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.

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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.

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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.

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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.

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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. 

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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.

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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.

Ori and the Will of the Wisps: A Beautiful, Death-Trap-Infested Game

I never played Ori and the Blind Forest, but I did watch Josh Jepson and ProtonJon play through it, hence my interest in the sequel: Ori and the Will of the Wisps. I needed a metroidvania to keep my mind off of the upcoming Ender Lillies. So yeah, that’s why I decided to buy this (also the fact that Sakuna: Of Rice and Ruin had been murdering me at the time).

Ori and the Will of the Wisps picks up right where the first game left off. Ori and the gang watch over the bird egg that was left behind until it hatches into a baby crow named Ku. After much trial and error, Ori helps Ku learn to fly. And while flying, they happen upon some island that seems to be in a BIT of a bind.

Will of the Wisps is nowhere near the emotional gut punch that Blind Forest was. While the opening sequence is startlingly similar, the only emotional aspect is “Oh no our burb couldn’t fly” versus “Holy crap my mother just DIED”. There is a part at around the one-third point that is utter tonal whiplash. And five minutes after that, it’s like “OKAY BACK TO VIDEOGAME AGAIN”. We get to find out the identity of the super-deep narrator in this game, which is pretty cool. Other than that, it’s pretty typical videogame stuff.

The game has a LOT of character, thanks to how it presents itself. The hand-painted-like visuals and orchestral soundtrack give Will of the Wisps the same whimsical feel as the previous game. While none of the individual tracks really stood out to me, they do a good job dynamically changing as you go through a given area. The Switch version does have some loading issues if you move too fast (fortunately it doesn’t happen when speed matters), and takes over a minute to boot-up. But hey, at least it’s not Sonic 06.

If you’re wondering if you need to play Blind Forest in order to enjoy Will of the Wisps, don’t worry; the gameplay has changed a LOT. While Ori still gets his usual mobility options, combat is completely reimagined. Ori doesn’t have his Jiminy Cricket friend from last time, so instead, he gets a SWORD. Ori’s sword has great range, and moves fast; like the optimal melee setup in Hollow Knight but without the needed charms. This attack, along with many other abilities, need to be assigned to Y, X, and A. You find a lot of abilities, by either interacting with trees or straight-up buying them. Because of this, combat has a lot more depth than the previous game. Plus, your attacks pack a real wallop, which can stun enemies or send them flying. Uniquely enough, you can un-assign your standard attack if you so choose. But in any case, you can re-assign your moves instantly at any time, so it’s not that big of a deal.

But that’s not all! There’s also spirit shards. These are basically charms from Hollow Knight, but they all take the same amount of slots. They have perks, from being able to stick to climbable walls, to having applications in combat. Some of them can be upgraded, and it’s definitely worth doing (even if they cost more than a pretty penny). 

As far as being a metroidvania is concerned, Will of the Wisps does a great job. I still have doubts that any metroidvania could beat Hollow Knight in terms of exploration, but I had a great deal of fun running around this new world. The map marks off most points of interests for you, but if you want to know where everything is, you’ll have to pay the map guy. There is also a lot more to do compared to Blind Forest. In addition to the Life Cells, Energy Cells, and secret pockets of cash scattered about, you have to worry about fun combat shrines, less fun speedrunning challenges, and hidden spirits shards. You also have Wellspring Glades, the dedicated hub area. To spruce this place up, you need to find Gorlek Ore to fund various projects, and seeds to plant to allow access to other parts of town.

If you aren’t too familiar with Blind Forest, then you might be wondering what exactly makes Ori stand out from the other nine hundred ninety-nine metroidvanias out there. Pretty early on in the Ori games, you obtain the bash ability. At the push of a button, this move allows you to grab hanging lamps, enemy projectiles, and enemies themselves to literally yeet Ori in any direction of your choosing. You can use this to redirect projectiles back at the enemies, but more often than not, you use this for some straight-up ridiculous platforming. Will of the Wisps gets more insane when you obtain the new grapple ability. This thing has obscene range, able to grapple to targets practically offscreen. However, it’s a lot touchier compared to bash because this one doesn’t let you change the angle that Ori is launched in.

These crazy movement abilities allow the Ori games to have some really cinematic chase sequences. They were pulse-pounding in Blind Forest, and the ones in Will of the Wisps are no slouch. But as fun as they are, there are tons of chances for instant death. If you’re going for the no-death challenge, then… prepare to hate these sections of the game.

Blind Forest was notoriously difficult. By comparison, however, Will of the Wisps is significantly easier. The wider range of combat options make most enemies a joke, even with a shard that greatly increases their stats in exchange for more money. It is still easy to die, but the incredibly generous checkpoints kind of encourage more reckless play. The chase sequences are also a lot shorter and easier this time around. I haven’t played the game on hard mode, since it—you know—would require another playthrough, and I don’t exactly have the luxury to replay a game, but I imagine that veterans will want that mode right out of the gate.

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Final Verdict: 8.75/10 

Ori and the Will of the Wisps is a great metroidvania that’s much better than its predecessor. I recommend it if you like Ori and this type of game in general.

Dragon Quest Builders 2: The Best Minecraft Clone

It might seem like I was pretty level-headed during the Covid-19 pandemic of 2020, but if you knew me in my personal life, you’d see that I was anything BUT that. I had literal panic attacks on a weekly basis, and in the aftermath, I’m now having to be practically held at gunpoint to remove my face mask, as opposed to putting it on. In addition to Covid anxiety, I realized that I didn’t have enough videogames that don’t stress me out . But then, I watched NintendoCaprisun’s Dragon Quest Builders video series, and saw what a great, superior clone of Minecraft it is. It didn’t take long for me to start playing Dragon Quest Builders 2 (henceforth known as DQB2), in hope of destressing my Covid woes.

In DQB2, a character that you name wakes up on a ship full of the Children of Hargon, a religious cult that formed in the aftermath of some other core Dragon Quest game. When you escape, you wash up on an island with a girl and this vampire-looking guy named Malroth. Since you have nothing better to do, you decide to turn the island into a pimp-ass kingdom.

I wasn’t fond of the story in the other Dragon Quest game I played, which  was Dragon Quest XI, but DQB2’s story made me LIVID. It has one of the tropes that triggers me with next to no exception: dramatic irony. Almost immediately, the game tells you that Malroth is secretly a bad guy, and it takes up to 80% of the game to reveal it. It’s so annoying, because they constantly have developments like “Whoa, why can’t Malroth build things? Everyone else and their grandma can build but not Malroth! How mysterious!” 

It gets worse than that. Based on DQXI, DQB1, and this game, Dragon Quest seems to love following clichés to the letter! While some of the dialogue is charming (specifically in the second chapter), it’s just… boring. The worst offender is the third chapter, where they’re all like “There’s a traitor here!” and stuff. At a certain point, it becomes incredibly obvious who it is, but they still play it off as if they were a galaxy-brain Impostor in Among Us. If there was a way to pre-emptively sus’ them out, that would be cool, but it seems that modern Dragon Quests do not care for multiple outcomes (which is ironic because Dragon Warrior had a very famous alternate outcome). 

The cast isn’t much better; DQB2’s characters make DQXI‘s look like Monogatari protagonists! The only character with any real arc is Malroth. And while I’d say his existential crisis is at least done relatively well, there is one annoying feature that offsets any good they did with him. Throughout the game, an omnipotent being screams “Haha you suck” in his head, and for some reason, you cannot advance its dialogue. These scenes objectively suck, and I have no idea why they had this unskippable dialogue that wasn’t even voice acted.

Well, I’ve been complaining about this game for three paragraphs, so let’s get to the good stuff already! DQB2 has some of the best Minecraftvania gameplay that I have ever experienced. There are so many different things you can build, it gets overwhelming at times. There’s also a lot of options to make it easier than in Minecraft. For example, you can learn a charged swing with your Hammer to take out big chunks at once, or use the Bottomless Pot to create bodies of water. You have the ability to switch between first and third-person perspective, which makes a difference when it comes to building. While you can use the L1 and L2 triggers to lock onto a position and hold R2 to make a lot of blocks in a row, first-person gives you more reach with your cursor. Furthermore, if you see an arrow appear next to a block, you can hold R2 to rapidly build a line of about eight blocks in that direction.

Another advantage that the DQB series in general has over Minecraft is Rooms. Placing objects in a closed off space can create a Room with a function built into the game. These really help make your bases feel alive and organic. DQB2 introduces the Fanciness and Ambience mechanics, which is determined by what items are placed in each room. They also add Sets, which are smaller, but serve their own functions. Some of them need to be placed within a Room to make a specific type of Room. There are some weird nuances with how the game considers Rooms, though. I learned that you can make the walls of a Room more than three blocks high, but any wall decoratives will only be considered part of the Room if they’re placed within the first two blocks up from the floor. It also acts weird if you have any part of the floor raised vertically, even if you put a staircase in front of it. 

Furthermore, the game has a better sense of progression than in DQB1. In DQB1, you had four self-contained islands where you started from scratch every time, down to your stats being reset to Level 1. Although someone confiscates your materials when advancing to a new story island in DQB2, you at least keep your stats and tools. Plus, the mechanics you learn have a much more cohesive sense of flow than in DQB1. In DQB1, there’s no real rhyme or reason; you get automated defenses and ores and have to re-gather existing ores and it’s weird. In DQB2, it’s more organized; the first island teaches you farming, the second teaches you mining, etc. I loved how this sense of progression was handled… to a point. As cool as the automated defenses are, they’re very short-lived. You go through a whole chapter to get them, but after that, you use them in a whopping ONE mob battle on your main island, and they’re never used again. Mob attacks on your main island straight-up STOP at this point, making them quite unnecessary.

Villagers also have a much more important role. A lot of rooms can compel them to do automated tasks, like cooking, and it really makes them feel like they’re working with you instead of you being their lapdog. This is further showcased when you inspire them to build things entirely on their own. And you’re gonna need that; you build some seriously colossal structures in this game compared to DQB1. Villagers are also more helpful in combat, plus you can give them weapons (which is your incentive to create multiples since they no longer break in this game). It can get annoying to keep track of who has what, but that’s alleviated once you can build an Armory, where they can automatically equip whatever item is stored in a chest. Also, whenever your base takes damage in a mob battle, they rebuild it in the aftermath.

Saving these other islands is well and good, but it’s all a means to an end; finding people to help build your main island. Between story bits, you help them with all sorts of tasks on your island to make it the kingdom of your dreams. In these sections, DQB2 feels like a sandbox game. I love combining mechanics from multiple islands into the same area (you get a total of three sections to manage on the main island). There’s also a ton of optional tasks that are well-worth your time. 

In addition to that, there are Explorer’s Shores. These are procedurally generated islands with exclusive resources. When arriving at one for the first time, you are tasked with examining specific objects. This can get frustrating, but a certain tool makes it relatively painless to find these objects. The issue with this is that finding more of those resources after-the-fact is a pain, because the aforementioned tool only works when the item is on your checklist. It’s annoying because one of the rarest ores in the game is hidden inside poison swampwater, which you can’t see through. I’ve had to painstakingly drain the whole thing with my Bottomless Pot, taking minutes just to find ONE deposit of that ore. In any case, your reward is an infinite supply of a certain resource, which is really helpful, mostly because that saves an inventory slot. 

And you NEED inventory slots. Colossal Coffers are nerfed, but early on, you obtain a Bag, which serves the Coffers’ function in DQB1. The Bag has seven pages of items, but it fills up shockingly fast. Even when being conscious of my inventory, I topped it off by the time I finished the final area. And as nice as these infinite items are, you have to constantly be aware of getting those items normally, in which you’ll have to open your Bag over and over again to delete them and save that inventory slot.

This is where some of the game’s issues come up. I love collecting resources, but I constantly felt overwhelmed with DQB2. You DROWN in resources in this game. When you have villagers doing multiple automated tasks, you end up having to check a lot of chests to see what they cooked up for you. The farm area of my island was always full of literally hundreds of crops. The only good way to get rid of some of these items is throwing them in Supper Sets, but I ended up having too many even with those in place. Even then, you never run out of Gratitude, which is earned by providing for your Villagers. You spend then on new recipes, but for a while, I still found myself well into the quintuple-digits with nothing to spend them on.

The big irony is that there are some resources you don’t have enough of. One thing I hated was raw meat. You can’t plant meat, so you have to kill these demon bunnies (among other things) to obtain it. They are common enough, but you need a LOT in order to cook food, or feed your pets (which can add up fast). Other things can be gathered in good quantities on trips to Explorer’s Shores, but meat always eluded me.

Let’s discuss combat now. DQB combat is pretty simple. You only have a sword slash, and a spin attack, and that’s it. While it can still get intense when they throw in specific mobs, DQB2 is pretty easy. The game also holds your hand on boss battles, but it’s not like it’s hard to figure those out anyway. The hardest parts of this game are likely the start of the story islands, since you have little resources and food. I wouldn’t complain about the game’s ease if it weren’t for the issue with your resource inflation. You get so many healing items because there’s two common enemies that frequently drop Medicinal Leaves, and you don’t NEED any healing items on the main island. While some of the later Explorer’s Shores do have pretty tough boss monsters, they’re not hard enough to justify having hundreds of Healing Herbs, nor taking the time to set up a ton of spike traps and stuff. Maybe there are secret optional mobs, but I could never find any such thing.

There are two more big flaws with DQB2, the first of which makes replay value a hard sell. At one point in the game, you are abruptly ejected from your main island and have to go through an agonizingly tedious segment that takes over an hour at best. While a similar arc in DQXI at least gives you some kind of story bits (even if it’s not much), the arc in DQB2 gives you nothing. It does give you some better context for the situation at hand, but it’s not really necessary information in the long run, plus it doesn’t develop any major protagonists involved.

The other flaw is that completion is asinine. One aspect is getting 100% on items; blocks, decoratives, cooking, etc. This gets crazy, because some items are blocks that you can’t obtain by mining them. You need to remember to use a specific tool to swap those blocks with blocks in your inventory to actually obtain them. Not only that, but there are a TON of Rooms and Sets that you aren’t told how to build. Despite how many options you have, some of them are pretty obtuse. While you are told what some of these optional Rooms are via Tablet Targets, it’s still not easy. There are also two cases of having to build a specific “place” in order to learn recipes, and since they aren’t Tablet Targets, you get no indication of what exactly the game wants. You can never tell if you are missing a decorative, or if you don’t have enough of a decorative that’s already in the room. Sometimes, one of your NPCs will occasionally tell you the requirements for a specific room, but it’s not enough to account for all the Rooms. The fun is in experimenting with stuff (I ended up building a Sculpture Gallery by accident during a story mission), but with how little time I have in my life, I don’t know how willing I am to complete the Builderpedia guideless. Also, I’m pretty sure the game has at least one missable item.

This game seems to borrow from DQXI and have a very substantial post-game. The world becomes your oyster, and you can build to your heart’s content. Three extra Explorer’s Shores are unlocked, and you get two new perks that really open things up. The first and most important one is the ability to spend that excess Gratitude to obtain any item you’ve collected before. This is a really good feature, and it can help with getting uncommon resources, as long as you’ve found it once. You also unlock the ability to craft the final Hammer upgrade, which has a very unique property. Basically, if it destroys an object that would turn into materials (like trees turning into wood), it will instead make the object itself into an item. This doesn’t really open much up in terms of crafting, plus you’ll also have to have your regular hammer take up a quick select slot if you actually want the materials. If you’re going for completion, keep in mind that you’ll need to strike crops with this hammer, for there’s a separate, decorative version of every single crop (including the rare ones) that count as different items. It does make your options extremely overwhelming, but it’s still a cool feature, and definitely helps if you really want to pimp up your island.

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Final Verdict: 9/10

Dragon Quest Builders 2 isn’t perfect, but overall, it’s a fantastic game. If you want a game that plays like Minecraft, but with more depth and the fact that the stuff you build matters, then this is the game for you. But seriously, if you want to go for completion, then godspeed, buddy.

Trails of Cold Steel III is so Stressful I Don’t Know if I can Finish It (let alone the Series)

When I first saw the announcement of The Legend of Heroes: Trails of Cold Steel III coming to the Nintendo Switch, I was flabbergasted. They are all part of a continuous narrative, so why push people to play a game in the latter half of the story? Well, given how Cold Steel II ended, Cold Steel III is revealed to be a much more viable entry point than I thought. HOWEVER, I will be spoiling plot aspects of both previous games, as well as expecting you to know basic gameplay mechanics. Read my review of the first game if you are interested in the franchise. Unfortunately, if you couldn’t tell from the title of the post… I have some issues with this one.

When we last left our intrepid hero, Rean Schwarzer, he concluded his first year at Thors Military Academy by fighting a palette swap of the first game’s final boss that LITERALLY HAD NOTHING TO DO WITH THE OVERARCHING PLOT (sorry, still salty about that). With the war over (at least as far as Erebonia is concerned), what could possibly go wrong? Well, a year later, in a suburban town west of Heimdallr called Leeves, Rean becomes an instructor of a new Class VII to take on an old threat: literally Ouroboros again.

Cold Steel III comes off as fanfic-like at the start. In fact, things wind down so much that this is perhaps the slowest opening—narrative-wise—in the series so far. The war is over, people have graduated… if it weren’t for the flash-forward intro, similar to the first game, I wouldn’t have been willing to believe that III had a plot at all. Fortunately, it does do some good things, one of which is including tons of areas entirely new to the franchise. From Sutherland Province, to Crossbell (which has a lot of references to the Japan-only Crossbell games that Western players will be hopelessly confused by), you will be visiting locations that have been merely mentioned in previous games. Erebonia feels bigger than it ever did before! 

Furthermore, there are a number of new, big plot developments. Thanks to being able to experience Crossbell firsthand, we finally get to see just how much weight Erebonia has been placing on the small province. It is quickly made apparent that the war is far from over, and things ramp up like they never have before. We also get some much-needed insight on the Gnomes, Black Workshop, and Hexen Clan.

But at this point, the series starts to become more like its JRPG cousins, and by that, I mean it has more of the soap-opera-like plot twists that make no sense (For example (SPOILERS): Crow is alive, and George is evil (END SPOILERS)). Also, I realized that you can’t really get by with Cold Steel alone. I began to lose track of all the different terms and factions, and it got to the point where I was straight-up lost in the plot. Whatever they’ve been building up to is something that began since the first Trails of Heroes (or whatever it’s called). If I actually played all—what, ten?—of these 80+ hour apiece JRPGs, I’d probably have all the familiarity I need to truly understand the series.

New school means an entirely new student body, and new towns means entirely new NPCs. Since you’re expected to have grown attached to the cast of the first two games over the course of 160-200 hours, Cold Steel III has the hardest cast of characters to like. Fortunately, it does a good job of distributing familiar faces. For example, one of the new Class VII members is actually Altina from the second game. Also, the Principal is the sexy General, Aurelia le Guin. People like Alfin, Elise, Sharon, and more all appear (and Prince Cedric actually DOES stuff for the first time in the series). For the record, I ended up really not liking—or rather, not understanding—Alisa’s mom more than ever. While she always had a weird way of loving her daughter even though she seemed like a crappy parent, Sharon’s backstory (SPOILERS) that she actually murdered Alisa’s dad, Alisa’s mom knew this, and yet… raised Sharon as her own? God, even by JRPG standards that’s a leap in logic… (END SPOILERS)

In any case, a Cold Steel game is a Cold Steel game, and the new faces end up being loveable enough. Overall, it was hilarious to see Rean’s new students react to all the different tidbits about him, such as all the famous people (and women) he knows. Juna is an interesting case; she’s from Crossbell, which doesn’t exactly have the best impression of Erebonia. However, Altina and Kurt ended up being kind of underwhelming by the series’ standards. The former comes off as a PTSD waifu that the MC has to teach to “have a soul” through “wove”, and Kurt is basically a combination of Cold Steel I Rean and Machias. Also, a lot of the other students outside of the new Class VII were pretty unremarkable as well. Fortunately, my favorite quickly ended up being Freddy. Who doesn’t love a beady-eyed weirdo who cooks bugs?

Many Thors alumni appear in the game. We get to see the adult forms of the old Class VII, as well as other students. The thing that they all have in common is that they haven’t changed, and they’re all very physically attractive (seriously freaking adult Elliot is a smexy boy right out of Liberty’s Kids). Surprisingly enough, the OG Class VII still has some new stuff for us to learn, even after all this time. The game makes up for its low amount of total party members by having some of the old gang appear as temporary party members.

Unfortunately, I had some issues with the way the characters were handled (other than the fact that you get way too many character notes). Character development was all over the place. A lot of the time, it felt like the game actively disliked the main party members. Like I said before, old characters become guest party members throughout the game. However, they always end up at higher levels, with more well-rounded abilities, as well as the whole “temporary” thing adding incentive to use them. New players will likely gravitate to them just for the manpower, and it kind of undermines the actual new characters. You could argue that it’s symbolic; it shows that new Class VII has a long way to go before they can match O.G. Class VII, but it doesn’t help that there are entire in-game days that are spent entirely with members of the original gang.

Furthermore, I feel like they mucked up Reany-Beany a bit. First off, a major event happens in between Cold Steel II and III: the Northern War. You get to see a bit of this at the end of Cold Steel II, but it’s basically a hostile takeover of a country called Northern Ambria. It’s such an important event, and it’s mentioned so often that I thought it was its own game. I came to realize that the whole thing was made to justify re-learning Rean’s Spirit Unification (okay maybe it’s not the WHOLE reason), and it felt kind of weak.

Things have improved substantially in terms of audio and visuals. With this being the first game in the series released on PS4, the visuals have the stylized look that has become the standard for anime JRPGs. The models are all updated, and they look amazing. From the fabrics of clothing, to lighting, I can finally feel truly immersed in the world Zemuria. The soundtrack is around the same quality, but it feels much less intrusive than in previous games.

Before we get into gameplay, I must make a quick declaration. If you are marathoning this on PS4… BUY THE DIGITAL GAME FROM THE PLAYSTATION STORE. The physical edition of Cold Steel III does not give you the DLC, unlike the digital version (and MacBurn taught me that I NEED all fifty Zeram Capsules if I’m gonna beat all four of these games). The Switch version does have the DLC, but I read (on an Amazon question) that the fourth game will include the same save data carryover mechanic from Cold Steel II, but APPLIED TO ALL THREE PREVIOUS GAMES. Use these factoids to decide which version you want. If you do buy the game digitally, keep in mind that the stupid expensive deluxe edition only comes with exclusive cosmetic DLC, but none of the item-based DLC (yours truly learned that the hard way). So if you only want your fifty Zeram Capsules, buy the standard version. Also, it’s sad to say that Turbo Mode is no longer with us. Press F for respect. To compensate, you can use the Options button to skip cutscenes.


Daily Life

There is one immediate difference with your Orbment settings: the ability to have two Master Quartzes at once… sort of. The second Master Quartz slot is for a Sub-Master Quartz. Whatever Master Quartz is set to the Sub slot will be much weaker, but still immensely helpful, especially since there seem to be less slots for regular Quartz in this game. The cool thing is that you can equoi something as a Sub-Master Quartz while it’s equipped as someone else’s main Master Quartz without actually taking it OFF of that person. It helps streamline Quartz management and makes it a LOT easier to level up multiple Master Quartz at once. Another thing about Master Quartzes is that there are a lot of new ones (fortunately, Moebius is still in this game. Thank Aidios). Heck, there aren’t just new Master Quartzes, but new Arts as well. It was really jarring to relearn all of this stuff. In fact, it might’ve been easier if this was my first game in the series. 

Since we’re back at square one, we have to open slots on the Arcus units all over again. Fortunately, as long as you get Septium Vein as soon as possible, you can easily max out everyone’s slots. But… that doesn’t mean you’re done with Sepith. Not even close. All Quartzes can now be used at an Orbment facility to be upgraded into their rarer form with the usual stat boosts. You need three regulars to get a rare, and three rares to get a super-rare. That’s a lot, especially if you want more than one. Also, U-Materials are needed to this, making them more valuable than ever. The other thing is that you can trade rare Quartzes at the pawn shop to get one-of-a-kind Quartzes that are usually obtained in quests… including duplicates. I was able to get three Septium Veins pretty quickly (which only needs a rare Crest and a few U-Materials) and have the amount of money I normally have by endgame by the end of the third chapter. This is an interesting system because it makes you decide if you want to grind to get a powerful Quartz early, or wait until you get it for free. It’s a tough call, especially when you unlock the ability to obtain the Gem series of Quartzes, which are more broken than ever.

In addition to the usual junk, scenes called Sub Events now need to be sought out. They’re generally marked on the map, unless there are hidden ones I don’t know about. The bathhouse in the dorm always triggers one such event, so use it whenever it’s available. While some of them seem meaningless, I like doing all of them because it feels good.

Just because you’re an instructor now doesn’t mean you don’t have to worry about AP anymore. In fact, you also have to worry about the academy’s Campus Enhancement Rating. Basically, completing quests specifically related to the school (which have their own section titled “Branch Campus Quests”) as well as doing the aforementioned bathhouse events increases this number. AP and CER contribute to two separate ranking systems, which doubles the rewards as well as the stress.

Speaking of extra rewards and stress, reporting character notes, battle notes, and book notes now nets you rewards. As usual with the games, some Bonding Events yield character notes and some do not, making save-scumming a must if you want to get 100% (btw one person’s character notes are obtained out of sequence for no reason). I literally drove myself insane making sure I talk to everyone, and even with save-scumming for Bonding Events, I missed several notes. Since the final reward is most likely a Master Quartz, I will never get 100% in those either. Oh, and milestones also increase Campus Enhancement, making a THIRD thing I couldn’t 100%!

Bonding gets more complicated than before. In addition to your disgustingly limited Bonding Events, Cold Steel III adds Gifts. These are sold in various shops, and can be given to a specific character directly from the inventory screen. to increase your Bond with them. Some of these Gifts expire, so I’d make sure you have a pretty far wad of cash on you at all times. Also, the nakama power you get from bonding no longer goes to your link level; instead, it goes to a separate Bond Level, which measures just how 007 you are. Okay, maybe that last part was a joke… In actuality, increasing Bond Levels does… nothing? Kind of a disappointment. But at the very least, this new way of handling relationships finally gives an even balance between Rean and everyone else’s link levels.

Fishing has changed substantially. First off, instead of Angler Points, you trade specific species of fish for goods. Plus, you can buy upgrades to your fishing capabilities. “But fishing is easy in these games!” you think. Well, the mechanics are a lot newer and a lot harder now. The amount of fish you can get is based solely on your bait count (which can FINALLY be purchased for Mira instead of five U-Materials). When you fish, you must press the circle button when the arrow points to a specific line on the circle. The great thing about this is that you have to press the circle button when it lines up with a line that has blue, green, and yellow sections (in order of difficulty to hit). At first, I thought the smaller, yellow section meant rarer fish. But no, this part determines the rarity of what the fish drops, which I found to be a great improvement. Instead of mashing face buttons, you hold the circle button to reel the fish in. The line can break if you hold it for too long, especially if the fish is mad while you’re doing it. But since you’re able to catch such wildly different fish at once, knowing if you have caught all the fish you can at a given point in the game is next to impossible.

Recipes get a new upgrade as well. In addition to finding books, you are able to try a restaurant’s recommended dish. This allows you to learn new recipes that way too. But the best improvement is that you can have people cook from outside of your party! Now you don’t have to reorganize everybody just to make a specific Unique Dish.

If things in this game couldn’t get any newer, Blade falls by the wayside like any fad among elementary schoolers and is replaced with Vantage Masters. This game is… a lot. It’s basically Yu-Gi-Oh meets Triple Triad meets Pokemon TCG. It would take a whole separate review to describe the rules, and even then it won’t make sense to you. You just gotta experiment, and find those exploits that every card game has. But since there are now visible penalties to losing, save-scumming is recommended. 

Field studies return in the form of field exercises. They’re basically exactly the same, but the entire student body goes to the location. In addition to the quests you’ll receive, the students that come with you can give additional quests that go towards the Campus Enhancement Rating. Unfortunately, they follow a much tighter formula than the first game. Basically, you start Day 1 by going down the highway to receive your requests, then you do those requests, along with an investigation report, to finish the day. The bad guys of that particular arc attack at the end of the first day, and then Rean is forced to spend Day 2 fighting those bad guys with several Old Class VII members. While there is a little variance, I did not welcome this dip in variety.

Just when they couldn’t add any more to do, they did. Munk is now working at Radio Trista, Rosine is apparently a secret service nun (which is a scene I missed in the previous game?), and Vivi is a journalist. Munk wants material for his radio shows, which are obtained from NPCs that have Sub Event icons over them. Rosine wants the Black Records, which are found as treasures. Vivi wants photogenic, well, photographs of nature. Turn these in by calling them on the ARCUS, which can also be used to check mail and stuff.


Deadly Life

Many new mechanics are introduced right off the bat. One is the new Charm status effect. It’s like Confuse, except that they ONLY attack allies. Obviously very sexy and very dangerous. Also new is the Break system. This functions just like the Ys series and Octopath Traveler; hit people enough it reduces their defenses to nothing while stunning them for a turn. Inflicting Break will make enemies lose their next turn, guarantee item drops, and make every regular attack and Craft Unbalance them. 

Ever feel like you have too many Bravery Points? Well, now you can spend them on Brave Orders on any character’s turn. They don’t actually use that turn, so it’s objectively good to do. They provide all sorts of useful effects to the whole party, after all. Also, you can earn Bravery Points as turn bonuses now, as well as receive a bonus that lets you use Brave Orders for free. This makes it much more difficult to decide if you want to use Burst. Fortunately, using Burst does increase Break damage by 900%, making it a good panic button if you just need to Break something fast. An ideal strategy is to save up for Burst, use it at the start of a battle to Break all the enemies instantly, and then wail on them with attacks and/or Crafts to get the guaranteed Unbalance and gain back all five Bravery Points. But sometimes, the Brave Orders can turn the tide of a fight in an instant… which is why Overdrive is no longer with us.

I never mentioned the mechanics of breaking crates before, but it’s really important to do it in Cold Steel III, not that they weren’t great for grinding items in the previous games. In this game, breaking crates fills up a little charge meter. When it’s filled up enough, you can perform Assault Attacks, which greatly damage all enemies’ Break meter and give you a big advantage. The same actions that fill up the assault meter also restore CP, so make sure you always break stuff!

Mech battles are better than ever. Thanks to Mr. Schmidt, a whole slew of Panzer Soldats are now distributed to students. This means that *foams at the mouth* you get to fight with multiple mechs at once. The mechanics are largely unchanged, but it’s good to know that there are now consumable items that can be used specifically for restoring mechs. Fortunately, the EX Orb mechanic isn’t any more complicated than it was before; any EX Orb applied to Valimar affects the whole team.

The few changes that are present serve to make these fights much more difficult. Charge only restores 500 EP instead of the full thousand, for one thing. The most stressful aspect is how it handles partners. All selected partners alternate between each other. This means that you can’t have Altina spam her physical reflect shield and win every fight; you actually have to think now. My brain welcomed this change, but my heart sure didn’t. For the record, these take the place of practical exams, both on dedicated Panzer Soldat days and on optional battle during Free Days which increase Campus Enhancement.

Enemies get some new toys as well. Some can enter an Enhanced state, which comes with boosted stats at the expense of a weaker Break meter. YOU NEED TO BREAK THEM IN THIS STATE ASAP, unless you WANT your face to get ripped off. In fact, I died to the FIRST BOSS because my normal defensive plays just didn’t work. But as soon as I prioritized inflicting Break, I was able to do it. It gets much easier when everyone learns their S-Crafts. One helpful thing is that it seems like bosses can’t use S-Crafts unless they’re in their Enhanced state, allowing you to stop what are usually instant game overs.


Stressful Life

I knew it was a risk trying Trails of Cold Steel, due to the length and amount of missable content. The first two games felt manageable enough, but III pushed me over the edge. They really don’t want you to earn AP in this game. From Chapter 3 onwards, there’s a serious spike in the amount of quests with multiple outcomes. Some of them aren’t so bad, such as “win this tough battle”. But some of them are really arbitrary, such as a bike chase quest that doesn’t actually have you race with the bike but instead do a series of adventure game logic bull. Also, you will be expected to have knowledge of previous Cold Steel AND Legend of Heroes games (gee good thing they’re trying to get Switch players into the series STARTING with III), as well as some remote real-world stuff. In addition to that, some AP events feel like they require trial and error (unless I’m as dumb as a ignoramus). But hey, at least hidden quests are no longer a thing (which is ironic because this is the first time they actually warn you about them even though they’re all marked on the map)!

When I say it pushed me over the edge, I mean it. I mentioned this once on the mystery award blog, but I got autism. I’m gonna be real, when I had a rough time with AP throughout the series, I had an honest meltdown. It was about the level of a Getting Over It or Cuphead rage video. I would hit myself and the floor of my house, and it was not a good time. Normally, I wouldn’t be so salty about it, but Trails of Cold Steel IV has a true ending, and I probably need AP past a certain threshold to get it. 

“You’re not finishing a game?” you ask, “Filthy casual…” Look, I’m not a professional gamer. I rarely have time to game versus my other stuff, and so, I need to choose wisely. I need to choose something that won’t drive me to drink (since the real world is perfectly good at doing that on its own). I just don’t know if Trails of Cold Steel is worth it. What also made me consider this possibility was an even more obscure RPG, which has become one of my favorite games of all time: CrossCode. It’s tough. It has its issues (like really picky puzzle execution), but it’s a game that I can deal with. The combat is more fun to boot, and the combat was my one incentive to finish Cold Steel. Well, I still have my PS4, so if I want to finish it someday… it’ll be there.

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Current (Possibly Final) Verdict: 9.5/10

Trails of Cold Steel III is definitely the best installment thus far. However, things are getting more stressful than ever. Going into this series without a guide is suicidal if you want to get 100%, but I should at least be proud of managing as much as I could (Oh, and since these games are so niche it’s questionable whether or not there is a good enough guide to begin with). I come off as a hypocrite, potentially dropping a game I gave such a high score. I don’t want to undersell what a well-made series Trails of Cold Steel is, it’s just not the kind of game for me. With my new gaming-oriented schedule, I’ve been branching out the different types of game I play, but ones where you can miss a lot of stuff, on top of having to worry about getting a good ending, are not ones I can tolerate. Reading this, you’ll know exactly what you’d be getting into with Cold Steel. So, look at yourself and judge accordingly.