One Piece Pirate Warriors 4: A Great Game… for Fans

Hoooooo-doggie! If you’re reading this, then I’ve either completed (or, more likely, gotten tired of completing) one of the latest of the grind-heavy Dynasty Warriors crossovers: One Piece Pirate Warriors 4. I had loved the third game (to a point), and a relative gave the newest installment to me for Christmas. So, after about eight hundred hours, here we go!

One Piece is my favorite manga of all time, so I naturally knew the story going into Pirate Warriors 4. And you better know too, because you are spoiled to death regarding everything from the beginning up to Whole Cake Island. The Wano portion is game original, but you will still be spoiled on where the climax of the actual manga arc takes place (I had luckily just started that part when I played the game).

Honestly, with the amount of One Piece videogames out there, you can almost tell that they’re tired of telling the same story over and over again. The Japanese voice actors are excellent, but they even seem more “oh boy this line again” than the previous game. The dialogue is stiff and awkward, but that could be because of the localization. The cutscenes are also half-assed, even reusing some pre-rendered cutscenes from Pirate Warriors 3. Fans buy this game for the gameplay.

All five thousand hours of it!

If you haven’t played a Dynasty Warriors game, the idea is simple: you vs. eight million enemies. Maps are pretty simple, split into different rooms. There’s your allied force, the enemy force, and an occasional rogue force. Every playable character has an elaborate combo system that can be expanded upon (and you will have to memorize every single one of them). One Piece is a series where the protagonists have gone head-to-head against entire armies by themselves, so the Dynasty Warriors system works perfectly. 

In addition to your usual combos, you have JUMPING. If you jump after landing a hit, you launch nearby foes into the air and can unleash an ENTIRE EXTRA SET of midair combos. These can get absolutely obscene if performed well, but you seriously gotta memorize the moves. There are also four different special moves you can equip at once for each character. There are many types of special moves beyond the ones that freeze time and have a cinematic cutscene. Ones that provide buffs (including transformations like Gear Two) are tied to this system. There is also a Power Dodge that sends you forward and deals damage, making it a good panic button; just be wary of stamina.

The game also introduces different “types” of characters, which honestly, makes it way more complicated than it should be. All the types are pretty self-explanatory, and since you’re expected to be familiar with these guys, it’s not really an important detail. The only stand-out is Sky-types. These characters specialize in air combos, and most importantly, their Power Dodge can be used in one constant burst until stamina runs out. This can be a lifesaver since Dynasty Warriors games tend to have important events take place at opposite ends of the stage.

Like most Warriors games in general, mooks are utter jokes that you can basically look at and kill instantly. Tougher enemies have an armor gauge that must be drained to get them into a temporary vulnerable state, where they glow purple and can be comboed more easily. Of course, actual bosses are even tougher. They can have a temporary “super-shield” that doesn’t drain. But honestly, you just have to do what you always do in these games: smack it a lot!

They pretty much abandon the XP system from Pirate Warriors 3 to introduce the Growth Maps. Each “island” on them needs a lot of Beris and Coins to give them stat boosts, new abilities, and more. There’s a beginner map that applies to all characters. It’s important to prioritize getting the big stat boosts here so that new unlocks aren’t insanely weak right off the bat. In addition to the beginner map, EVERY PLAYABLE CHARACTER has TWO unique Growth Maps! I prefer this change because getting everyone to Level 100 is a far worse undertaking than maxing out all the Growth Maps. Other than these changes, Pirate Warriors 4 runs pretty much the same as others.

The environments have never been the strong suit of these games, but they at least go to lengths to make them feel more organic. The layouts, for example, are no longer sectioned into square-shaped keeps, but territories. These function the same, but can be any shape and size. The most important aspect of this is that they can get pretty large, which makes capturing them easier. They also add the ability to destroy environmental objects, which can help make navigating easier since you won’t have crap in your way.

In terms of difficulty, Pirate Warriors 4 is a bit tougher than Pirate Warriors 3 for a number of reasons. You can get juggled a lot more easily, especially in Treasure Log where you’ll be fighting more boss characters simultaneously (especially against Ace and Law). I’ve also had less luck with healing item drops, even with the skill that allows little mooks to drop items. Fortunately, min-maxing the Growth Maps helps make things easier. The Indomitable Spirit skill is a lifesaver, and it can be obtained very early on in Treasure Log. What it does is cause health regeneration during a buff, and at max level, you can heal back to full from the brink of death. With Concentration to fill up the special gauge faster, you can basically never die, even on the toughest missions.

Sadly, that does not stop the bosses from being absolutely obnoxious to fight. It could be because I use this game to veg out, thus refusing to learn the nuances of the game, but it’s also a license tie-in, so… Anyway, when you destroy the armor gauge, the meter turns purple and slowly fills up. Obviously, you have until it’s full to combo them before it refills. However, when fighting bosses specifically, they have a completely random ability to use a shockwave attack which instantly frees them from your combos AND immediately recharges their armor. It’s stupid and you just have to deal with it (or, you know, actually know how the game works).

Pirate Warriors 4 has three modes, just like the previous game. Dramatic Log is the main campaign, which has all the stiff cutscenes and stuff (seriously, these games probably made us desensitized toward Ace’s death). The missions are shorter and more numerous, allowing for a more accurate experience of the story arcs as they actually happened. But sometimes, it gets a bit much. Why is there an entire stage just for the first battle against Sir Crocodile? The Free Log is the ability to replay story stages, but since they no longer have Treasure Events or that stupid grid thing (THANK GOD), there isn’t much of a point. S-Ranks are as easy as ever to obtain, and there’s no reward for playing on Hard Mode, except maybe a trophy in the PS4 version.

My personal favorite mode is Treasure Log. Similar to Pirate Warriors 3’s Dream Log, Treasure Log is a series of short, semi-random missions. I love it because there’s no boring cutscenes; just straight gameplay. Also, you get to live a number of impossible, fan-fic like scenarios, such as getting to beat the crap out of that sumbitch Akainu, or winning a 2-v-1 against Big Mom and Kaido as someone like Bartolomeo. It’s also a lot harder, doing crazy things like pitting you against the entire Straw Hat Crew at once. Unfortunately, you still need to progress in Dramatic Log to unlock the Straw Hats’ later move sets, like Gear Four and all that. But bizarrely enough, I actually look forward to these games for playing as anyone OTHER than the Straw Hats. I love the crew, but there’s a weird charm to being able to play as one of the villains, or characters with interesting abilities, such as Bege. Of course, if you want to get 100%, you’ll be playing as the Straw Hats in this mode a lot, along with everyone else. Just be wary of playing as Sanji in this mode, since female enemies can spawn in for random side missions even if it’s a stage that guarantees all male opponents.

I didn’t actually complete the game as far as maxing out everyone’s stats and doing every stage, but this game is pretty reasonable by comparison to others of its kind; it’s no Hyrule Warriors that’s for sure! As long as you have the Coin Collector and Cat Burglar skills and do the most of your grinding in the New World-tier Treasure Log stages, it doesn’t seem like it’d take that long. Maybe 100-odd hours, which is—yes—shorter than the previous Pirate Warriors, and WAY shorter than Hyrule Warriors (that goes to show you the standard that the Warriors games set). If you wanna complete one of these games, do this one!

~~~~~

Final Verdict: 8.35/10 if you’re a fan

One Piece Pirate Warriors 4 feels great if you really love and understand the series. The combat is fun and over-the-top, and the way they handle special moves give it a lot of depth and customizability. In case I didn’t make this clear, ONLY play this if you’re a diehard fan of One Piece!

Baba Is You Is Fun And Insane

If you’re reading this, then I have managed to complete enough of this ludicrous indie puzzler to write a review of it. I had originally played Baba Is You on my Switch with my sister. However, time caught up to both of us, and since she got her own Switch with her data transferred to it (since we used to share mine), I could no longer play—or finish—Baba. Because I thought it was such a great puzzle game (with a LOT of bang for your buck), I had decided to get it on Steam, and play it over again (since we only got about less than a third of the stages done before). And, well, I both hate and love it to death.

There really isn’t a premise, nor plot to Baba Is You. Simply put, Baba is you. You is Baba. And Baba, who is You, wants to Win. That’s about it.

So, how does Baba, who is You, Win? It’s simple, really. Just touch the Flag, which is Win. However, some things get in the way, and sometimes, there isn’t Baba, nor a Flag. That’s fine, though, because that’s the whole point. Every level has an assortment of words that can be pushed like blocks, and… Okay, I should stop teasing since you probably read the description of this game already. Long overdue TL;DR: you form sentences that dictate the rules of every level.

This is definitely not the first game to be so meta, but Baba Is You is one of the best when it comes to this kind of gameplay. This simple idea branches out into an incredibly in-depth puzzle game that teaches you through level design. Every time you think you’ve seen everything, the game pulls something even crazier. 

The way to Win is for You to be touching the object that is Win. While Flag is most commonly Win, that can—and often has to be—changed. Baba doesn’t necessarily have to be You, either. You can be a rock, a crate, or the entire level, as long as the words are there to form that statement. Just be careful not to touch anything that is Defeat, or dislodge whatever statement dictates your existence, because that’s how you die in this game. Fortunately, a simple press of the X or Y button will begin to undo your actions, up to the very beginning of the level.

If the game sounds hard to you, that’s because it is. Word of warning, Baba Is You is NOT for people who have busy careers, unless you want to look at a guide. Figuring out puzzles on your own feels good, but that takes time, and we don’t have that much of it these days unless you’re a kid. In any case, Baba Is You’s puzzles are brutally mind-bending, and for the most part, ingeniously clever. The biggest battle is figuring out certain nuances with the game’s mechanics, such as what rules get priority when assigned to the same object; for example, something that is Defeat cannot kill you if it is Stop, Push, or Weak. The game also expects you to create some incredibly bizarre scenarios that completely disregard everything you understand about videogaming itself. Unfortunately, the difficulty is quite inconsistent. Either that, or it’s just a matter of how each individual thinks. I’ve had more trouble with some of the “normal” levels than some of the super-secret psychopath levels in the late-game!

Fortunately, the game is pleasing enough to look at to where it’s really hard to get mad. It has a very minimalistic pixel-art look that’s surreal and dreamy. Enabling the “wiggle” animations (or whatever they’re called) makes Baba Is You feel very cartoony and alive. The soundtrack is also very chill and atmospheric.

~~~~~

Final Verdict: 9.25/10

Baba Is You will probably be my favorite puzzle game of all time. I haven’t gotten 100% yet; thank the passage of time for that, but I at least beat it. Baba Is You gives you insane bang for your buck: 226 levels for 14.99 USD. If you like puzzle games, there’s no reason to not play Baba for that deal alone!

Copy Kitty: Megaman Meets Bullet Hell Meets Kawaii Neko-Chan

I owe 100% of my knowledge of this game to one of my favorite YouTuber/Streamers, ProtonJon. The game is VERY under-the-radar on Steam, but someone was able to donate for it during Jon’s 2020 BCRF Charity Stream. The game looked insanely fun, but brutally hard. I’ve played a number of games considered tough, but I have not bested them at their pinnacle. Copy Kitty may or may not cause me to hate myself.

In Copy Kitty, you are the kawaii cat-girl, Boki. She wants to be a superhero, but has to be content with the next best thing: a simulation game made by her uncle Savant. Only one thing left to do: blow up a LOT of robots.

This is a shooter-platformer, so the story is simple, really. But to be honest, who cares about the story in a game WHERE YOU BRING ABOUT CYBER-CARNAGE EVERYWHERE?! The thing with Copy Kitty is that Boki, well, copies the powers of defeated enemies, Megaman-style. Boki has limited ammo, but can replenish it by collecting more of the same drop from other enemies of that type. In addition to that, any of the three weapons you can have on-hand (with the exception of Solo Weapons) are automatically combined into another, more powerful weapon type. 

With this incessantly simple idea, Copy Kitty becomes one of the most intricate and insane shooters I’ve seen. The different weapon combos all have unique effects, all of which look ridiculously cool. Take time learning them because the game will require different combinations to get through certain stages. 

Of course, the thing I was worried about the most was the game’s difficulty level. The campaign is pretty balanced for the most part. However, the controls took getting used to for me. You’re locked into eight-directional aiming, and you cannot move and shoot at the same time. Even worse, your very helpful dodge ability cannot be used in midair. As someone who’s played a lot of games where you COULD do that, well… just be glad I don’t stream videogames.

But here’s the catch. What I described before was just the standard playthrough. Beating the game as Boki is just the beginning. After that, you unlock Hard Mode. It’s not just a harder version of the game, though; it might as well be a completely different game, continued directly after the main story. The stage layouts are the same, but enemies and bosses are way different. Hard Mode is, to put it lightly, push-you-to-your-limits-ridiculous. I haven’t even beaten it yet, and I probably never will.

And even if I did, I would have to do it again (along with Normal Mode) as Savant, who has his own unique playstyle! Seriously, the guy’s a savage! He has less health than Boki, but his perks more than make up for that little detail. First off, he can freely fly, which makes a lot of things (like a certain recurring miniboss) easier, plus his dodge is a lot better (even if it has a stamina meter). The problem is mastering his method of attack. Savant’s weapons fire out of a little window, which is manipulated by the player at the same time as Savant himself. Only two weapons can be combined, and it has to be done manually. To offset an otherwise lack of variety, the order in which weapons are combined produces different results. Depending on the weapon used, Savant’s window will either follow him, cling to walls, and more. Coordination (and a lot of mashing the B button to reset his window) is key to mastering Savant.

However, the game still isn’t done yet! There’s also Endless Mode, which is, actually, one of the more forgiving modes of its kind. Healing is pretty generous, and you can start from every five waves. There is a LOT to it, though. Each set of ten waves is contained within a specific biome, of which there are thirty-seven. Beat the biomes on Normal Endless Mode to unlock additional, harder variants with the other biomes. Also, try Pandemonium, where every enemy attack pattern is randomized. Plus, a rare enemy encountered only in this mode will unlock the secret 13th world in Story Mode.

If this game didn’t seem enough like capital punishment for completionists, then here’s more. There are also marathon and boss rush modes, which are self-explanatory enough. Also, every state of the campaign has a Target Damage limit, and not taking more than the indicated amount of damage gets you a gold star for the stage. Fortunately, this condition doesn’t exist whatsoever in Hard Mode, which still makes Copy Kitty more lenient than what you’d expect. And one more thing that I can’t dedicate to a new paragraph, the Steam Page implies there’s a level editor. I couldn’t find it; it’s probably locked behind some insanely hard prerequisite.

As far as looks are concerned, Copy Kitty is very appealing. Although the 3D textures look a bit bare-bone, the character designs are quite memorable. Plus, the sensory-overloading violence, especially if particle effects are set to the highest intensity, is extremely pretty. The backgrounds are very cool and cyber-y as well.

The soundtrack is very EDM-heavy, with some rock elements. Despite how little I care about either of those types of music, Copy Kitty’s soundtrack is solid, with good enough variance. The problem is that I consistently ran into a bug where the sound effects would just die, and I would have to lower the game audio to insanely low levels to barely hear them. And since I got so used to it like this, the occasion they came back on made the game feel really overwhelming and it was hard to concentrate. It’s a shame, since the sound effects are really satisfying. I’m new to PC gaming, so it might be a problem with my sound card (I know ProtonJon didn’t have that issue when he streamed this).

~~~~~

Final Verdict: 9.25/10

Copy Kitty is a fantastic, replayable arcade shooter that’s well worth the money. Just keep in mind that, depending on how non-gamer you are, a lot of it could be above your paygrade. 

Garden Story: The Cutest Game of 2021?

A couple of months ago, I signed up for my own Steam account! I’m still learning Steam, so I don’t know how to find other users. In any case, my username is “WeebPleizGamezHere”; you’ll know it’s me because it has my same blog logo. Anyway, from the brief time I’ve been on Steam, I noticed that its discovery queue is perhaps the most accurate algorithm I have ever seen. For instance, it actually recommends things I might like that I would have never heard of! And one of those is Garden Story. It has everything I like, from whimsical graphics, to the satisfaction of restoring an area to—and beyond—its former glory. So without further ado, let’s talk about it!

In Garden Story, the lovely grove the game is set in has a problem known as the Rot. These are not adorable, marketable Totoro things from Kena: Bridge of Spirits, but rather an assortment of ugly gross things. They’re bad, and one young grape named Concord ends up shouldering the burden of having to restore the entire effing grove.

Immediately, Garden Story shows off that distinctively indie-game-like charm with its whacky, cartoon-like writing. Unfortunately, the story is pretty typical for the most part. It’s nice, and suits the game for the kind of experience it wants to be, but if you want your mind blown then Garden Story will fall short. The characters aren’t the selling point either. They’re likeable, but don’t really stand out as far as indie games are concerned.

Fortunately, it’s still easy to get lost and immersed in Garden Story‘s grove. Thanks to the simple and vibrant pixel-artstyle, and chill midi soundtrack, there is plenty of incentive to just relax. In fact, the Steam page for the game encourages doing just that!

But as relaxing as it is, Garden Story has plenty to do. Like in many games of its kind, you’ll be whacking stumps and rocks to gather resources to do all sorts of fun stuff. As expected, you progressively unlock different types of weapons to buy and use in combat. Every action consumes stamina, which needs time to replenish.

Before you think that this game is a shallow Stardew Valley wannabe, then read this paragraph. One way that Garden Story shakes things up is with different types of Dews. They mainly restore HP, but can have a wide variety of used effects. Also, weird orb thingies are scattered throughout the grove, and when broken with the proper weapon type, drop permanent stat buffs. The weird nuance with them is that some will say “Concord needs a stronger tool”, when in actuality, you can break them with a charge attack if the weapon is upgraded enough.

Another thing that Garden Story does is the Memory system. Concord will gain memories through fulfilling specific conditions, and an unlocked Memory can be assigned to his… hippocampus (or something?) to apply great perks, from stat buffs, to new combat techniques.

Building is… unusual in this game, and I mean that in both a good and bad way. The resources needed to craft buildable objects actually have to be stored in a chest. One nice feature is that Wood and Stone are essentially treated as currency, as they have their own compartments in which they can stack up to 9999 times. Unfortunately, built utilities can only be placed in limited locations. Planting crops is tied to specific spots as well, but at the very least, you only have to water them once, and can be left alone while they grow.

One of the biggest issues with Garden Story is no doubt its slow start. A lot of the rudimentary mechanics I’ve explained aren’t even doable until quite a ways into the story. Furthermore, you start off with two Stamina blocks, which is really gross. Upgrading Concord’s stats, especially his Stamina, is essential for the flow of the game, otherwise it’s a chore; I already dread the whiplash of returning to the grove with a new file (good thing I never have enough time for stuff like that). 

Inventory management can also appear to be kind of yikes. Items do not stack in Concord’s inventory. This can be alleviated by placing as many chests throughout the world as possible. However, items in chests can only be stacked fifteen times. And I don’t mean that you stack fifteen, and the sixteenth one starts a new stack; I mean fifteen of a given item type, PERIOD. But despite these very bad-sounding choices, Garden Story actually feels designed around these constraints. I honestly didn’t have a problem with inventory management as I thought I would.

Garden Story looks super simple and adorable, yet it caught me off guard several times. In addition to the limited Stamina early on, the enemies are deceptively annoying. Most notably are actually the super-basic regular blobs. When defeated, a core spits out, which needs to be struck to defeat the enemy for good. However, they bounce around and can damage you or inflict status effects. I’ve had a single one of these cores reduce me from full to half HP numerous times.

What I ended up enjoying the least was getting completion. Normally, games of this kind are tedious, but since Garden Story is so compact and streamlined, I figured it would be easy. And while completing the four libraries and finding all of Concord’s Memories is more than doable, maxing out every Village’s stats is the real problem. They cap at Level 5, and the transition to that from Level 4 is significantly longer than any other level gain. It doesn’t help that this will require repeat runs through the game’s dungeons, and the problem there is that it resets the puzzles AND bosses every time. Fortunately, upgraded weapons can make rematches go real fast.

But perhaps the biggest issue with Garden Story is that it doesn’t exactly feel rewarding to finish. There is a post-game, but all it gets you is the fifth and final Jar; nothing else changes in terms of content. Also, there are no Steam Achievements for things like completing libraries, maxing village stats, or getting all Memories. Furthermore, I’ve learned the coldest, hardest truth of all: that there is no Steam Badge for getting 100% Achievements in a given game.

~~~~~

Final Verdict: 8.6/10

I’ve knocked games for being overly simple, but for some reason, I loved Garden Story from beginning to end, flaws and all. It’s one of those games that are just “nice”. I can’t really describe it any other way. One of the things that definitely offsets the game’s issues is its very reasonable ~11-15 hour length to finish. In the end, you’re the only one who can decide if you’d like this game. Now you know what you’ll be getting into.

Great Ace Attorney Chronicles (Part 1 of 2): I MISSED THIS SERIES SO MUCH

Time for a long story. While this is the first Ace Attorney game I’m covering on my blog, this is definitely NOT the first Ace Attorney game I’ve played. In fact, I’ve played through these games with my sister for years. Thing is, that was way before I had this blog. We played up through Spirit of Justice (with the exception of the Edgeworth games, but thankfully NintendoCaprisun had his videos of them for us), but that was five years ago. Now, we both have jobs. However, that didn’t stop us from squeezing what little time we had for a massive and unexpected adventure: an official U.S. release of The Great Ace Attorney spinoff series, with HD remasters for the Switch. This review is of the first game. I figured I could split the post so I could spoil this game when talking about the second.

In The Great Ace Attorney, we turn back the clock to the early 1900s, to Phoenix Wright’s ancestor, Ryunosuke Naruhodo. His lawyering career begins when he has to defend himself after a man is shot to death while he happens to be holding a gun found at the scene. Thus starts a saga that continues for generations.

The story structure will seem pretty familiar; episodic cases that build up to a bigger plot. And similar to the Edgeworth spinoffs, this one plays with your expectations. In fact, despite the lack of returning characters, The Great Ace Attorney felt very emotionally tense for what it was. I’d even say it was the most tense next to Spirit of Justice, a game where [SPOILERS] a guy commits suicide just to frame someone. Some cases feature a jury (who actually exist this time, unlike Apollo’s game), and they change their minds a lot, making trials even more nerve-wracking when the scale leans toward guilt. While there are no straight-up bad cases, the third case is definitely where the game starts in earnest.

The writing in The Great Ace Attorney is great as always. From wry humor, to raw emotion, and spine-tingling suspense, Capcom once again demonstrates their writing prowess (if only that carried over to other games (*cough* Monster Hunter Stories 2 *cough*)). However, there are some big changes in the overall feel, more so due to this localization. And if I may write one more sentence, I’ll have an excuse to elaborate in a nice and organized new paragraph.

First off, the localization retcons the Ace Attorney universe. The main games have been set in an ambiguous country that could pass as just about anywhere, with the U.S. localization being set somewhere in California. However, The Great Ace Attorney universe doesn’t just scream Japan, but other countries as well. Fortunately, you aren’t required to know anything about old-timey world culture in order to solve a case, but Japanese honorifics are used without explanation.

Furthermore, the humor is very… hm, at times. It’s the 1900s, which means… racism. Ace Attorney has never held back on stereotypes, but it’s really nasty here. Foreigners act like Japan is a massive sh**hole, like an anime fan who hates ecchi. Their culture is even insulted right in the middle of their most supreme courtroom. You’re meant to chalk it up to English people being hotiy-toity, but I actually own a Japanese mythology research book, written at around that time, by an Englishman who fell in love with Japan, even shaming his own culture in one chapter. But when the story shifts to the U.K. itself, even our Japanese intrepid heroes act as if their own nation is a sh**hole. The U.K. definitely has the more advanced technology, but they even imply that the country has a richer history, which is a very subjective thing that’s neither right nor wrong (and is probably just meant to hype up London in the context of the story and I shouldn’t be reading into it this hard). 

ANYWAY, the characters, despite being all newcomers, stand within Ace Attorney’s cast as my favorite in any visual novel franchise. Ryunosuke is another new face, and I mean NEW. The first case isn’t just his first case as a lawyer, but he’s also had no experience in law whatsoever. He has a really unique arc where he gradually acquires the confident Ace Attorney animations we know and love over the course of the first case, and it’s wonderful to see. The Maya Fey of this game is a waifu named Susato, who is a bit of a kuudere; she’s condescending in a deadpan way, but some Maya-like qualities shine through at times (and she often proves herself a better lawyer than Ryunosuke). The Gumshoe is none other than Sherlock Holmes. Yes, I know the text says “Herlock Sholmes”, but if you play with Japanese audio, he is referred to as Sherlock Holmes. Based on this, I assume the reason for a lack of localization was a copyright thing, similar to the Stands in Jojo. In any case, he’s as confident as he is wrong about his deductions, i.e. he’s wrong a LOT but loves himself nonetheless. As much as I love Gumshoe, this guy grew on me very quickly. Screw it; he’s my favorite detective in the series, second only to Gumshoe (sorry Ema). Our prosecutor is Barok van Zieks. As one of the hunkiest antagonists thus far, he behaves like a scarier, more aggressive Klavier Gavin, where he’s sometimes willing to help the defense if things happen to go a certain way in the trial.

Whenever I think they have run out of ways to play Ace Attorney, Capcom manages to surprise me. The Great Ace Attorney tries (no pun intended) fun new ideas both in and out of court. For instance, multiple witnesses can take the stand at once, and have their own testimonies. As a result, one person can have a reaction to what the other person says, and naturally, it’s a good idea to pursue that nervous tick. In trials with a jury present, you also have the power of the Summation Exam. Basically, when the jury unanimously votes guilty (which, in series tradition, will happen often), you get to hear their reasoning. At this juncture, you take a pair of statements from the jurors’ that contradict one another, and reveal said contradiction. Ryunosuke paces like a badass when tearing their reasoning apart, and it feels really good. The one dumb thing about it is that you’re warned not to press anyone during the tutorial, but you actually will need to press jurors for every solution after the first examination.

What’s extra super fun is the Deductions. Sherlock has a ridiculously over-the-top routine where he makes wildly incorrect statements about an NPC, and it’s up to you to correct them by examining the NPC, the location, or by presenting evidence. These sequences kind of take a while, since you basically have to go through them twice, one to hear the initial take and two to correct it, but they’re awesome.

As a spinoff, The Great Ace Attorney proves to be very difficult because it plays with your expectations of the series’ tropes. If there’s any pro-tip I feel like I should give, it’s to REALLY examine any new evidence as soon as you receive it. There aren’t many times where they’re like “If you didn’t examine any evidence you should do it now”, either. Also, dialogue in a specific case is actually affected by whether or not you examined a piece of evidence at the earliest opportunity.

For a port made from the ground up during a thing-I-should-probably-not-bring-up-because-you’re-probably-sick-of-seeing-it-attributed-to-things-that-shouldn’t-have-anything-to-do-with-it, The Great Ace Attorney looks beautiful. The models are as on-point as always, and the environments are lovelier than ever, thanks to the Switch. They even have light sources flickering just like they would be in that time period. 

Unfortunately, this game probably has the weakest soundtrack I’ve heard in the whole series. Some of the character themes are good, but by keeping true to the time, I feel like they might’ve trapped themselves. And worst of all, the “Pursuit” theme shows up the least often in this game. Maybe that’s because of Ryunosuke’s character arc, but it still stinks.

~~~~~

Conclusion

I had no idea how good this spinoff was. The Edgeworth games are great, but The Great Ace Attorney has been a real trip. It’s like playing Danganronpa but it’s better because it’s Ace Attorney (ooooooh snap). But wait, there’s more! We still have the second Great Ace Attorney game, Resolve, to cover. Of course, I gotta beat it first.

Monster Hunter Stories 2 can Either be a Decent JRPG or a Min-Maxing Hellhole. Take Your Pick.

I was always interested in the Monster Hunter series ever since I watched one of my relatives play one of the 3DS installments. The problem is that I’m a filthy casual, and that franchise has way too much depth for my puny brain to comprehend (and for frame of reference, Pokémon is probably the most complicated franchise I have ever played). However, I did find out about the anime-AF spinoff series, Monster Hunter Stories, right on time for its sequel, Monster Hunter 2: Wings of Ruin, to come out. As such, I decided—spur of the moment—to try Monster Hunter Stories 2, my first ever Monster Hunter game!

In Monster Hunter Stories 2 (after some privacy policy mumbo jumbo, because that’s what gaming is these days apparently), the main protagonist and their tribe are enjoying some festivities, which happens to go south because videogames. Apparently, a flock of wild Rathalos decided to fly south for the winter… or something, and that means the titular Wings of Ruin is afoot… I guess? 

It’s a JRPG. Ergo, the story will take more than a hot minute to get started. Early on, most of it consists of required errands where you go to an area and fight a specific type of enemy. Before long, you will go to the actual main dungeon and fight the boss, where you get actual plot progression.

The actual plot involves you meeting a Wyverian waifu named Ena, who gives you a special Rathalos egg. This egg contains a Rathalos very similar to the Wings of Ruin, and everyone wants it dead because of Original Sin logic. And, well, that’s about as deep as it gets. This game really feels like it was meant for an audience much younger than the regular games, because it’s about as subtle as a Saturday morning cartoon, with predictable developments, and a lot of smooth-brain moments.

And it gets worse. The product tagline of “Will your bonds bring hope or destruction?” implies that you can make a series of decisions, and raise your Rathalos in a way to influence its power toward the light or dark side. Sadly, that doesn’t happen. In fact, there are ZERO prompts for your player to add to the dialogue whatsoever. Spoiler alert, they completely cop out on moral ambiguity by revealing the actual Wings of Ruin to be a completely different entity. There’s also a weird cult that never gets fleshed out at all; in fact, you only deal with them thrice in the game.

The cast, unfortunately, is the weakest aspect, and unlike my usual pickiness, I have a pretty darn good reason for it this time. Your main character, being fully customizable, is completely silent and reactionary. However, they did a good job at making them very expressive. Also, there is a nice detail where your grandfather, Red, will have the same type of eyes in flashbacks, taking into account how Wyverian NPCs mistake you for him because of your eyes. You also gain a talking cat follower in the form of Navirou, who has no shortage of funny lines. His arc, however, makes me feel like this is a direct sequel to the first game, because Navirou knows 80% of the plot relevant characters really well for no reason, and his own backstory is super glossed over.

Sadly, that’s where the positives end. Ena is pretty much there. She gives you the egg, and that’s about it. She’s not even a party member, and hangs out in the most recent town while you do all the legwork. And boy oh boy… it actually gets worse.

This game is structured like everyone’s definitely-not-least-favorite Final Fantasy game, Mystic Quest. Just like that game, you get one extra party member who sticks with you for a specific arc. And as such, the 100+ hours of bonding time you get with your crew is not in this game, resulting in some flat characters. You get their backstories at very arbitrary points, and they’re all very generic to the point where it doesn’t even feel like they tried. The sole ally I liked was Reverto, who had a Californian exterior but a very down-to-earth interior. 

Overall, there are a lot of character developments that happen way too fast, as if they were just checking off items on that list of tropes. Even things like discrimination against Monsties end in seconds flat. Ironically, the main protagonist actually gets the most character development out of anyone; they make mistakes, and learn to work through them. The issue is that a lot of those mistakes are really arbitrary things that don’t have to do with gameplay at all, and it just feels like they came up with any excuse for characters to dunk on you in order to act like they have an actual arc (Geez, way to dispute your previous statement, self). 

And the cherry on this smelly peanut-butter-ketchup-sundae is the voice acting. These gaming reviews have made me more willing to play JRPGs with the dub, and my ears have paid for it. Monster Hunter Stories 2 has a pretty bland dub, with characters sounding quite unremarkable. I only liked Navirou and Reverto’s voice acting and no one else’s.

Monster Hunter Stories 2 has your essential JRPG mechanics: questing, crafting, buying new gear, forging and upgrading gear, etc. Only, as with the main series, it’s insanely complicated. For starters, there are a LOT of weapon types, each catered to different playstyles. Forging and upgrading equipment is interesting, since each item requires a specific assortment of resources. There’s no specific quantities needed; you just need to use enough to gain the “points” needed to do the deed. Rarer materials get more points, but excess points are wasted completely. 

The thing to keep an eye on is armor. Each piece of armor can have its own passive skills. But more importantly, keep in mind that there is no base defense stat. The only defense you get from armor is some amount of resistance—and weakness—to one of the game’s many elements, including the non-elemental element. This causes every piece of equipment to become very situational. But unlike Xenoblade Chronicles X, you can save MANY equipment presets to be changed on the fly for their specific uses.

Exploration in Monster Hunter Stories 2 is both great and iffy. The positives consist of how chock full of stuff the world is. Every second is generally spent picking up materials or going into randomly spawning Monster Dens for eggs. There are also Everdens; fixed Monster Dens that contain Bottle Caps, which are exchanged for VERY worthwhile rewards.

However, that’s about where the positives end. Xenoblade really effing spoiled me on RPG worlds, because… maaaan… they just don’t make ‘em like Xenoblade anymore. The layouts in Monster Hunter Stories 2 are very basic and “videogamey”, with only one way to get from any point A to point B. What doesn’t help are the Ride Actions. These are field abilities that allow you to reach specific areas. While the game is nice enough to let you quick switch to a Monstie that has the ability when you’re at the area you can interact with, it is a pain to round out your party with varied Ride Actions and type coverages. And if you don’t have the ability, then you gotta go back to town and change out with a Monstie who does have it. 

Now, lett’s actually talk about Pokémon—I mean—Monsties. You obtain them by going into Monster Dens and sneaking off with an egg (child abduction is totes legit in this world). Hatched Monsties can be named and organized at the stable. Unfortunately, hatching is kind of a gacha system, where some Monsties will get better perks than others. You’ll have to learn various visual cues while kidnapping other monsters’ children in order to deduce how good it’ll turn out. Unfortunately, one thing you can’t predetermine is the bingo board of Monstie genes. This is a randomly generated 3×3 grid of abilities. The actual movepools of Monsties are the same, but a lot of other abilities are very random. Lining up genes of the same element and attack style gives the Monstie a permanent damage bonus, and the occasional rainbow gene acts as the free space in bingo.

Speaking of genes… oh boy. Prepare for one of the easiest to learn and hardest to master systems of min-maxxing I have ever seen (Pokémon’s still worse though). When you unlock the Rite of Channeling, you can choose to essentially kill a Monstie to allow one gene on its chart to be transferred over to another Monstie. Blank spaces are free to receive any gene, and copies of a gene can be stacked to upgrade it. Getting bingo bonuses will increase that attribute damage done by a Monstie. If you couldn’t tell, this gets insane and requires a LOT of grinding, since you will need to hatch Monsties just to level them up and learn the genes you want to transfer. Grinding gets easier as it goes, especially since a lot of bulletin board quests can be done over and over again for XP and money, and Monstie Expeditions become an important asset for those cooped up in the stable. 

So, combat is really complicated. You fight alongside your Monsties, and whoever your battle buddy happens to be. When attacking, you can use either the Power, Technical, or Speed style. If you’re attacking an opponent who will target you next, it’ll trigger a rock-paper-scissors match, with the victor gaining a damage advantage based on the matchup between who uses what style. This effect is even better if you and your Monstie both use an attack type that wins the rock-paper-scissors thing. Attacks, as well as successful rock-paper-scissor-ing, charges up the Kinship Gauge, which functions as MP. Most skills that consume this gauge can also be used in either of the three attack styles. Monsties run on A.I., and while you can consume Kinship to order them to use a move, there is no cost if they use it on their own.

Oh, and similar to the Ys games, enemies can have weaknesses and resistances to one of three weapon types, those being slash, blunt, and piercing (yes, there are less types of weapon damage than actual weapon types).  There are also the aforementioned elements to worry about, and getting hit by a supereffective element shows up as an orange number. Enemies can also change up their attack patterns and weaknesses mid-battle through actions, such as using a rock as a shield. Fortunately, this isn’t a problem since you can hold up to three weapons that can be switched mid-battle without using up your actual turn. Like with Xenoblade X, specific parts of an enemy can be broken to guarantee an item drop. Sometimes, breaking monster parts can topple them. Monsters that can be hatched have conditions to increase their chances of retreating, which spawns a small den that’s guaranteed to have that species’ egg. However, some exceptionally rare monsters can be hatched, but are unable to be retreated, meaning… good luck with that.

Things get even more complicated with the Ride On ability. This only activates when the Kinship Gauge is full. Using it restores a lot of HP to both rider and Monstie, and gives a stat buff. Kinship Skills in this mode are powerful, even moreso when your ally uses theirs in conjunction with you. Win rock-paper-scissors to level up the Kinship Gauge in this mode, allowing for even stronger moves. Unfortunately, your battle buddy always uses their Kinship Skill immediately, and you’ll have to work around that.

Despite being all cute and kiddy, Monster Hunter Stories 2 is tough. The first chapter is dirt easy, but after that, you’re pretty much expected to understand how the game works. This includes nuances that aren’t taught, such as the fact that Kinship Skills are guaranteed to cancel ANY enemy attack, including the yellow and brown ones that aren’t affected by rock-paper-scissors. If you’re unlucky on your first time, you could end up wearing armor that’s weak to whatever the next story battle is (that happened to me a lot). 

Another issue is your Rathalos. This is probably intentional for story reasons, but your Rathalos is baggage early on. It won’t learn certain abilities until much later in the game, even if it actually levels up enough to learn them. Plus, it has no Ride Actions starting off. One of the worst examples is in biomes where you’re inflicted with a permanent debuff. You’re encouraged to get Monsties that resist those debuffs, as well as armor yourself to protect from them, otherwise you need to buy and use specific consumables to mitigate it. The stupid thing is that you can’t box the Rathalos, so regardless of what you do to account for those debuffs… you still gotta use the items for the Rathalos! And it doesn’t even save on uses, since one is enough to apply to the whole team.

Oh, and being a turn-based RPG with A.I., expect your allies to be among your biggest enemies. Their behavior varies wildly. I’ve had them adapt perfectly to changes in enemy patterns, as well as picking the style with disadvantage after clearly establishing that pattern. They are also inconsistent as to when they decide to use a healing item. 

The biggest nuance I’ve had to get used to compared to most JRPGs is the Heart system. These are like lives in an arcade-style platformer. Instead of having to use an item to revive people, they just get back up and consume a Heart. You lose if either your team or your battle buddy’s is fully depleted of their Hearts. It becomes less of an issue once you’re able to freely obtain Vital Essences, which restore Hearts. Due to this system, fighting by yourself isn’t as nerve-wracking, but it’s still about as tedious as any JRPG not built around the idea of having one character.

You’d think it’d be time to give the final score, right? Well, too bad; I forgot to go over audio and visual presentations. Being an anime-style JRPG, it’s kind of… eh, especially since it’s a studio as beloved as Capcom. The areas don’t just look basic, but similar to games of this kind (*cough* Ys *cough*), they chug despite the lesser textures. Of course, if you’re a proud Switch owner, you’d be used to it, but considering that games like Smash run way better with more intricate visuals kind of says something about this game. To make up for this, the Monsters have a ton of personality in them, especially with the special moves (which, for some reason, are when the game runs the smoothest). Oh, and the equipment has some of my favorite equipment designs in all of videogames because of how much thought is put into them making them actually LOOK like the monster materials they’re built from. The music is sufficient, but there really isn’t any one song that I would be willing to bop to (Xenoblade has REALLY spoiled me). The overworld has no music, but unfortunately, there really isn’t enough ambience to make an immersive atmosphere. 

JRPGs have at least gotten better at having substantial postgames. After beating Monster Hunter Stories 2, it gets a lot longer… but in a bad way. You unlock the Elder’s Lair, which is a ten-story dungeon where you have to accomplish various tasks in order to advance. At the end is the game’s superboss. The thing is that the prep-work is where it gets obnoxious. High-Rank Monsters spawn in new high rank Dens, marked by red crystals covering the entrance, which gives you the ability to infinitely farm Bottle Caps. Thanks to this, you will be able to purchase unlimited amounts of Stimulants and Nutriments used to min-max stats. Also, High-Rank materials… *sigh* allow you to get better versions of EVERY EQUIPMENT PIECE IN THE GAME. And the best part? They all require Weapon and Armor Spheres, found only through Monstie Expeditions, and rarely in High-Rank areas. I might slowly work toward finishing this monstrosity (haha pun), but I’m not making any promises, especially since this game is no Xenoblade.

~~~~~

Final Verdict: 8.45/10

Monster Hunter Stories 2 has a lot going for it: great combat, great replayability, an extremely customizable playstyle, and PLENTY to do. However, that’s about it for positives. The story isn’t that epic either. Plus, a lot of dungeons—even story ones—recycle room layouts like nobody’s business. I only recommend it if gaming is your job, otherwise there are plenty of other super-long JRPGs to devote your precious time to.

Miitopia (Switch): Your Most Insane Fanfic Come to Life

If you’re reading this, then I’m a time masochist. When you’re working a full-time job along with running a blog, you don’t exactly have much time left. All of the precious recreational time I have is spent working on the blog. Every single piece of media I select must now serve some purpose for it. It’s hard. I’ve had to veto a lot of stuff. There are a lot of videogames that I’ve been juggling, and instead of playing them based on mood, I play them based on a number of factors too convoluted to go into right now. But a wrench was thrown in when Nintendo re-released the insane 3DS RPG, Miitopia, on Switch, with an improved character creator and FREAKING HORSES. I loved the crap out of the old one, but I was hesitant to play this new one ONLY because I never had raw desire take hold. So of course, this post (with an overly long preamble) is my only justification for playing Miitopia AGAIN. On Switch.

In Miitopia, the Dark Lord steals the faces from everyone in the titular kingdom of Miis. You, along with a vast number of intrepid heroes, set forth to whoop his butt and get everyone’s faces back. 

If you know RPG basics, then you know that this game has a simple and predictable plot. But unlike most RPGs, which pretend to be something they’re not, Miitopia spoofs them up. It is chock full of hilarious, tongue-and-cheek dialogue. The charm oozes out of every pixel, and we’ll get to more on that when we cover some of the gameplay elements.

I’d normally discuss the cast of the story here. However, every copy of Miitopia is kind of like a snowflake; no two are alike. This is because of the game’s main selling point: the Miis themselves. The identity of literally every character is decided by you. They can be your closest friends, or—if you’re like me and have no friends—fictional characters. You can be a light novel protagonist and insert yourself into the story, fighting alongside your favorite waifus. You can ship Arin and Dan from Game Grumps, or ship either of them with Markiplier and PewDeePie. You can even dictate the villain; take out your hatred on your most hated person by making them the Dark Lord. Hate mainstream culture? Then make the Dark Lord Billie Eilish. You also get other allies, like the Great Sage and the three Fairy Sisters. Just keep in mind that—SPOILER ALERT even though it’s a common RPG trope—whoever your Great Sage is will end up being the true final boss. If you didn’t have online in the original, you’d be given some lousy presets for non-plot-relevant characters. But in this version, you can freely dictate their identities as well, but you’d have to take the time to make them from scratch (or, you know, have an online subscription). Although the game doesn’t tell you this, you can preemptively add Miis—complete with makeup and wigs—from the Mii Characters database on the title screen. Use this if you have a plan on who to include in the story. Oh, and when it comes to your party members, you can change their in-battle phrases. 

For some reason, however, it doesn’t quite work in the Traveler’s Hub area. Every visit spawns a random, non-plot-relevant set of NPCs, and ideally, these would pull from Miitopia’s save data just like anyone else.  You can still go into the record menu and change that, but you’d have to do it every time the area reshuffles, and it kind of gets annoying. I’ve noticed that it has higher odds of pulling from the data if you have more characters with no assigned roles already made, but if that was the case, you’d have to make a LOT of Miis for it to pull from there every time.

Regardless, improvements to Miitopia’s customization mechanic are, well, massive. The Mii making system seems pretty normal at first. But when you go to the Mii Characters tab on the title screen, you can add makeup and wigs. With these, the sky’s the limit. You can make an anime character, and have it be accurate for once. Just a couple things to keep in mind. First of all, the sky isn’t quite the limit. For instance, there are no pompadours, nor any hairdos that defy gravity. More importantly, the quiz NPC doesn’t take makeup or wigs into account during the minigames. This means if you have an advanced character, like Darth Vader or something, it’s going to be tough to recognize him.

The icing on the cake is the amount of personality that oozes out of Miitopia. There are so many little charming details that make it hilarious and fun. One example is this derpy tuba-like jingle for literally EVERY new character as they show up. When the Dark Lord first appears, you hear this ominous choir, abruptly cut off by that sound, causing intentional tonal whiplash. Beyond that, there are too many examples to list, like the occasional Psycho bit after character interactions or the fact that every ability has this fancy, anime-like cinematic for it when it’s used for the first time.

The personality is also present in the game’s visual and audio presentation. Miitopia has a quirky and cartoony vibe, which is basic yet appealing. The Switch’s superior power adds lighting effects that help give it a more whimsical vibe. The soundtrack is also surprisingly fantastic. The battle theme and the titlescreen music are unique to each area in the game, and the boss track is a real bop that still lives in my head rent-free.

Although combat would be an afterthought in a game like this, Miitopia manages to have legitimately fun combat. The battles are your basic JRPG turn-based formula, but there are a number of factors to add spice (and chaos) to this formula. First off, you get to choose everyone’s personality quirk. They all have advantages and disadvantages, that range from free evades to refusing a much-needed heal. They trigger randomly, and as a result, a lot of battles end up being luck-based to an extent. The game is balanced enough around this fact… well… to a point (we’ll discuss that later).

A much more important factor is Affinity. Characters can build relationships through various, self-explanatory methods, from battle, to being roomies at the inn, as well as other means. Levelling Affinities up can cause some powerful effects to happen, some of which can turn the tide of battle in your favor. Of course, these are also luck-based, but they feel awesome when they happen. However, random events, as well as certain moves and personality traits, can cause a rift in two characters’ relationship. When this happens, you need to keep them together until they make up, or use the Popstar’s insanely powerful skill that instantly resolves their argument (this doesn’t work if the Popstar is involved in said rift; something that happened to me way too often in my playthrough).

Exploration in Miitopia is divided into automated traveling courses. If a path splits off, you get to dictate where they go, and you’ll need to take EVERY PATH if you want to get everything. It can get repetitive, but using the ZR button speeds up gameplay and saves BUTTLOADS of time. It even works in cutscenes! Random events occur, from stumbling upon loot to characters suddenly being fed up with each other. It’s generally rare for these events to lead to an unfair game over, but it can happen in VERY specific circumstances.

In between each course, the party rests up at the Inn. Unlike most JRPGs, this is where the action occurs. Here, you arrange characters’ living spaces so that they can bond with one another. While in the Inn, you can feed characters food obtained throughout the adventure to permanently increase their stats. They have very random tastes, and more often than not, they will hate the food most tailored to their build. You can also gamble any Arcade Tickets found from adventuring to get money or items. I always did the latter, since you will always get something from the item roulette. These range from a random equippable item, to rare food, to a boost of XP or Affinity between two people. Spending money is another mechanic based on luck. You need to see if a character wants something, and give them the money to grab it. Equipment for characters come in tiers, which means that if a chest contains equipment, it will always be the next step up from whatever you have. Oh, and keep in mind that characters will sometimes fail to buy the equipment that you loaned them the cash to buy. New to the Switch version are Outings. These are fun little events that give sizeable Affinity boosts and are quite charming as well as varied. Also new to the Switch version is the Horse. This adorable, customizable companion is basically a fifth party member. By raising Affinity between your Horse and other characters, you can trigger new, unique assists in battle. These are insanely helpful! One of them is basically an ultimate move. It requires all MP, and has a unique effect depending on the class of whoever uses it. However, there’s one unwritten nuance that I learned the hard way: the horse will only assist as long as a character is in the stable with it, regardless of Affinity and if it accompanies you to battle.

Well, I ended up deviating from battle for a while. Anyway, though the amount of luck in this game appears daunting, Miitopia does allow some divine intervention. Sprinkles can be used to restore HP, MP, to revive a party member, and more. Your carrying capacity with these Sprinkles increases as you defeat enemies, but keep in mind that they don’t refill until after a course is done. There is also the Safe Spot, where one character can use their turn to rest and heal a percentage of HP and MP as well as cure any debuffs. Of course, this puts your party at three, so careful planning is needed.

I talked about pretty much every element in battle before the bread and butter of RPGs: classes! You can assign a class to each new party member, and after a certain point in the story, can freely change said class. They range from your usual Mage and Cleric, to the unusual Popstar, Chef, Cat, Flower, etc. For the most part, they all have good enough strengths to win no matter what. The exception is the Tank. I don’t mean the high-aggro defensive class; I mean a literal Tank. This class has high defense and high damage, but most of the latter are used at the detriment of the Tank’s Affinity. Its low base MP doesn’t help either. 

In terms of difficulty, Miitopia is surprisingly balanced. Like with any JRPG, you’ll be pretty frail at the beginning, but be relatively okay at taking control as the game goes on. Bosses, and this one type of enemy with an insta-kill attack, are pretty much the only real challenges in the main story. Unfortunately, Miitopia is one of those annoying games where three party members are A.I. despite the fact that this is a turn-based RPG and that A.I. shouldn’t be necessary. They don’t spam useless moves like Marin Karin, at least. In fact, the A.I. is pretty good at making choices that a real gamer would make. Unfortunately, the A.I. fails to take turn order into account, and will use HP Bananas even if a healer was going to go immediately after them.

The real difficulty is in the post-game. In addition to new and tougher quests, the post-game unlocks three secret areas, two of which have the secret Vampire and Elf classes (for all I know, there could be a third one because I still have yet to do everything in this game). I usually like to make new party members dedicated to these, but keep in mind that they’ll have a whole game’s worth of Affinity, equipment buying, and permanent stat building to catch up to!

The third and most involved post-game area is a massive city, split into EIGHT sectors, teeming with the most powerful mobs in the game. Each sector has a stronger version of a previous boss, all of which HURT. This place sucks, and is probably the one place where Miitopia’s chaoticness loses its novelty. It’s hard enough on its own, but when you have to worry about relationships failing, or a Stubborn character refusing to be healed, it becomes beyond irritating. And don’t get me started on the U.F.O. enemies! They can use an attack that steals all of a character’s HP Bananas, which cannot be evaded no matter what. You also don’t get the Bananas back when defeating them. This causes your coffers to be sucked DRY,  to the point where you can’t organically regain them within the game’s parameters as long as you proceed through that area; you actually need to grind for them. I can’t even imagine how it feels when you get to the end of the boss rush tower, just for a few, RNG-based boo-boos to kick in and cost the whole run. And according to the Medal list, there’s a second tower that I actually have never seen before. Who knows what that could be!

The post-game has one more nice unlock: the villa. With this, you can house a massive number of party members all at once, and freely create new ones. This helps alleviate the issue of there being more classes than party members in the main story. Unfortunately, the inn capacity doesn’t account for the addition of the horse stable, meaning that one person will always be alone if you want to build Affinity with the horse.

Oh, and one warning for true completionists: the Medals. These are in-game achievements, and the Traveler’s Hub guy tracks your progress with them. Getting all of these requires getting every class to the max level of fifty, maxing out Affinities, getting all of the different equipment items for every class, and more. This is where grinding becomes a must, and that kind of sucks. But to be honest, you’ll probably need to do it anyway to take on the aforementioned boss rush. I have never completed Miitopia, but I might make an attempt if I ever feel the need to veg out with something mindless. But if you undertake this task, do it with some music or Twitch streams in the background.

~~~~~

Final Verdict: 8.75/10

An already great game is better than ever on the Switch! Miitopia is a quirky, fun adventure, perfect for relieving stress (as long as you don’t try the really BS stuff). I recommend it to anyone who just wants to be happy.

New Pokémon Snap: The Dark Souls of Casual Gaming (Either that or I just suck at it)

I was a kid when the N64 came out. That puts my parents in their early twenties when the home videogame revolution occurred. Unfortunately, they were the only people who didn’t buy into it, which would cause me to miss those classic console generations and become a Gamecube kid. And while that can definitely be considered a badge of honor, it does pain me to say that I did miss a lot of great N64 games… such as Pokémon Snap. I watched several playthroughs of it on YouTube, and it looked super fun (albeit a bit on the short side). I wouldn’t get to experience that BS grading system that had nothing to do with actual rules of composition or being told that “I was close” until New Pokémon Snap came out on Nintendo Switch. I paid good money for this thing. Let’s hope it’s at least more than three hours long.

In New Pokémon Snap, you are transferred to the pun-tastic facility known as the Laboratory of Ecology and Nature Sciences (i.e. L.E.N.S.) to study Pokémon. Under the guide of Professor Mirror (not named after a tree for once), you take pictures of the critters for science. Oh, and some of them are shiny I guess.

People hated Gen 8 for how it looked (among other things), but New Pokémon Snap ends up being a big step above… Okay, that isn’t saying much. The characters look kind of plastic, but the game still has that pleasant, cartoony feel of the Pokémon world in general. The night time segments are where it excels in terms of visuals; gotta love stylized particle effects!

This is both a photography game, and a Pokémon game that isn’t Gen 5, so it goes without saying that there really isn’t a plot. The whole thing is following the old journal of some guy named Vince to discover the Illumina phenomenon. This glow makes Pokémon shiny, but sadly, it’s not the shiny that series veterans think of. In any case, that’s literally the whole story.

The characters are also as lacking as you can expect. This game is meant to be very serene and cut off from the criminal organizations, questionable ethics, min-maxxing, and awful law enforcement of the main games, so no one can be over-the-top. And as a result, they are as flat as anyone who isn’t Gladion, and also lack the great character design that Pokémon people tend to have. The only one who stands out is Todd, and that’s only under the assumption that he’s the original game’s protagonist. 

In terms of gameplay, New Pokémon Snap will feel very familiar to experienced players of the original. You move along on an automated path and take photos. You also have the help of returning tools such as the apples, and a Poké Flute equivalent that sounds way more annoying this time around.

Of course, it wouldn’t be a long-overdue sequel without some (i.e. a lot of) new features. First off, you can scan stuff now. This helps you find things as well as elicit reactions from nearby Pokémon. Pester Balls are replaced with Illumina Orbs. This can put Pokémon into an Illumina state, allowing for new behaviors. Also, hitting special flowers will trigger a widespread Illumina effect that often results in something ideal for your endeavors. The catch is that each region has its own variant, and you’ll have to earn them as you progress.

There’s also the research level. Courses, most of which are divided into day and night variants, have their own XP bars. Fill it up by discovering varied Pokémon behavior (and getting good scores), and upon levelling it up, the Pokémon on that course will change, allowing for even more variety. “It’s the gift that keeps on giving the whole year,” said Randy Quaid. Movie references aside, this mechanic really helps bring areas to life in a way that wasn’t possible in the original. 

The big thing that gives New Pokémon Snap its replay value is the way completing the Photodex works. Each photo of a Pokémon has a ranking system that ranges from bronze to platinum. As expected of a game where a machine judges art… yeah, good luck. However, there’s more than just getting a good photo of a Pokémon. As I said earlier with research level, Pokémon exhibit different behaviors. In fact, each Pokémon has FOUR states that it can be photographed in, each of which has its own ranking system. The completionist run requires every photograph of every Pokémon in every state with a platinum rating. Like I said, good luck.

Since machines aren’t sentient enough to have an eye for art, photo evaluation is the same “get the Pokémon in the center of the frame” BS as it always was. If you’re used to the ever-picky Professor Oak, then it’ll feel like second nature. However, Mirror doesn’t straight-up shit on you like Oak does. Whether or not that’s a disappointment is your prerogative. In any case, it’s also about as buggy as it was before; for every shot that should be awful, you get platinum, and a bronze for every shot that appears to more-than-adequately meet the game’s parameters (okay, to be honest, it’s not like that ALL the time but it’s noticeable).

When it comes to finding the four poses,  they’re mostly fun to figure out. These states can be triggered through your various tools, or by just having good reflexes. The problem with this system is the fact that you can only submit one photo of a Pokémon at a time. This sucks, since it’s more than likely you’ll have photos of Pokémon in more than one pose in a single run. This issue is most evident when in the special Illumina Pokémon stages. These are like Rainbow Cloud from the original; just you and a glowing Pokémon that you gotta go to town on. Although more Pokémon show up when replaying these stages, the bulk of their time is taken by the Illumina Pokémon. As such, it’s more than possible to get two, three, or possibly all four poses in a single run (and they’re generally not easy shots to get either). But because you can only do one at a time at the end… yeah. I can just imagine Professor Mirror saying, “Wow, you captured this one Pokémon in a wide variety of behaviors all at once!” as he heartlessly shreds all but one of those photos you poured your blood, sweat, and tears into. And to be logic police for a second, this system is not at all efficient to doing ecology research. 

At the very least, you won’t be thrown in like cold turkey when it comes to figuring out the different poses of Pokémon; characters often provide photo requests that clue you in on what to do. However, a lot of these requests SUCK, and can make the game a hellscape if you’re going for completion. They range from pretty intuitive to Famicom-levels of obtuse, and at the time of posting this, I sure as hell didn’t get them all! And even if you know what to do, execution ends up being the hard part. While you can retry a stage anytime, there are actually slight variations within a given stage that are completely random, even if you didn’t increase the Research Level (looking at you, Elsewhere Forest). As a result, many of your retries can end up being just for the opportunity to take that photo (on top of having to set everything up for said photo). Oh, and if you end up preemptively taking a photo for a request before it comes up, then you’ll have to take it again, and waste the chance to submit a new pose from that run. And if you DO complete the request, you gotta manually turn it in!

One issue I will acknowledge that puts this game beneath the original is how progression is done. With exactly one exception at the butt end of the game, it’s all tied to raising the research level, as opposed to being observant and solving a puzzle in a given stage with intuition and timing. You don’t have to do any of the BS to raise it up to adequate levels, but it nonetheless doesn’t feel as accomplishing.

Beyond that, this game is just plain brutal at times. While it’s arguable whether or not any challenge in New Pokémon Snap is as hard as getting the 10k Mew shot in the original, a lot of this stuff really piles up, and the cumulative difficulty surpasses that of the Mew fight. Oftentimes, you’ll have to make ridiculously precise throws, sometimes at moving targets from within your also-moving vehicle, in very short windows of time. There are also a number of occasions where you have to kite Pokémon with apples for obnoxiously long periods of time. The problem with this last example is that Pokémon aren’t as responsive to apples as before, making it a real pain to maintain their attention. And if you mess up once, they go back to their starting point.

Let’s stop talking about the problems with the game and discuss some nice positives. One big help is that it gives you a visual indication of what is considered the subject of your next shot. Plus, you can take pictures while not zoomed in, as well as throw items while zoomed in. Most notably, photos are put into individual folders during evaluation, making it a lot less messy when choosing what to show to Mirror.

And need I mention the phenomenal photo customization? Every photo registered in the Photodex—as well as ones saved in your album—can be edited in some way. You can give them funny captions that are a lot better than the in-game ones, for starters. There is also the ability to re-snap a photo taken with the ability to modify angle and color balance settings (although this is only available at the end of a given run). The fun part is plopping stickers and effects onto your photos to make them hilarious. You get more and more stickers as you accomplish stuff, and it’s actually worth trying to knock out requests since they have a lot of the better stickers.

Before getting to the final evaluation, I should point out that New Pokémon Snap does have a bit of a post-game. You unlock the challenge score system from the original’s post-game (assuming you even care about it), as well as the Burst Mode setting for your camera that allows you to capture photos at rapid speed. Most notably, you unlock a beautiful new stage… that would’ve been spoiled to you if you happened to look at the Nintendo eShop pics for this game. It also spawns some Legendary Pokémon in earlier stages, if you want even more headaches. 

~~~~~

Final Verdict: 8.95/10

It has more depth, better replay value, a great photo customization system, and a wider variety of Pokémon. Yet… for some completely arbitrary reason, it completely lacks the heart, personality, charm, and [insert other esoteric thing here] that the N64 Pokémon Snap had. …Look, I’m kidding, okay?! I think New Pokémon Snap was well worth the wait, and has more than enough positive qualities to outclass its predecessor. Just… for the love of Arceus… attempt to 100% it at your own risk!

Bravely Default II: It’s… a Game

I was curious about Bravely Default ever since it came out. However, by the time I wanted to bite the bullet and try it, new copies somehow shot up to the triple digits, even before the death of the 3DS. I had also heard that the game ends on a whimper and that it had… microtransactions? Yeah, no thanks. Instead, I ended up jumping into the Bravely series with Bravely Default II for the Nintendo Switch.

In Bravely Default II, a young man is shipwrecked… somewhere. He runs into some lady named Gloria who is on a mission to find the four elemental Crystals (traditional MacGuffins). With the help of two other people, named Elvis and Adelle, he ends up helping Gloria find the MacGuffins. And yeah, that’s it.

Before covering the story, I need to lay down some groundwork. The game allows you to name the main protagonist, which is fun. Also, Bravely Default II has the option to play with the Japanese voice acting, like with most JRPGs these days. But for some reason, either variety or self-deprecation, I decided to play the whole game with the dub. Keep in mind that the dub might color my impression of the story and characters.

I’m not a big fan of Final Fantasy or Octopath Traveler’s plots, but at least they tried. Bravely Default II feels so half-assed it comes off as intentional. The story is so generic to the point of… nothingness. At least Dragon Quest has different dialects to give it more charm. I tried my darndest to give the writing a chance, but it didn’t take me long to start mashing A during cutscenes. Other times, I’d actually watch Twitch or YouTube while playing through; I was THAT uninvested in the story.

The game is also rather silly when it comes to chapter cutoff points. Normally, when you beat the boss of the current chapter, it starts the next one in the following cutscene. However, that’s not the case here. Instead, you have to be well on your way to the next town, and then randomly, the next chapter will start. And as you can expect, this will open up new quests in previous towns. As someone who prioritizes sidequesting, this really bothers me! Why couldn’t they have just ended the chapters right after the major boss fights like normal people?!

And to rub salt in the wound, the game has  next to no sense of accomplishment. You collect these MacGuffins that are messing up the various regions of the game, but it doesn’t fix anything. I know it’s really rare for a JRPG to allow you to explore the world after you’ve saved it, but Bravely Default II straight-up doesn’t care. For example, when you collect the Water MacGuffin flooding the one town, said town does not revert back to normal. Even having it gradually revert back as you advance through the game would be nice, but nope!

As far as the voice acting is concerned… Eh. I feel like the voices do fit the characters, but the performances themselves are inconsistent. When they’re being normal, it’s alright. However, a lot of the attempts at being emotional are about as effective as the one notorious instance of bad acting in the 1952 adaptation of A Christmas Carol. Of course, because I hate myself, I kept the dub on for the whole game. The only lines I enjoyed were some of the in-battle commentaries (like Adelle saying “What the?! You suck!” when inflicted with a debuff), but like any JRPG with in-battle commentaries (hi, Xenoblade), they got very grating. 

The characters are… meh. It’s not like there isn’t character development, but it is very bare-bones basic. There’s nothing that completely changes how I view a character, compared to—say—Sanji’s backstory in One Piece (the FULL backstory to be exact). The only remotely likeable character is Elvis, and that’s simply because it’s really hard to not like anyone with his dialect.

So, the gameplay. Since this is my first Bravely game, I have no idea what mechanics carry over from Bravely Default and what mechanics are new. As such, I’ll just explain everything! Hooray!

If you’ve played Final Fantasy and/or Octopath Traveler, a lot of mechanics will be super familiar. The stats are more-or-less self-explanatory. However, I must point out two outliers in the stats. For starters, aggro is a base stat that all characters have. Naturally, you want it to be higher on tanky people. There’s also a weight stat. All equipment increases weight, and if it goes over the maximum capacity, their base stats decrease even if the actual equipment is better than what they have.

In terms of combat, stuff if pretty self-explanatory. It plays more like classic Final Fantasy than anything else. You can toggle between single-targeting and multi-targeting for magic. Also, you can freely target enemies or allies with a move. Obviously, this means that zombies’ weakness to healing spells is accounted for. Enemies also have the annoying ability to counterattack, but thankfully, the game specifies if their attack is a counter. However, you’re going to want to have a plan to deal with counterattacks FAST. Eventually, it gets to the point where enemies—specifically bosses—will counter literally everything, and it’s obnoxious.

There are some new things, and by new, I mean things that were probably introduced in Bravely Default but since this is my first Bravely game it’s new to me. This game has BP, which sounds similar to the mechanic from Octopath Traveler. It’s not even remotely similar. Up to 3 BP can be used, sure, but instead of boosting one move, it adds multiple actions to a single turn. As much as I love the boosting in Octopath Traveler, this use of BP has a lot more utility; you can heal and then immediately attack an enemy, for instance.

The catch is that BP is not used in the same way as Octopath. Keeping in with the game’s title, every character has a Brave and Default action. Brave is what consumes BP, and Default is a defensive stance that gains BP. You more-or-less have to just spam Default, which can make battles kind of slow, especially early game. However, you don’t actually NEED BP in order to use Brave. You can go into the negatives with BP if you really want to. The risk is that the character will lose as many turns as they are in the negatives, and must wait until BP goes back to 0. To make things scarier, enemies can use Brave and Default, but are thankfully subject to the same penalties.

If there’s anything I don’t like about combat, it’s how stat modifiers work. Like in any good JRPG, stat buffs and debuffs can be stacked. The game makes sure to specifically tell you the maximum stacking effect, which is nice. But the problem is… it takes forever, and it feels like they don’t last long at all. Reusing the same buff does not add to the duration like in Octopath Traveler, so you have to constantly be watching for the visual indicator that the buffs are about to expire.

Although you only get four characters, jobs more than make up for it. The system works pretty much like it does in any JRPG with jobs. You have a main job and a sub-job. The important thing to know is that sub-jobs do not level-up in battle. What you’re encouraged to do is max-out a job, then make it a sub-job, since you’ll have all the abilities of that job no matter what. Every job has a passive skill that can be set to an ability list, even if you aren’t that job. The game straight-up recommends that you prioritize Freelancer, and use its JP-boosting skills to level up subsequent jobs.

Special moves are also different than in Octopath. Unlike in that game, where you learn the special after completely mastering the job, Bravely Default II‘s system has it to where each MacGuffin has to bless a character, allowing them to use the special of whatever job they have. The conditions to using a special are not by consuming 3 BP, but by using specific commands a LOT. They provide buffs to the entire party, but instead of lasting for a fixed number of turns, they expire in real time when the special theme that plays after using the move ends. These buffs aren’t helpful until more characters are blessed, in which case you can immediately use another special when the first one is about to end, to carry over the current buff along with the new one.

One problem I have with the jobs is that a number of them are… bad… ish. The Beastmaster, like Octopath Traveler, is capable of being really powerful, but I hate it. Just like in Octopath, you can capture weakened monsters to use in battle. Unlike Octopath, where you have a limited stock of monsters and a fixed amount of usages for them, Bravely Default II gives you unlimited stock, but only one use per monster. As such, you pretty much have to grind captures. It’s a pain to do, however. While you are able to see the monsters’ HP (unlike Octopath), your odds of capturing are pretty much impossible unless they have exactly one HP (which is easy to deal with thanks to the Mercy Strike move but it’s still annoying). Also, there are rare unique monsters that can be captured, and like Octopath, capturing them sucks. In fact, I couldn’t capture a single one of them! Since they’re rare, you probably would never use them, even when fighting the final boss. In the end, capturing monsters IS well worth it, for many bosses would’ve walled me if I hadn’t.

There are a few subtle distinctions that make this game different from classic Final Fantasy. For starters, gravity magic is real nasty because it does a fixed percentage of your MAX HP as opposed to your current HP. However, the most important distinction is weapons with special effects. For example, the staff that casts Cure is in this game, but unlike the classic games, where its attack is changed to Cure, you actually need to use it as an item to cast Cure in this game. This change does give these weapons more utility, but it would be nice if the game’s eighty thousand hints included one about that mechanic.

Just in case you didn’t want to finish the game in under a hundred hours, the protagonist has the ability to explore the seven seas on his own. To put it bluntly, this game has one of those “send characters off to do something then come back the next day for goodies” things. The thing about this mechanic is that it only works with the Switch in sleep mode while the game is running, meaning that you’ll be increasing playtime by a LOT. It’s a good mechanic if you have a full-time job that isn’t gaming; you can boot up Bravely Default II, have him shove off, and reap the rewards after work.

They also have a new Triple Triad: B ‘n’ D. It’s a simple yet insanely complex card game about occupying territories. I have accumulated many losses (since I suck at tabletop ANYTHING, even a fake tabletop anything). But in the end, it’s worth doing (even if it will gouge out your eyes). There is a “No Keepsies” rule that you can use so that you don’t lose cards when you are defeated, but you can’t dictate the rules until you obtain one of each card the opponent has. If there’s someone you really don’t want to fight multiple times, fight someone you can change the rules with to get extra card points, and then take all of the tougher opponent’s cards in one fell swoop after beating them once. As is Triple Triad tradition, make sure you save scum before a tough match!

As much as I loved Octopath Traveler visually and audio-ly, Bravely Default II disappoints by comparison. While the towns are created in beautiful pre-rendered backgrounds (which you can actually tell where to go since it’s not a PS1 game), the overworld is about as bare-bones as the story. There’s next-to-no variety in terms of landmarks and geography, plus dungeons tend to be very easy to get lost in. The soundtrack is one of the more forgettable I’ve heard in a JRPG. In fact, most of the songs are all remixes of a basic theme depending on the region.

In terms of difficulty, Bravely Default II is just like any JRPG, at least on Normal Mode; early game is rough because of a lack of options, then it steadily gets easier as you get more powerful. Also similar to the genre, most regular mobs won’t be that troublesome (as long as you don’t have too many jobs that clash with each other), but bosses can rough you up, even if the game considers you overleveled. There are superbosses on the world map, and those are what you’d expect them to be.

I was already over ninety hours by the time I beat this game, but guess what—it has a post-game. However, it’s not just a post-game, it’s the true endgame. Beating the “final boss” gives you a lousy ending, and reloading the save will grant the cast a premonition of that ending, triggering an entirely new chapter. There’s new quests and story beats, as well as the true final boss and ending. The big addition is the ability to go into portals where you fight past bosses to be able to raise corresponding Jobs three additional levels. They’re worth doing, but they SUCK. The past bosses attack in groups of several at a time, and all gain 1 BP as a counterattack for literally EVERY action. Even if you could use a move to reduce their BP, that move could in itself trigger the counterattack.

~~~~~

Final Verdict: 7.35/10

Bravely Default II is a solid JRPG which harkens back to the good old days. But to be honest, I wasn’t entirely fond of it. I think Octopath Traveller—by comparison—would be a far better game if it weren’t for the invisible encounters and the tedium that comes with its Hunter job. Heck, part of me thinks Octopath is irrefutably better DESPITE those flaws. Double heck, I like DQXI better than this. I dunno, this could be the fact that I maranthoned Bravely Default II talking, but the game feels kind of just… there. To tell the truth, I didn’t even bother finishing the post-game content. I recommend Bravely Default II if you’re a diehard JRPG fan who doesn’t have a full-time job outside of gaming.

Project Winter is Better than Among Us: A Rant

If you’re reading this, then the unthinkable has happened: One of the biggest gaming trends of 2020 has managed to stay trendy into an entirely separate year. Yes, even an uncultured swine such as myself has been aware of Among Us, the game that coined the term “sus”, which is a shortened version of the word “suspicious”. As to be expected, things that are trendy tend to be inferior to a more niche product of its ilk. In this case, an online multiplayer deception game known as Project Winter is significantly better, and I will detail why.

Just take my claims with a grain of salt; I have not played either game myself. One of my biggest gripes with online multiplayer games is that they’re considered so great, despite the fact that you need eight or more friends in order to play them at all. That kind of hurts what little confidence I have; it’s as if having over eight friends is NORMAL in life. Personal issues aside, I at least have some confidence in this post because I have watched many-a gaming video of both games, specifically those uploaded by ZeRoyalViking and ChilledChaos (who you should watch by the way because they have really good multiplayer gaming videos). 

How to Play

Before getting into the topic at hand, I must explain the basic mechanics of both games, just in case someone is as uncultured as I am. In Among Us, you are a bunch of little bean astronauts who are marooned in a base that needs fixing. They all must fix the various areas of the facility to win. However, there are two imposters who can kill crewmates. No one is able to speak while walking around in Among Us, except in two circumstances: either someone reports a dead body, or uses one of their limited uses of the Emergency Meeting button. This triggers a brief period where the players can talk to one another, and eject a player through voting; their only way to defeat an imposter. If the crewmates finish all tasks or defeat all imposters, they win. But if the imposters kill enough people so that there is one crewmate left for every imposter, then the imposters win.

In Project Winter, a group of people are stranded in a randomly generated frozen world. In half an hour, a giant blizzard will appear and snuff the life out of them. They must quickly craft, hunt, and repair in order to call a rescue vehicle to save them. However, there are two traitors in the group, who must try to stop the survivors’ efforts. Both traitors being felled DOES NOT declare survivor victory; the only way survivors can win is for at least one of them to escape. Traitors must see every survivor fall; even if they themselves die, it still counts as long as they bought enough time for the Mega Blizzard to finish off the survivors.

Among Us: Pros

Among Us is the more accessible of the two games. It can be played on pretty much any system, including mobile devices. That makes it so anyone can play! It’s also a lot simpler, since you don’t talk to people for that long. 

What makes Among Us fun is the lack of communication. Imposters must take advantage of what the crewmates know or don’t know in order to build abilis for themselves. Both sides have a good number of tools at their disposal. Imposters can use vents to quickly travel around the map (as long as they aren’t seen), such as getting a kill and quickly escaping the crime scene so that no one’s like “Uh I saw that guy walking away from the body”. They can also shut off the lights, or trigger a nuclear explosion that instantly gives them the win if two people do not stop it together, which also gives the imposters an opportunity to off two people. 

It would be too easy if imposters could just kill willy-nilly. Both imposters have a kill cooldown, and they need to try to act as “un-sus” as possible during that time. Crewmates also have access to cameras, which can be decisive evidence if a killer is caught in the act. Imposters can talk during the meetings to spread discourse among the crew. They can also stick with players for long periods without killing them in order to “marinate” them. Crewmates will need to be clever, and observe every insignificant detail of the players’ pathing; one of them could’ve used a vent (or you could be Ze who gets accused just by walking around).

Among Us: Cons

I don’t know if they fixed it, but one of the dumbest things in Among Us is the fact that the codes for private lobbies are constantly displayed at the bottom of the screen (and since Ze and Chilled have not moved their webcams from that spot, I assume the issue’s still there). That’s just plain dumb. 

As far as gameplay is concerned, things can get stale fast. I don’t know if playing Among Us is better or worse with experience. Rookies are likely to play with settings like Visual Tasks, which show animations to all players and can guarantee someone as a crewmate, or Confirm Ejects, which will tell you if you offed an imposter through voting. With those disabled, the game is more fun… or is it?

In an experienced lobby, there are so many nuances that are just understood that it almost puts an unfair advantage in favor of crewmates. Imposters usually spend time standing next to a task to “fake” it. But when you’re a veteran, you know the exact amount of time—down to the second—that it takes to finish a task, and there aren’t many that they can defend themselves with (like the asteroids or card swipe tasks). It’s also understood that the imposters will clarify whom the crew is voting against during a meeting, just so they can off a crewmate. Experienced players also have a system on when to vote and when to abstain based on the amount of people left, which can be used against them by imposters, but still makes games redundant.

There are also a lot of little “cheap” things that anyone can do. The Emergency Meeting button cools down faster than the Imposters’ kill button, but the Imposters’ sabotage ability is ready to go right after a discussion. With good timing, imposters can kill the lights or set off the reactor to where their cooldown is complete before the crew can fix those areas (since the Emergency Meeting won’t work during a sabotage). If they only need one kill (or two if both are still alive) in order to win at that point, then they win. The only way for crewmates to prevent a double kill is for one of them to mash the shortcut key for interacting with something in order to potentially report the first person’s body the instant before they themselves are killed, but it’s not always possible.

Crewmates also have annoying perks. They can stick together, making it impossible for imposters to win unless they get the rare “stack kill” (but even then, it’s possible to tell who did it because of subtle details with the server’s latency). The crewmates can also have someone camp the light fixtures, instantly fixing them as soon as they go out, disabling the imposters’ best tool. There’s also a rock in one particular map that someone can hide behind and catch someone using the nearby vent. Overall, I feel like Among Us can quickly devolve into the same thing over and over again. The whopping three maps don’t help its case either.

Project Winter: Pros

Unlike Among Us, everyone talks constantly. However, Project Winter has proximity chat; a piece of 21st Century technology that dynamically adjusts the volume of players’ voices in the call based on their distance. Things get more interesting thanks to the radio items. By pressing the CTRL key, you can talk to anyone who has the same color radio over any distance. Traitors also get a free red radio to coordinate on. 

Project Winter plays like Minecraft; you have to worry about hunger and warmth along with your actual HP. You can cook food, and craft weapons and resources. Every game of Project Winter requires you to fix two facilities located somewhere on the map. These can require sets of mechanical parts, electronic scrap, and gasoline, or batteries and buried pieces spread throughout the world.

What makes Project Winter fun for traitors is having to hold a conversation with the survivors, while also coordinating with each other over their radio. Imposters get better firepower and items through traitor-only boxes found throughout the map, but obviously, they cannot be seen opening them. The ideal strategy for traitors is to spread discourse among the survivors. While they can try to get survivors alone, it would look extra sus if they were the only one of two people to return to the hub area. If tasks are being done, they can try to sneak a sabotage on the repaired objectives. Unlike Among Us, traitors can still try to win even if caught. There is a voting system to exile them from the hub, but they can easily live off of traitor crates around the world. 

Nature itself will try to mess with the crew. Wild animals will attack, for starters. Also, random events will occur. They can scatter boxes throughout the map, or do things like make everyone go crazy, turning them into bunnies who look indistinguishable from one another (a perfect opportunity for a traitor to launch a surprise attack). While not nature-related, there’s also the possibility that an escape pod will spawn, allowing one player to abandon the mission and secure a win for themselves (like Ze did in that one video).

I’ll admit that Project Winter wasn’t at its best in earlier versions, but it gets a lot more depth with current patches. One notable addition is that of roles, special abilities that both traitors and survivors can have. You can have a scientist, able to bring a player back to life at a special area on the map (although that player will be muted), or a hacker who can open bunkers by themselves. There’s also the defector, a survivor who can open traitor crates; an easy alias for traitors to claim.

Project Winter gets even MORE interesting with its new Blackout mode. In the Blackout, there is only one traitor. However, that traitor can convert survivors to traitors in one of two ways: as a Demon, they can revive a downed player to convert them, and as a Whisperer, they can use an AOE attack to slowly fill up a traitor gauge and convert players. It’s a really good, long-con style mode that can go south for the survivors if the traitor manages to convert several people (although one of them could accidentally throw when they get converted for the first time by yelling out “They made me a traitor!” in a panicked stupor). There are also some scary new events, like darkness covering the whole map (except for traitors, who can see with “red vision”), and sending the spirits of all the animals that players have killed against them. Blackout also has the yeti, a neutral role who cannot be converted, and must merely live to the end of the game to win, even if it means siding with the traitors.

Project Winter: Cons

Since I obviously like this game better, there aren’t as many issues. One annoying traitor tactic is the ability to steal necessary parts to repair facilities and hiding them behind structures (which cannot be seen due to the fixed camera). There’s also the fact that dead players can use their chill ability on the traitors to send a message from beyond the grave. This isn’t necessarily a flaw, as dead traitors can also use this to spread discourse, but I doubt it was the dev’s intention for the dead powers to be used this way. Inventory management is also abysmal, even by survival game standards. 

The Most Important Ingredient for Both Games…

The thing with online multiplayer games comes down to one simple monniker: they are only as good as those you are playing them with. The digital world is full of toxic people. But even in private lobbies, you get bad games of Among Us AND Project Winter, even with your personal friends. This passage is probably because I’ve only watched YouTubers play these games. I get that they’re entertainment, but it’s annoying when they throw “for content” (even if Tay killing everyone because of Chilled getting her to write Ze’s name from beyond the grave was pretty hilarious). 

I’ll admit that a bad Project Winter match is worse than a bad Among Us match. Everyone in Ze’s group has good enough experience in Project Winter to know exactly what to do, yet Ze tends to be the only one who actually tries to help, even as a traitor! The others, even as crewmates, will just mess around, and sometimes consider offing someone for shits and giggles (however, I’ll admit that the one time Chilled made poison berries and stuck them in the community chest was pretty funny). It’s unfair for both sides, because the survivors would be losing a valuable person, or they could just get a lucky BS shot on a traitor. While it does capture that “survival drama” feeling really well, it’s annoying to see only one person (i.e. Ze) carry the game EVERY SINGLE TIME. 

Overall, Project Winter at its best is a really fun experience. There’s more opportunities for role-playing, which can be really fun if you have really good friends. The random maps make it to where you can’t just memorize everything like in Among Us, requiring players to not just play fast, but learn fast. And even if the traitors get a really good gun, it’s possible for a survivor to win with just punches (even if it’s unlikely). 

Conclusion

It’s pretty consistent in popular culture: the less depth, less thinking required, and more accessible something is, the more popular it’ll become. Project Winter takes a lot to get used to—but dammit—it’s better than Among Us by a longshot! Well, that’s another item on my list of popular things I don’t like. I think the lesson learned is that gaming is better if you have eight or more friends… Man, there goes my confidence again.