TROUBLESHOOTER: Abandoned Children is a Masterpiece I May Never Finish

I have pretty much narrowed down the games I prefer to play (read as: the only games I am even remotely good at). However, sometimes, my dumb brain decides to goof. For whatever reason, when I stumbled upon TROUBLESHOOTER: Abandoned Children on Steam, I was captivated. Being a strategy RPG, it was completely unexplored territory for me. However, with a high difficulty, insane depth, EIGHT HUNDRED ABILITIES TO LEARN, and a sprawling story that’s on par with Fire Emblem: Three Houses in scope, jumping into this was like driving a racecar without a driver’s license. This is gonna get… uuuuuugly… 

TROUBLESHOOTER: Abandoned Children is set in Valhalla, a place where crime is rampant. Fortunately, there are titular Troubleshooters to help out. This story stars an upstart named Albus Bernstein… among MANY others.

The plot of TROUBLESHOOTER is a lot, but it’s a good lot. It’s a traditional episodic cyberpunk, but with classic anime tropes. As you do missions, you learn more about the world and its denizens. They put a LOT of thought into the game, with detailed descriptions of pretty much everything, and loads of environmental details that really make Valhalla appear to be a real city. Being well over a hundred hours long, expect it to really ease you in before sh** hits the fan. Unfortunately… I didn’t exactly enjoy the story. For how much worldbuilding there is, what happens is pretty simple. You basically fight any gang that forms in Valhalla, along with the mainstay antagonists: the Spoonist Cult, and some guy named Carter. All this serves as stepping stones, so Albus’ group can reach Mythril Rank, and he can view classified documents about the classic “incident from ten years ago that everyone talks about all the time but never gives you any actual context until a hundred hours later” trope. It doesn’t help that, with my schedule, I didn’t exactly get to marathon it; that means forgetting what was going on in the first place.

Of course, the biggest caveat with something like this is the fact that the devs are a Korean indie team. Any small outfit that has to translate any foreign dialogue is destined to mess up… a lot. Many Steam reviews, naturally, criticized the writing, but to be honest, it’s not the worst. Some descriptions can sound vague, but a lot of the writing itself is perfectly understandable, even if it lacks poeticness. The game has some pretty good voice acting for what it is, although it only comes up during pure gameplay. It’s actually my first time ever hearing Korean (since I don’t listen to K-Pop), and boy, it really sounds similar to Japanese to the untrained ear. I can just barely tell it’s a different language. 

The characters, however, ended up being WAY better than I expected. Albus is a generic, reckless dingus, and is the weakest link in the game. Everyone else is actually pretty damn awesome, especially considering the translation. They’re pretty basic and trope-y, but I still liked them a lot. 

Where do I even start with this gameplay? It’s so deep it’s not even funny. Actually, I should start with an appreciation of the game’s U.I. It’s complex, sure, but it’s actually really well put together. There are shortcuts to other menus in just the right places when you’re trying to create builds or look up info on enemies and materials. Hovering over a character’s stats will show you the factors influencing their amount (i.e. equipment, skills, etc.). In battle, hovering over a move will show you the exact calculations, and of course, it shows you a preview of non-crit and non-block damage to the enemy’s health bar when targeting. Also, hovering over the different probabilities associated with your attack while targeting (i.e. hit chance, crit chance, damage, etc.) will also show the calculations for that as well; it shows the exact parameters that enemy armor, skills, status, and environment influence over the attack’s result. It also gives relevant descriptions of status effects as needed; you don’t have to look up a giant glossary of effects if you don’t remember what does what. 

As is tradition with strategy RPGs, you have your party, equipment, all that jazz. TROUBLESHOOTER, however, has Masteries. These are the aforementioned eight hundred abilities that can be learned. Most of these are dropped at random by enemies, and can be stockpiled like items. Masteries can be equipped to available slots for their desired effect, and consumed in research to acquire new ones. Mastery Sets come into play when the right Masteries are equipped. The game is kind enough to show you an indicator when you’re on the right track with obtaining a Set. Unfortunately, there is an annoying mechanic where each category of Mastery slots (Basic, Attack, etc.) have their own capacities that limit the value of which Masteries can be equipped AS WELL as there being a limited number of slots for Masteries to be equipped to. It doesn’t matter how many Training Points you actually have in order to equip Masteries with higher costs; if the total value of the Masteries exceeds that property limit in the category, you can’t do it. There are Masteries to increase those capacities, but they’re very rare and specific, and of course, need to sacrifice a slot in another category to be equipped. I think that system is really arbitrary and really hinders your ability to min-max your party.

Equipment is also VERY involved. You can obtain equipment in battle, and they come in various color-coded rarities, as well as an Unidentified or Identified status. Identified weapons will have one-to-four stars on their thumbnail, and have a title of some sort after their name; they are objectively better than Unidentified equipment. These have lower stats and no special effects, but you can pay someone to Identify them. The results are random, which makes for big dopamine when you get good results. 

Materials can be earned from battle, and used as ingredients for various items at the workbench. Even if you don’t get what you need, large amounts of materials can be crafted into the next tier of that same type of item. Conversely, rarer items can be dismantled into common ones. You can also outright buy materials and weapons, but doing this is quite expensive.

However, money ends up being VERY easy to accumulate and manage. Ordering food to maintain motivation, paying your landlord as well as your party members is pretty cheap. As long as you don’t splurge on the rare materials and weapons sold at the shops, you’re good. The only thing I buy a lot of are consumables. When equipping them, it—at a glance—looks like an equippable that comes with X number of charges per battle. In fact, it’s not. It pulls from your stock of that item, so you’ll need a lot of them if you plan to use them a lot. Many of them, such as grenades, are extremely helpful when used in the right spot, and of course, you’ll need potions, especially when you haven’t recruited the dedicated healer. Also, you really don’t need to buy equipment at all. You get SO MANY equipment drops naturally in battle, to the point where selling them is your main source of dough. You also don’t need to worry about identifying any of them, except for maybe a red-rarity item dropped by bosses, which can be identified into something even better. Furthermore, the powerful purple-rarity equipment you can get from sidequests and crafting can ALSO be identified for relatively cheap, and these—with their true potential unlocked—will be your best equipment in the long term. 

Combat is also as convoluted as you can expect. You have your movement, attacks, Vigor gauge, SP gauge, the environment, weather, time of day, enemy units, people to rescue, buffs, debuffs… yeah it’s a lot. Too much for me to describe in this post. Fortunately, while some reviewers criticize the slow start of the game, it does do a good job to ease you in if you’re a virgin of the genre. Scratch that, it does an exceptional job. Missions get more complex in the right way to get you in the game’s groove without throwing you at the wolves. A pro-tip from me is to not undervalue any back-up soldiers you get. They’re pretty basic, but rely on strength in numbers. Their items are really handy (especially when later ones have the Mastery that makes using items not consume their turn), and you can afford to lose them if absolutely necessary.

Oh, by the way, TROUBLESHOOTER is absurdly hard. Even with powerful builds consisting of three-plus Mastery sets across the entire team, really good equipment, and being at least eight levels over the recommendation for a given mission, I’ve gotten uncomfortably close to the jaws of death numerous times. On NORMAL difficulty. I don’t feel like I’m playing the game wrong, it’s just… hard. In fact, I saw one forum post say that they’ve had their characters die over two hundred times in total. I even read that the postgame DLC is borderline impossible. Cover is INSANELY valuable, because anyone not in it basically dies. Even with good equipment, an unlucky crit can one-shot one of our intrepid heroes from full health, especially if it’s from a boss, or a sniper unit. Bosses are generally a good chunk of your grievances, but there are some specific enemy units who are so bad, they are worse than a lot of the bosses. 

One aspect that I feel like should be divisive to strategy-RPG veterans is the Sight mechanic. In any other game of this kind I’ve seen, you get to see and evaluate the entire field, and plan accordingly. Maybe there’ll be an odd stage with fog where you can’t see enemies until it’s too late, and those levels generally suck. Well, with Sight, TROUBLESHOOTER is that fog level all the time. While this is a stat that can be increased, and abilities to reveal enemies in unexplored territory, it is consistently your biggest enemy. You don’t know what an enemy unit is doing until you’re close enough. There are SO MANY times where I sent one person to fight a single enemy unit, when it turned out that there were actually eight of them just beyond my Sight. This kind of misinformation makes missions particularly difficult your first time through; it’s kind of like old-school videogame difficulty, which relied on memorization more than ability to problem solve and adapt, and is generally considered bad game design by today’s standards. While taking time and not splitting up your heroes can be encouraged, there are some more urgent stages where you need to save people or defend a zone (or because the map is huge and it can take forever to complete some missions, although the game autosaves after every turn which is nice). Furthermore, you don’t get to look at enemy units in detail like in other strategy-RPGs, which means even more memorization, and—if it’s your first time facing an enemy unit—absolute terror from not knowing the best strategy to fight them. There is a database for enemies in the company’s office, but by the time you can see all the enemies’ abilities, you’ll already have fought them several times.

Speaking of the office, that’s where your center of operations is. Here, you can do all your crafting and stuff. You must also keep your reputation in mind in different districts. District jurisdiction is vital, because it’s how you get paid. You get the starting district as a free-bee, but you’ll need to satisfy various prerequisites (including money), to apply for jurisdiction and reap the unique benefits of each area. You can also cancel jurisdiction if you hate earning money. Unfortunately, this mechanic is extremely strange and inconsistent. Not losing cases isn’t enough; you need to keep winning cases in the designated district to maintain reputation, but sometimes there’s only one or two missions there—and well—nothing you actually need to do there (at least I think that’s how it works). There are also times where you satisfy the prerequisites to apply for jurisdiction, but your company will arbitrarily not want said jurisdiction. Some districts want you to have a variety of case experiences, which is annoying since 9/10 levels are simple arrest missions. I ended up looking this up on the Steam forums, and it turns out that you only get as many jurisdictions as you have Troubleshooters, and apparently, not all of your party members are considered Troubleshooters in a business sense. In actuality, you only get to have four by the end of the game. You also lose reputation for NOT doing missions in given areas, though this can be helped somewhat by certain Jurisdiction policies that increase the reputation of multiple districts at once. However, it doesn’t take long for your salary to end up being a pretty paltry sum; like I said before, selling unneeded equipment can give you the same amount and then some.

Mission control is where you set out to defend the peace. Story missions are self explanatory enough, but take note of Ordinary and Violent Missions. These are optional filler scenarios that are infinitely replayable, and this is where most of your grinding will take place if you either get stonewalled or want to undertake the daunting task of completion. After a certain point, story missions can be replayed infinitely without repercussions. This adds variety to the completionist grind, and you can skip cutscenes. 

There are also TONS of sidequests, a lot of which are either secondary objectives in existing missions or their own thing. The immediate problem with them is that the first quest, which happens to be the prerequisite to all the others, is uncharacteristically hard if you do it at the earliest opportunity; it’s tougher than some of the quests that come up after-the-fact. A lot of them are a pain, though. From having to prevent large groups of mobile, highly evasive enemies from escaping the level, to having to find a specific enemy unit who isn’t marked on the map… it’s a thing. However, they are well worth doing no matter what; you get REALLY good rewards, and it’s the only way that your company earns brownie points toward its reputation.

With a game this long and chock full of content, it’d be tough to find time to play it in this day and age. As addictive as it is, it is NOT good to marathon; you might as well go slow and steady. In fact, I have yet to finish it even as you read this post. A hundred hours in at the time of publishing and I’m not even CLOSE to done. I just really wanted to get a review out for this underrated gem, and there’s no guarantee I’ll be able to complete it. I’m at the fifth of what appears to be seven or eight chapters, and that’s EXCLUDING the two post-game DLC stories!

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Current (Possibly Final) Verdict: 9.65/10

TROUBLESHOOTER: Abandoned Children is a true testament to the capability of indie game developers… and it’s only part one of a planned series. If you can somehow find the time (and the computer powerful enough) to sink your life into this one, then I highly advise giving it a whirl. Meanwhile, I gotta finish this thing myself… boy, One Piece will probably be done before that happens.

Dinkum (Early Access): A Farming Sim as Fresh as The Outback

One of the most contradictory genres in videogames is the farming/life sim. In theory, they are wholesome sandbox games with emphasis on relaxing and getting lost in their worlds. In practice, however, they are anything but that; instead, players must juggle massive laundry lists of daily tasks and NPC relationships with a suffocatingly tight in-game day/night cycle, all with the most punishing stamina system outside of Dark Souls. Animal Crossing in particular doesn’t quite suffer from these particular grievances, but thanks to real-world time being incorporated into gameplay, players are punished for not booting up the game EVERY SINGLE DAY, turning an escapist little world into the same stressful ritual you have to do IRL. However… one farming sim would appear in 2022, and win the hearts of thousands of users. Dinkum, while only in Early Access, is already being pegged as one of the highest rated games of the year. The reviews I’ve read seem to imply one thing: that it is, in fact, a farming sim that is ACTUALLY relaxing and quaint. I just had to know if this was true, so here we are.

In Dinkum, your customizable character notices an ad to accompany an eccentric old geezer named Fletch to an untamed land. Sensing your only opportunity to escape your dystopian life in South City, you join Fletch, and fly off to this land, seeking a better life. What awaits in the Australia-inspired wilderness?

What’s immediately noticeable about Dinkum is that it does absolutely nothing new for the genre in terms of gameplay. As a hybrid of Minecraft, Animal Crossing, and Stardew Valley, it has all the stuff you can expect. You gather resources, craft stuff, raise animals, plant crops, cook food, fight predators, bribe NPCs with presents, and try to fulfill a myriad of satisfying milestones as you do it all. There really isn’t much to say about these mechanics, since they’re more-or-less what you’d expect. The only novel thing are licenses, which are essentially your qualifications to buy and use various types of items. You spend Permit Points, earned through milestones and daily tasks shown in your journal, to obtain these Licenses. It sounds like an arbitrary gatekeeping mechanic, but I found them very satisfying to unlock over time. I’m looking forward to unlocking them all eventually. Keep in mind that the game has the time-honored tradition of setting yourself on fire if you touch a campsite.

What makes Dinkum so great is how all of these basic mechanics fit together. The most important aspect is how it handles the march of time. In-game days go about as fast as you can expect. However, here’s the real kicker. Similar to Garden Story, staying up past midnight FREEZES the in-game clock indefinitely, with the only penalty being a reduction in base stamina. Stamina, however, is much more tolerable. While it decreases in a manner similar to Stardew Valley, eating food will restore it, and unlike My Time at Sandrock, you have access to plenty of plants and cooking right out of the gate, so it’s no problem stockpiling a good amount of food. While it’s not recommended to do anything dangerous during the late night, it’s still a phenomenal security blanket for any last-minute tasks in town (even if your character looks miserable the whole time).

The other standout feature is its building mechanics. You decide the entire layout of the town, down to every single building and decoration. Right now, my town is a rinky-dink little splotch in the middle of nowhere, and I look forward to seeing it grow over time by my own hand. The building system is also intuitive and easy, plus you can relocate buildings and terraform the environment itself. 

As definitively amazing of a game Dinkum has been thus far, it’s actually tricky to recommend. After you recruit the first resident to the town, the game sets you free, which sounds great, but comes with the caveat of no more tutorials. This means you must learn how to do everything yourself. You pretty much need knowledge of games from three different genres; scratch that, it straight-up EXPECTS that knowledge. Fortunately, the brilliant design of the License mechanic is a great teacher. As you acquire licenses, new ones unlock in a logical order to introduce new mechanics organically. 

Unfortunately, there are still some early-game grievances. For starters, you can’t store most bugs and fish in crates (plus they don’t stack). Also, convincing visitors to move in permanently is an investment and a half. They only visit for one day, and since you can only do one favor a day, you’re not exactly going to win them over immediately, and have to wait until RNG decides their return. As per tradition, these guys can ask for items that are very rare or remote, plus they have specific food preferences that aren’t tracked in any way, shape or form, as far as I could tell.

Fortunately, these flaws actually feel justified ONLY in Dinkum. In fact, it might be programmed this way on purpose. Shops aren’t open 24/7, and they are always closed at least one day a week. Because of this, you can—and will—actually make mistakes in Dinkum; your only penalty is reduced efficiency. Because of how Dinkum is structured, you can actually take the time to learn its ins and outs (it took me over ten hours to learn how to grow trees). You have time to do things, or nothing if you really want to. Any frustration I felt from Dinkum was because the instincts from other games like it took over.

In any case, Dinkum wants you to take your time, so keep that in mind if you do gaming as a job, and are required to beat everything in a timely manner. Dinkum is straight-up not meant to be steamrolled through. Plants take a minimum of a week to grow, and those Permit Points don’t exactly grow on trees either. If you undertake this endeavor, you better prepare to enjoy a slow life of leisure! It’s actually quite the experience for me. Whenever I boot it up, I never really have a plan. Sure, there are goals to work towards in the long run, but because there’s no viable way to gun for those, I’m forced to take each in-game day as it comes. There’s something wonderful about it.

One of the objective flaws that I’m sure have been pointed out is that the NPCs are souless. They’re so unremarkable that they have the same EXACT text as one another. However, I kind of believe that’s a good thing. Romancing isn’t an option anyway, so why make NPCs likable enough in the first place? Also, again, the lack of depth in your relationships just removes another mountain of daily rituals that you would have otherwise had to do. Besides, is it even realistic in other games like this? All you do is grind up their favorite thing (which you generally need to find out through trial and error or a guide), and gift it to them over and over and over again, until—suddenly—they have enough of that same thing like Clark Griswold’s boss in Christmas Vacation to want to marry you. Platonic relationships are better!

Another caveat that I’m pretty sure is just unavoidable even for Dinkum is the inevitable emptiness from having nothing left to do. Eventually, you’ll be flush with cash that you have no use for, with crops and resources by the thousands that you don’t need to sell, and enough Licenses to fill a wardrobe. I’m pretty sure this will happen no matter what. The fun comes from progressing to reach that point more than anything, and it’s a journey I’m more than willing to make with Dinkum. Lemme tell you… it’s gonna be long. 

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Current Verdict: 9.65/10

Dinkum is well worth the hype and price. It’s the Animal Crossing/Stardew Valley that actually manages to be what it says on the tin. I’m very much looking forward to seeing how it evolves over the course of its Early Access period, and I suggest you hop aboard as well, especially if you’re sick of those other games.

Core Keeper (Early Access): This Game Could be the Next Big Timesink

Playing games in Early Access is a natural risk. What’s even riskier is playing a game in Early Access as soon as it drops; in its buggiest, most unbalanced, infantile state possible. But you know what… I’m feeling risky. Besides, I was planning to do this when Forever Skies dropped on Steam, so I might as well get used to it. Let’s see if Core Keeper has any potential to be a really great game.

In Core Keeper, you end up getting teleported into a sprawling cave, with a mysterious object at its center. With nothing better to do, your goal is to power it up and see what it does. 

Like Grounded and Minecraft, that’s all there is to the story of Core Keeper; what matters is the gameplay. Right off the bat, the game is more like the latter than the former, because it’s set in a procedurally generated world. No two save files are exactly alike, allowing for a lot of replay value. However, this means you can have bad luck finding the biome that you want. 

Before we go into what biomes you want, let’s discuss the actual gameplay. If you’ve played Minecraft or Terraria, then Core Keeper will be easy to jump right into. And if you haven’t played them, then prepare to swim in the deep end with no floaties. There is next to no tutorial about how anything works, which might be a nice change of pace for “true gamers,” but a hindrance to others. 

Fortunately, the mechanics are simple and follow expectations for this kind of game. Ores can be smelted, seeds can be planted, food can be cooked, and equipment can be forged and repaired. As you unlock better workbenches, you’ll be able to make potions, railways for fast travel, and more.

The problem is getting there. Every game like this has an early-game hurdle in one way or another, either because you need to go to a place where the enemies are really strong for the point you’re at, or because an essential resource is scarce in the areas you’re realistically capable of handling. Core Keeper‘s case is the latter. Tin is one of the most important resources in the game, because it is needed to craft a Tin Workbench that unlocks most of the essential mechanics of the game… which also need tin to craft. If you can’t find the specific biome it’s common in, you’ll be hoping RNG spawned enough wooden crates containing it. If you think that’s stupid, then this type of game is not for you. The big hurdle for me personally is scarlet—which I still have yet to find. Both tin and iron were in biomes adjacent to the starting area, but I’ve done a lot of exploring and still haven’t found any scarlet ore. 

In any case, I’m not particularly fond of ore distribution. It’s nice that hidden ores have a sparkly effect to push you in a general direction, but having them tied to specific biomes feels kind of bleh to me. Technically, it’s better because that means less pockets of your inventory will be taken up by several varieties of items. I dunno… maybe I’m just being picky.

As if the game isn’t grindy enough, it has the Quest 64 skill system. In case you have never heard of that game, here’s what it boils down to: you level attributes by using those attributes… a lot. Core Keeper gets even grindier because you need to level up an attribute five times to get ONE point to invest into that attribute’s skill tree. The upgrades are worth it; however, it seems that there are finite attribute level-ups, which is also kind of crappy. Pick your upgrades wisely.

Also, the game’s Early Access-ness REALLY shows. While there’s a lot of fully-fleshed mechanics, it’s very… archaic. For example, everything you use can ONLY be used on the quick select; if you want to plant seeds, they gotta be in quick select, and so does your watering can if you want to water them. Also, crafting of any kind requires items to be on-hand; no pulling from storage. I’m going to hope that they intend to add the necessary quality-of-life features in future patches. Another thing I hope is rebalanced is durability. The armor durability seems manageable enough, but I feel like it’s not generous enough with tools. I have the third tier of pickaxe and it loses durability VERY fast for what it is; in most games like this, the third tier is the first point where you don’t have to worry about durability too much.

Difficulty-wise, Core Keeper is actually about as punishing as Terraria or Minecraft. Even with good armor, mobs can end you as quickly as they respawn. The bosses are very tough; in fact, I almost died at the first one, and I have no idea how you’re supposed to go about fighting the giant worm. There are also situations where a horde of enemies can go out of their way to hunt you down from well off-screen. As obnoxious as that sounds, the worst ones are the larva enemies simply because they destroy items such as torches; you’ll need to rely on glow buffs to explore those areas with any sense of visibility. 

Fortunately, Core Keeper is very generous compared to other games of its kind. If you die, your stuff will still remain in that location, but it’s ONLY the stuff that’s NOT on your quick-select. Because of this, you’ll still have your armor and tools, which mitigates those annoying situations where you can soft-lock yourself out of getting important equipment back because you had to go into dangerous territory naked while the mobs that killed you camp your corpse. Please don’t change this, Core Keeper people!

Sadly, the game oozes the intention to play with multiple people. While the combat seems balanced enough, there is an almost excessive amount of stuff to do. From exploring, to expanding your main base, to building tracks for fast travel… this will easily go beyond a hundred hours for a solo player, and whether or not that’s a worthy timesink will be entirely up to you. With that being said… 

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Current Verdict: 8.5/10

Core Keeper has potential to be a really great, and addicting, game. It’ll also be a lot of bang for your buck, especially if you go solo! However, it doesn’t really do anything new. I admit that, for me, it’s currently just scratching an itch while I wait on Forever Skies, and further updates for Grounded. I’ll continue to slowly work toward beating every boss to power up the core, but there’s no guarantee I’ll accomplish that. They’re going to need to roll out quality-of-life updates in order to keep my interest.

Black Skylands: My First Early Access Experience

The idea of playing games in Early Access was always interesting to me. If you don’t know what Early Access is, allow me to define it: basically, you pay to play a partially finished game, and support it as it develops over time. Of course, the biggest risk is the possibility of the game having to be abandoned for whatever reason. One such thing apparently happened last November with Among Trees. However, there are a lot of popular Early Access games, such as Raft, Death Trash, and Satisfactory. There are also some that are more off the beaten path, such as Black Skylands.

In Black Skylands, you have your usual race of humanoids who live on sky islands (or skylands, hence the title drop). This world, known as Aspya, has been plagued by the Swarm (a common noun turned into a proper noun, as is tradition). The main protagonist is a girl named Eva, and her dad is captain of the Earners. He has a crackpot plan to journey into the Eternal Storm because he thinks the solution to beat back the swarm is there. However, when scientists bring back a sample of a Swarm creature, everything falls apart. Seven years later, Eva has to fix everything herself.

It’s easy to impulsively buy Black Skylands because it is gorgeous. I’ve grown to love pixel-art, and how deceptively versatile it is for conveying different artstyles. This game is vibrant, and full of color. As you sail on your skyship, you’ll see creatures of all sizes that are just there for cosmetics; from flying manta rays above you, to massive behemoths that thankfully hang at much lower altitudes. Unfortunately, the nature of the game’s top-down perspective can make characters look the same in the overworld. That’s why they have their portraits during dialogue.

The weakest part of the game is no doubt the story. A lot is thrown at you very fast, and the worst part is the catalyst of all of it: the aforementioned incident regarding the Swarm creature. In its aftermath, this dude named Kain turns into a maniacal sociopath, whose faction, the Falconers, pillage and murder the people of Aspya in some twisted sense of justice. It’s your usual “absolute power corrupts absolutely,” and the worst part is why. He gets mad because his bird died in the incident. While I can’t imagine the grief from losing a pet animal, I don’t exactly think it’s a reason to form a dystopian government.

Fortunately, Black Skylands shows fantastic potential even in Early Access. In fact, I’ve played finished games that were worse. There’s a ton of stuff to do in the overworld, most of which is on the various skylands. These are full of resources, treasures, quests, and more. By defeating all enemies on a skyland, you reclaim it from the Falconers. Doing this rescues the population, who for some reason, act as a currency to enable special passive upgrades. Islands can be retaken, but it doesn’t happen that often, and the game at least shows a time limit on the HUD (something I’m pretty sure other games with similar mechanics don’t do).

Inventory management can be an issue. Your skyship can only hold twenty items at first, and they don’t stack. Quest-relevant NPCs you need to transport are stored in crates and count toward that inventory, which is admittedly pretty funny. The rub is that essentials for your ship to not go derelict, such as fuel canisters, repair kits, and ammo boxes, take up this space as well. 

There’s a lot to do in your main base of operations, the Fathership, as well. This place has seen better days, and it’s up to you to fix all of it from the ground up. Like in many games of this kind, you consume resources to build facilities that produce more important resources.

The best part is customization. There are a ton of weapon types and playstyles to pick from. Most weapons can have mods installed, which can be crafted or found in mod crates scattered across the world. Your skyships also have a wide variety of components to equip. Unfortunately, equipment tends to become useless fast, since you can level up facilities faster than you can get all the resources necessary to craft every piece of equipment, allowing you to get the next tier of equipment.  

Yes, I said skyships just now. Once you build the ship workshop, you can buy new types of ships and new parts for them and modify literally every aspect of them. As of this review, they only have four types of ships. From what I can tell, there are no cases where you need the little lightweight ship to fit into a narrow passage (although there are some really narrow passages that I have NO IDEA how to get through). 

There are also artifacts. By solving puzzles scattered throughout the world, you obtain crystals that grant you and your ship cool abilities. These are very helpful, and naturally, they can’t be spammed. Eva’s artifacts have a cooldown period, and the ship consumes energy, the latter of which can be replenished by destroying the many asteroids scattered throughout the world, or flying enemies. It doesn’t regenerate over time or when you take it to the shipyard, which kind of sucks, because I don’t think the asteroids respawn either.

Combat is where things get interesting. Black Skylands has a fun mix of range and melee combat. You have your arsenal of guns at your disposal, but it’s encouraged to use your grappling hook for sneak attacks, or to yeet people off of cliffs. Your only source of healing is medkits, but refills tend to be common enough.

Speaking of the grappling hook, you better learn that thing fast. It’s your main source of movement over the vast skies below. Fortunately, if you fall, you don’t immediately die. For some reason, you can somehow try to grapple the nearest grabbable ledge and save yourself. It’s really nice, especially when you’re learning to use the darn thing.

Skyship flying can be difficult at times. They seem to have so much momentum that once they hit top speed, I could let go of the gas and it would move forward perpetually until I hit the brakes. Also, the cannons on them are… interesting. They point at different angles depending on the ship, which makes combat a bit weird. Also, the controls are kind of bizarre; you can only shoot just the right cannon or all cannons. The Annihilator Beam artifact helps because it is a head-on frontal attack. 

So far, Black Skylands is surprisingly difficult for a chill sandbox game. Once you’re asked to go to the ice region, the game really starts to test your grappling and fighting abilities. Fortunately, dying has virtually no penalty… not that I would know that from experience, of course *sweating emoji*.

One thing that can end up being a downer is that fast travel costs money relative to the distance from point A to point B. This sucks because you need money for a lot of things. It’s plentiful enough in the overworld, but it’s amazing how fast you can empty your pockets. One protip that you’re never taught is that cabbage, the cheapest crop to grow, sells for an obscene amount of money for such a common resource. As far as I know, cabbage isn’t used for anything else, so they probably intended for them to be your main source of income.

~~~~~

Current Verdict: 8.75/10

Black Skylands could become one of this year’s most underrated games once it’s complete. Hopefully, that’ll actually happen, considering that this isn’t as popular as the aforementioned Early Access titles. As fun as it is, the lack of many facilities, among other small things, betrays its incomplete state. If the game gets cancelled, I’ll update this post with that information. Otherwise, I highly recommend you give it a try if it strikes your fancy, and support its development by doing so.

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.

~~~~~

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.

Pokemon Shield First Impressions

You’d think that with eight whole generations of Pokemon, that Game Freak would be out of ideas. However, the latest installments, Sword and Shield, might just be the best games yet. I will be covering my impressions of Shield on today’s blog.

So, the premise is a return to form; no more having to “make the Pokemon League” crap (although it was pretty interesting conceptually). In this instance, your rival character, Hop (who, unfortunately, still chooses the Starter with a disadvantage against yours), is the younger brother of the Champion, and said Champion gives you your Starters. You and Hop also have a run-in with some weird Pokemon that is immune to all attacks, and it is most likely a pre-evolution of your game’s titular Legendary. But hey, Gyms are back! Thank Arceus! 

Every new Generation feels like it has a billion new mechanics and changes, so it’s overwhelming to talk about stuff… Gah, I guess I’ll just go off of whatever comes to mind first. Let’s talk Pokemon Centers. These things baby you; allowing you to buy each type of healing item other than Full Heals and REVIVES before your first Gym Badge. But other than that, these are the best Pokemon Centers ever because they EACH come with a Name Rater, Move Reminder, AND Move Deleter; no Heart Scales required!

On the field, Gen 8 borrows from Pokemon Let’s Go!, and shows wild Pokemon in the overworld. However, it’s a bit confusing. While some appear visibly on the field, there are still old-school random encounters, except those tend to have completely different Pokemon. Intuitively, the invisible Pokemon are ones that are too small to actually be seen above the grass, which makes sense, but it’s still annoying. Also, the Pokedex yet again does not have the Habitat List from Black and White 2. Instead, the Pokedex tells you what Pokemon you can catch in a given area, but it only shows one area at a time, and in chronological order, meaning that you have to catch EVERYTHING as you go along in order for it to actually show the next place.

Another noticeable thing is that all Pokemon naturally gain battle EXP together from the get-go. Also, there’s the Pokemon Camp ability, which allows you to play with your Pokemon and cook Curry (which is this game’s version of the crap you make with Berries in past games, and it’s just as convoluted as ever). This gives them even more EXP and increases their affinity towards you. So far, it seems that they at least got rid of the EXP boost from affinity, but kept the more luck-based perks. I’m sure you’re looking at this and thinking, “Oh my God the game’s even EASIER than ever! 0/10!” I thought that too, but this game’s actually proven to be reasonably difficult so far. You really need to know your stuff (fortunately, they still have the Battle Info button for noobs). Even with the bonus EXP from catching Pokemon (which I’ve been doing pretty liberally), fighting Trainers, and using the Camp, I’ve been cutting it close, with major bosses being the exact same level as my strongest Pokemon. They finally designed those Pokemon-helping mechanics around the actual challenge factor (as long as you don’t grind). Speaking of Pokemon-helping mechanics, you also have PokeJobs. These are accessible from the PC and are basically Merc Missions from Xenoblade 2. You send out boxed Pokemon for a set period of time, and they come back with a chunk of EXP (with bonuses for the Types specified on the request). This will be important for breeding tons of Pokemon at once. You can also farm new EXP Candies, which do exactly what they sound like. They are much more powerful than they look; only 5 or 6 of the smallest units can level up a Pokemon early game.

Overwhelmed yet? Well, there’s also the addition of Wild Areas. These are where Pokemon becomes a true JRPG; they are vast, open, and have tons of Pokemon of wildly varying levels and draw points to get items from. The most important materials are Watts, which are obtained by visiting glowing red Pokemon Dens and pressing A on them. These can be exchanged for items, such as the new/old TR items. TRs are like TMs of old, use it once and they break. They are much more common, and generally contain better moves (seriously, most of the TMs are going out of their way to give you crap moves), plus they can be obtained multiple times, such as from Pokemon Dens…

…which segues into the BIGGEST (pun intended) change made in Gen 8, Dynamax Pokemon. Inside some Pokemon Dens are Dynamax Pokemon, giant versions of regular Pokemon who are much stronger than regular ones; so strong, that four Trainers need to band together to take one down. So that means that you have to subscribe to Nintendo Switch Online and connect to the Internet and fight them alongside some randos, right? Fortunately, no; you can play offline and you’ll be joined by some fairly competent A.I. trainers. When fighting against Dynamax Pokemon, you’ll be able to Dynamax the Pokemon you chose to fight in these battles, turning them gigantic as well. Dynamax is basically a fusion of Mega Evolution and Z-Powers. When your Pokemon are Dynamaxed, they get a big stat boost, and their moves are modified. Offensive moves become a much stronger move of the same type, and leave a free effect like a multi-target stat buff on your team, a multi-targeting debuff on the enemy team, or a Weather effect, and Status moves just become a stronger version of Protect. Dynamaxing lasts for three turns (and I assume you can only use it once per battle?), so coming out swinging isn’t always the best. A lot of battles were decided by me timing my Dynamax so that the opponent’s would run out while mine was still going. Overall, Dynamaxing is by far the most gimmicky and least necessary mechanic in the game, but they made a good decision in restricting it to Pokemon Dens and Gym Battles.

Hey, another segue! Gyms are back and, well, the same, really. They build up Gyms as this whole extravagant thing, just for them to be the same. The problem with this is that you basically have to go through a whole extra step for no reason. When you enter a Gym, you now have to go to some receptionist and change into a tokusatsu uniform before actually starting the Gym in earnest. Also, when you actually get to the boss, the cutscene leading up to the fight is really long. But hey, I’d take this over those stupid Trials in Gen 7. 

But unfortunately, the Gym Leaders have taken a downgrade again. In Gen 8, they’re once again one-note characters that you talk to a single time outside of the Gym, then fight back inside the Gym. And it doesn’t end there; the whole cast is as one-note as ever. Hop shows that they gave up at making the rival anything more than free EXP. They tried to give him a defined character arc by making him edgier later, but it feels very cliche and contrived. Meanwhile, the cloud-headed Bede is a return of the obnoxious rival of old, but this guy is at least obnoxious as part of his job, working for Chairman Rose, the guy in charge of Galar’s biggest source of energy. Rose is at least kind of funny, as he comes of as this business-y guy, but spends more time wearing summer casual clothes than taking his job seriously (*cough* totally not the bad guy *cough*). Team Yell is our new mischief-making group this time around. Despite their similarities to Best Team Skull, they seem pretty unremarkable, and only seem to serve as justifying the game walling you with NPCs at the exits of towns (which seriously needs a new approach; it’s getting old).

Let’s discuss cutscenes next. These have been a replay-killer in Pokemon for a while, and it was OBNOXIOUS in Gen 7. In Gen 8, it’s at least been far better than Gen 7, but still kind of bad. The Poke Ball tutorial is still forced, but they at least not bother telling you to weaken it first. However, to be honest, the cutscenes here aren’t actually terrible. With the more cinematic camera angles and more expressive character models, the cutscenes have a lot more personality. For example, the cutscene that introduced the Starters might be overly long, but it gives off a subtle visual cue of their Type matchups, to save from people actually having to tell you in a forced tutorial. Also, to make the game more anime, bosses offer comments during battle. While they are cool and will no doubt give later fights much more emotion, you can’t skip them, and are onscreen for what feels like ten whole seconds. Curiously, there is a setting to skip cutscenes. However, it is a toggle to automatically skip all cutscenes, not a button prompt to skip them, which is kind of stupid. Most modern JRPGs at least give you a button prompt… I guess in Gen 9, then.

Next, I’ll give my impressions on the new Pokemon. Thankfully, they actually made them pretty common out in the wild, unlike Gens 6 and 7, where you’d be hard-pressed to find actual NEW Pokemon. Regional Variants return, but this time it’s not limited to Gen 1. The best one I’ve found is a Ground-Steel version of my boy Stunfisk, and it’s freakin’ great. But as far as the new-new Pokemon, I’ll say that I’m not screaming “WTF?!” as consistently as I was in Gen 7, but overall Game Freak’s still got it. The starters seem to continue the trend of being unremarkable until their final form, which in my case is my water Starter that ended up evolving into Michael Phelps the Pokemon. I have a Pokemon that I really like, design-wise, but it only knows Withdraw and Astonish. This is a sign that it will evolve into something amazing, but when and how? What if it’s a trade evolution?

Speaking of trading, the fact that this game is on the Switch has a down side for me. As someone who is uncomfortable around people, I just used two DSs to exploit trading in the past. Since I believe that Gen 8 is the first game in a LONG time to let you ACTUALLY complete the Pokedex, I’d like to be able to do that. The problem is of course, the other two starters, trade evolutions, and the opposite game’s titular Legendary. While I do have a copy of Sword that I would love to play in the future (any%, of course), I only have one Switch. I have no idea if you can trade between save files. But if I can’t, I’d have to subscribe to Nintendo Switch Online, and see if randos are willing to give up a Legendary just so someone else’s Pokedex can be completed. You can also use Link codes to trade with a specific someone, but that requires real, human friends.

Lastly, I will discuss the visuals. The Switch has made Pokemon look like a true JRPG, or to be more specific, those new-fangled “animu” JRPGs, with cel-shaded anime kids, vibrant colors, and amazing lighting effects. This is definitely the best-looking that Pokemon has ever been.

But despite how glowing this review has been, I do have some concerns. According to the Map, there only seems to be two Wild Areas in the game, which feels like a vat of wasted potential (maybe they’ll abolish Routes entirely in Gen 9). Also, I didn’t notice a Victory Road AT ALL on the Map, which is really bad, especially since the lack of one in Gen 7 sucked ass. And if that wasn’t enough, Gen 8 could have the worst postgame yet, since the Map doesn’t show anything interesting past what I assume is the Pokemon League. The only thing of note is a mysterious dot adjacent to the foggy area that you couldn’t do much in at the beginning, but that would make it even more miserable than vanilla Gen 7, which would be quite impressive in of itself. But alas, these are just concerns formed just by looking ahead at the Map.

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Current Verdict: 9.25/10

Despite the alarming possibility of a weak postgame, Sword and Shield are looking to be the quintessential Pokemon games. They’re not perfect, obviously, but like Disney Parks, perfection would mean no more strives for further improvement. The game’s options for different Pokemon you can use are a bit overwhelming, so I’d still recommend noobs start with Gen 7 (or Gen 5’s sequel, Black and White 2, if you don’t mind those stupid HMs). But seriously… Pokemon Sword and Shield is lit.

Dragon Quest XI S First Impressions

The game's box art

JRPGs are my favorite genre of videogames by far, even though a lot of them are time sinks and take a long time to really strut their stuff. I’ve been meaning to get into the Dragon Quest games for a while, and I finally got that chance with Dragon Quest XI S for Nintendo Switch.

So far, at about ten hours in, it seems to be almost going out of its way to be a bog-standard JRPG. The plot is about the main character, whom you get to name whatever you want, is a special hero guy who needs to fight a big bad atop the same World Tree that’s been ripped from Norse mythology for about the 12,221st time to date. However, the cutscenes never feel like they’re more than two minutes long, and most of them can be A-mashed through, plus you can skip them by holding Y.

As for the gameplay, this is a good, old fashioned, rootin’ tootin’, retro JRPG. When battle starts, you pick your character’s command when it’s their turn, and do the move. Everything is as it says on the tin. If you’ve played a JRPG, you’ve played this one. Battles can also be set to go extra fast, just in case you need to grind, but this game isn’t designed to be grindy (but that doesn’t mean it isn’t outright).

The modern twist that Dragon Quest XI uses to stand out is Pep Powers. With Pep Powers, your character basically goes Super Saiyan (since this is an Akira Toriyama game, after all), and if the right party members are Pepped, you get access to what essentially are Dual and Triple Techs from Chrono Trigger, and as expected, being able to try out all these combinations is no doubt going to be the best aspect of the game. However, there are a number of issues. Although the game says that Pep kicks in after your character takes a lot of damage, similar to a Tales Of‘s Overlimit, in my experience it seems to be purely random. Furthermore, the Pep status goes away as soon as you use one Pep Power, or after a certain number of turns, which the game thankfully gives a visual indication on the last turn that it’s available on. What sucks is that the Pep Powers are the coolest aspect of the game, yet you cannot control the conditions in which you use them. Fortunately, ending a battle in the Pep state causes it to carry over, which can help in a tougher battle; but at the same time you’d have to grind battles if you wish to rely on Pep for said situations. I’m hoping that there will be ways to make Peps happen more frequently later.

Another thing I find tedious is the game’s skill tree. Normally, I love skill trees in JRPGs; however, Dragon Quest XI‘s looks really stingy. You only get skill points on level up, which so far has been only 2 or 3 each time. Most skills require 6, 10, or even more skill points each, meaning you gotta level up several times to get one skill unlocked.

One of the most interesting aspects of the game is that everyone has different weapons they can use, such as a regular sword or a greatsword for the main protagonist, and you can change equipment mid-battle without taking their turn. Each section of their skill tree is devoted to one of the weapon styles, plus an additional style that’s unique to them only. I’ve been doing skill trees by committing to a single section, which might not be the way the game intends, since skills are pricier the further out from the center you go, and it’s a real pain. Maybe you get more skill points at once upon further level ups?

Fortunately, the crafting system in Dragon Quest XI seems to be a lot of fun, so far. With the Fun-time Forge, you can craft new equipment with materials you find around the world (as well as their recipes). This starts a minigame where you have a limited number of strikes to fill up gauges on different areas of the equipment. You want to fill it up to the green section, but REALLY want to fill up to the arrow on each gauge (which will be indicated by it turning yellow if successful). The closer you get, the better the final product will be, with the best being a Perfection. Forging things successfully gives you Perfectionist Pearls, which can be consumed to reforge something to make it stronger. Your forging skills will also level up, allowing you to learn Flourishes, which are special moves that make the minigame even more interesting than before. Options are limited early on, but one can only imagine how ridiculously hard- and rewarding- some of those late-game equipments will be to make.

I’m kind of split on the aesthetics of the game right now. Although it’s pretty hard to be angry at Toriyama’s timeless art style on the characters, the world itself is- although colorful and vibrant- very large and bland. I get that this world was designed with the ability to be played in old school top-down style or 3D, but it’s still kind of jarring to see the latter. Also, the game’s soundtrack is kind of meh, but it doesn’t grate on you unless you start doing tedious stuff like material farming. The towns have the best personality and the most thought put into them, but they seem to act like vehicles for padding the game more than anything else.

As far as side quests go, the overworld only has a whopping 26, which is way less than a lot of JRPGs I’m used to. However, there is also a side section where you find weird ghosts that unlock different areas of past Dragon Quest worlds in a special, 2D only zone. This looks like it’s going to be a pretty fun thing to work towards completing, however it seems arbitrary that you can’t save in this zone, since I assume that some of the later ones are going to get really long and difficult.

The game also has a Draconian Quest setting, which lets you custom set some handicaps to make the game harder. I chose one where NPCs can sometimes lie, because I thought they would give me false game advice, such as, “Use this ability on this enemy, whoops that actually does the opposite of killing them,” but the lies are all gobble-di-gook and the game plays a jingle whenever one actually occurs. It’s funny if it happens with a story-important NPC, but I might remove it later, since it doesn’t actually make for a greater challenge (and since I’m a filthy casual, I don’t think I want to play a game blind on its highest difficulty). Speaking of difficulty, the game shows signs of steadily getting tougher, but it seems like one of those where you’ll breeze through standard battles, and only struggle on bosses.

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Current Verdict: 8/10

Dragon Quest XI is off to a shaky start, more than most JRPGs I’ve played. I truly do see potential for this to become a great JRPG, but it definitely wants you to make those risky early investments. At the point I’m at, I at least managed to obtain the designated sea vehicle, which usually marks a big turning point in quality for JRPGs in general. Probably by this time next year, you’ll hear my final thoughts on the game!