDITION -
Visit Us At: http://www.gamingsanctuary.org Kikou Souhei Armodyne [機甲装兵アーモダイン] Game Sample - PlayStation 2](https://i.ytimg.com/vi/WAIvpW6rMT4/mqdefault.jpg)
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![Hatsune Miku no Bouken [初音ミクの冒険] Game Sample - PC/Doujin
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