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

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

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

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

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

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

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

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

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

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

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

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

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Final Verdict: 9.25/10

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

Garden Story: The Cutest Game of 2021?

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

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

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

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

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

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

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

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

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

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

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

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

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

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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.

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.

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.

Crown Tundra Has Truly Legendary Levels of… Grinding (Pokémon DLC Review)

I’m a big Pokémon fan, but I’ll admit that the series has been incredibly inconsistent. Sword and Shield are games that do a lot right, while also doing some things bafflingly wrong, compared to previous generations. The very vocal critics on social media don’t help the series’ case either, especially nowadays. The Isle of Armor does make a lot of improvements over the core game, but we really can’t have a final say on Gen 8 without playing through its second wave of DLC: Crown Tundra.

In the Crown Tundra, your character boards a train to the titular location and finds itself confronting some person’s very energetic father. After whipping his butt, his disgruntled child uses the opportunity to skedaddle. You join up with dad, and he makes you catch some Legendary Pokémon.

This campaign somehow has even less story than Isle of Armor. Literally, the entirety of Crown Tundra revolves around catching Legendary Pokémon. A LOT of Legendary Pokémon. I don’t know if Sword has a different cast, but for characters, I got Peony and his daughter Peonia. Peonia is kind of a brat, but her father is a fun, energetic, wholesome guy. They imply that he’s related to Rose somehow, but I don’t care deeply enough about Pokémon lore to look into it.

Structurally, I think this is the better of the two Pokémon DLCs… to a point. At the start, Peony gives you three Legendary Pokémon quests, which can be done in any order (it’s been a while since they gave you that much freedom). They’re all introduced with a hilariously long title and a fanfare, giving Peony even more personality (although I think Looker has done the same thing once or twice?). 

The main quest is to help the Crown Tundra’s Legendary Pokémon, Calyrex, who possesses Peony in order to talk to you. I think this is the first time in the main series that you directly engage with a Pokémon. You also have a case where you have to pick one of two forms of Legendary Pokémon by planting a certain type of carrot to lure its steed, which further incentivizes spending the $180 on both Sword and Shield (with DLC) in order to get 100% completion in either game. Anyhow, Calyrex is a pure Pyschic-Type, and his steed is either Ghost or Ice-Type. Calyrex and the steed are an instance of a fusion Pokémon (the first since Gen 5), and it gets both of their Abilities at once. 

For the other quests, there is a return of the Regis. As expected, you have to solve riddles. They are nowhere near as obtuse as the Braille stuff in Gen 3, but in case you can’t solve one, Peony will give you some helpful advice (not that I actually used him because I was overthinking or anything >_>). Gathering all three regular Regis at the final door does not give you Regigigas, but a choice between brand-new Electric and Dragon-Type Regis. The third quest is the most interesting because you actually get to catch regional variants of Gen 1’s Legendary birds. They’re roaming Legendaries, but unlike in games of old, you simply just run into them as they fly around in the overworld and fight them straight-up; definitely an upgrade.

Unfortunately, they seem to be following Isle of Armor’s model of making incredibly grindy mechanics to actually give you bang for your buck. No matter what you do, 99% of your time on Crown Tundra will be spent in the Max Lair. It is both a fun and awful idea. Basically, the Max Lair is a gauntlet of randomly generated Max Raid battles. Your team (or just you if you play with A.I.) picks a path and fights whatever is there. You can run into berries or helpful people along the way; either a backpacker who can give you a selection of hold items or a scientist who offers a random rental Pokémon. You fight four consecutive Max Raid battles, ending with a random Dynamax Legendary Pokémon. The big plus is that the Dynamax Pokémon here are nowhere near as bad as in the overworld (mainly because they don’t have shields), but the fact that you have to fight four of them in a row is rough because the “if four Pokémon faint, you lose” rule applies to the entire thing instead of individual fights.

What spices things up is that everyone gets random rental Pokémon. These rentals are actually pretty good, and a lot of interesting strategies can come up. I imagine this mode is amazing with friends, but as a noob who doesn’t have friends or a Nintendo Switch Online subscription, well… Max Lair sucks. For starters, you can get a bad setup of rental Pokémon options versus the Pokémon you encounter in the actual dungeon. And while you can catch a beaten Dynamax Pokémon and switch it out of your team, the fifteen seconds you get to decide a path is nowhere near enough to optimize a root. And if you have A.I., one of them will always switch out for the newly defeated Dynamax Pokémon, even if you choose not to catch it, and even if it has a type disadvantage against a future opponent. Save-scumming works, but you eventually have to spend Dynite Ore for doing it too often. “What’s Dynite Ore?” you ask. Dynite Ore is your reward for playing Max Lair. Completing a run only nets you nine. NINE.  And to get the good stuff, including an item that gives your Pokémon its Hidden Ability, you need hundreds of the stuff. You do unlock an endless mode that gives you more Dynite Ore in exchange for not getting to keep any caught Pokémon, but I didn’t dabble in it. Overall, Max Lair WILL kick your butt, especially if you’re using A.I., and since you only have a vague idea of what Pokémon you’re up against, you won’t know if it’s worth save-scumming for a particular Legendary. The even better part is that you only keep one rental Pokémon at the end of a run. And guess what, some of the regular Pokémon you encounter are exclusive to Max Lair, which means you’ll still be playing through it even if you catch every Legendary! This also includes the opportunity to catch Ultra Beasts once you complete Crown Tundra, but I couldn’t find a single one in the attempts I made.

Other than that, I presume that completing both DLC campaigns unlocks the Galarian Star Tournament (since that’s how it happened with me), which is a repeatable team battle royale thing that will pit you and a partner against other Gym Leaders and characters. It’s easy if you have Hop, since he has his Gen 8 Legendary which can pretty much eat anything that isn’t Fire-Type. In other news, Peonia alludes to some weird woman who runs around at night, but I couldn’t get that to trigger. I tend to always miss some kind of post-game quest or whatnot in Pokémon games, so take this review with a grain of salt.

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Final Verdict: 8/10

While Crown Tundra is very small (and VERY grindy), I believe that it, along with the Isle of Armor, are a step in the right direction for Pokémon as a whole. They take the open-world mechanic of the Wild Area, but give it more variety and substance. Plus, the idea of putting dedicated sidequests in an area is cool. If they take these same ideas and integrate them into a future core game, then we might have something good. But of course, knowing the series’ trends, any new idea they implement will be discarded, regardless of how objectively good it is. 

Overall, I’m not entirely sure if the Expansion Pass is worth it. Obviously, you need it if you want completion, but both areas are still incredibly grindy. I kind of agree with the critics that the series hasn’t been the best it could be, but that’s mainly because I love Black and White 2 too much (maybe I’d do a retrospective on it if I had time or the willingness to erase either of my save files). Well, with Pokémon, I’m willing to pull a Star Wars fan and blindly hope that they’ll eventually release something really good despite them very consistently failing at every turn (Ooooh snap). Well, this got long-winded. Basically, I recommend the DLC if you’re a Pokémon veteran and just love the games in general.

Bug Fables Manages to Scratch that Paper Mario Itch… to a Point (Full Game Review)

Personally, I’ve always had a vendetta against indie games, not because I think a lot of them are bad, but because a lot of them are too inherently good, to the point where they can get away with having flaws. For example, many of them, such as Undertale or Fez, rely on unique aesthetics and gimmicks to stand out from the crowd (side note: ‘Megalovania’ is the most overrated videogame song of all time). Others, like What Remains of Edith Finch or Firewatch, completely disregard gameplay in order to appeal to raw human emotion in ways more intimate than most triple-A games. In addition to that, indie games having that inherent appeal of “the mom-and-pop business that does better than the corrupt, money-grubbing corporation”, and they sometimes have a better sense of what the market wants than actual triple-A companies. One example is the recent RPG, Bug Fables: The Everlasting Sapling, made to be a successor to the classic Paper Mario that we have wanted for over a decade and have yet to receive. Paper Mario: The Origami King is probably good for what it is (I heard mixed things), Bug Fables claims to be what the doctor actually ordered. Since it’s apparently pretty short (for an RPG), I decided to see how it measures up to classic Paper Mario.

In the kingdom of Bugaria, some ant queen lady wanted to find this MacGuffin called the Everlasting Sapling to become immortal. She failed, and so her daughter started the Explorer’s Association in order to hire adventurers to do the job for her. Three intrepid heroes, Kabbu, Vi, and Leif set out to find it and become heroes.

It takes only five seconds to see how influenced by Paper Mario this thing is. From the presence of Action Commands, to its art style, its writing, and… piss-poor inventory space, Bug Fables tries very hard to be the new Paper Mario. In order to find out if it succeeds, we need to cover one aspect of the game at a time (and, of course, compare them to Paper Mario).

The narrative is simple as all heck. In each chapter, you go to a dungeon, beat a boss, and get a thing. It comes off as predictable, but in actuality, does an admirable job of throwing curveballs at you. It is straightforward, though, and I didn’t really find it that gripping from a raw emotional standpoint. It has some cool lore, but I never found it particularly fascinating myself. What did surprise me was the cast of characters. The three bugs take advantage of all having dialogue (unlike Paper Mario with its silent protagonist), and use that to have a number of fun interactions with each other. 

But of course, Paper Mario fans care about the writing. Bug Fables‘ writing is definitely great. It even has a lot of characters muttering off-hand comments beneath the main speech bubble, just like in Paper Mario. The three main characters also share some chemistry that isn’t possible in a Paper Mario game (Best Girl Vi is especially a treat among the other characters). Unfortunately, the writing and characters don’t completely fill in the void for me. While both are great, there’s something special about the classic Paper Mario games, and even Super Paper Mario. Bug Fables’ doesn’t have anyone as lovable as, say, Koopa Jr., Pennington, Flint Cragley, Francis, and DEFINITELY no one like good ol’ Bowser. Additionally, the bug theming makes some character designs blur together for me.

Graphically, Bug Fables is beautiful. The game’s simple color palette and thick outlines scream that classic Paper Mario look; even the area transition paths have the same triangle pattern to them! Unfortunately, there isn’t much in terms of creative level design. I’m willing to give the game the benefit of the doubt in the event that there’s a sequel, but for now, the areas—while being creatively set in backyard objects like a sandbox and a tire—are your typical videogame biomes. Even the first Paper Mario, which had the most generic world, at least had something like the Toy Box. Eventually, Thousand-Year Door would go above and beyond by having places like a monochromatic forest with a Pikmin-related dungeon, an arena, and a luxury express train; even the main hub area is iconic for how slummy it is compared to other parts of the Mario universe. Bug Fables just doesn’t hit that nail on the head, except in the final area, but that place is unceremoniously short compared to Paper Mario final dungeons.

Furthermore, I didn’t find the soundtrack to be super amazing. It has a lot of great tracks, which feel retro in that uniquely indie-type way. But for me, they fall short of Paper Mario soundtracks, especially Thousand Year Door‘s. I get that it’s trying to be its own thing, but Paper Mario is so much more involved and varied than Bug Fables. I’m sorry, but that’s just how it is IMO.

Paper Mario is known for great puzzles, and Bug Fables steps it up a notch. At first, everyone only has one ability, but throughout the game, you get new powers which open up all sorts of possibilities. Unfortunately, there is one particular ability that I don’t like, and it’s Vi’s Beemerang. In theory, it serves as the Kooper or Koops of Bug Fables; you throw it, or hold it in midair and release it. Unlike Kooper or Koops, who only attacked left or right, the Beemerang can be thrown in eight directions. But due to the game’s own artistic style… THERE ARE ONLY FOUR DIRECTIONAL SPRITES FOR THE CHARACTERS. As a result, I found myself throwing it in the completely wrong direction at times, which bugged (HA) the living daylights out of me. 

Fortunately, Bug Fables excels with its combat, which has more depth than Paper Mario‘s system. The basic mechanics are the same: Each person has HP, TP which is shared, and MP used to equip medals (a.k.a. badges). Action Commands are a thing, and you’ll have to learn them from scratch regardless of your Paper Mario experience.

What’s most important is turn order. Each person gets one action in battle (unless you use field attacks to stun an enemy, in which case you’d get two attacks for whoever the leading character is), and you can attack in any order with B. Their position, from front to middle to back, is based on your formation in the field. Like Final Fantasy, people in front deal more damage and get aggroed by enemies, while the opposite is true for the back row. You can change your party’s turn order in battle as well. Oh, and a BIG improvement over Paper Mario is that anyone can Tattle (a.k.a. Spy on) an enemy; no need for that one party member who has no use other than to Tattle!

You will NEED to get used to manipulating who attacks in what order. A lot of your party’s attacks can exploit enemy weaknesses, such as using Kabbu’s horn to flip enemies over. There’s also the Turn Relay, which sacrifices a character’s turn to give someone else an additional one. However, one thing to be aware of is that a character’s damage output weakens if they have to attack more than once in a round (this also applies to starting out with advantage). Make sure you’re going to really benefit despite the decrease in power!

Another thing you NEED to be able to do is Blocking. The mechanic is just about the same as it is in Paper Mario: press A before an enemy attack lands and you’ll reduce the damage. Doing it with extra-perfect timing results in a Super Block that reduces the damage further. One good improvement over Paper Mario is that any party member who isn’t being targeted will turn transparent, making it easier to time your blocks. 

When it comes to the difficulty level of Bug Fables, ooooh… this is where it gets iffy. Right at the beginning of the game, you can obtain a medal called Hard Mode. It costs no MP to equip (thank goodness), but it boosts all enemies’ strength in exchange for more EXP and rewards. The game becomes VERY difficult in this state. You will need to not just get good at Blocks, but Super Blocks as well, otherwise, regular mobs will beat you within inches of your life. Bosses are… absurdly tough. They aren’t indie-game-tough, but they get an entire assortment of new moves and grant permanent buffs (I know because I accidentally beat a boss on normal and had to reload). The incentive is that beating bosses will earn you actual rewards beyond a lousy achievement, and these rewards tend to be really stinkin’ good. 

The big problem with Hard Mode is that the game’s own mechanics ends up making that medal shoot itself in the foot. Bug Fables has the same mechanics as Paper Mario when it comes to handing out EXP. When you’re considered overleveled, you only get one EXP per mob; i.e. per entire battle. The problem is that the game is NOT programmed to evaluate your level based on Hard Mode. As a result, I was able to reap the benefits of Hard Mode early on, but just by fighting enemies as they came, I became overleveled without grinding, and as a result, I’d end up going to main story locations, having to fight stressful battles against the mobs there, and getting NOTHING for it. Sure, the issue can be mitigated by equipping the Bug Me Not medal, which allows you to destroy enemies that are considered significantly weaker than you on the field, but it’s just plain stupid (and also dumb) that the high-risk-high-reward medal becomes high-risk-low-reward as a result of the game’s own mechanics. The only non-boss enemies that give you any EXP after a while are the rare Golden Seedlings. They function just like Amayzee Dayzees from Paper Mario; if they don’t run away, they can one-shot any party member from full health. 

Furthermore, leveling up just doesn’t do much of anything. Like in Paper Mario, leveling up allows you to choose one- and only one- stat gain in HP, TP, or MP. However, no matter how often you level up, it’ll never feel like enough. HP gains only provide one—ONE—Max HP to the party, and TP only gives three- THREE (MP is the same as Paper Mario’s BP). You need to use your TP-consuming skills, but it drains too quickly. You need HP to survive, because it doesn’t take long for enemies to do five to seven damage in a single attack (especially in Hard Mode). You also need MP to equip valuable medals, but you also need the other two stats! I get that the decision is supposed to be tough, but due to the overleveling mechanic, it never happens often enough. This really makes the game feel less fun to play. In fact, I hit max level before even starting the final dungeon, and I didn’t even grind except for money!

Another problem I had was with the Recipes. In Paper Mario, cooking stuff was definitely helpful, but you could still get by with just the Ultra Shrooms and Jammin’ Jellies that you find. Bug Fables doesn’t naturally give you higher-tier restoratives. Ever. You’re stuck with the lowest level healing items, and it is imperative to take them to chefs to make better ones. However, I just couldn’t figure out the recipes well; more than 90% of the combinations I would try would turn into Mistakes. For more than half of the game, my best healing items were Leaf Omelets and Glazed honey, which quickly became inadequate, especially on Hard Mode. While I wouldn’t mind trying every combination with brute force, cooking ingredients—naturally—destroyed them forever, even with incompatible ones. And with some rare items coming in finite supply if you don’t buy them off of sellers for an absurd amount of money, you’d have to save-scum a LOT to get all the recipes. Fortunately, the recipes that matter are learned naturally via quests, but they tend to be BIG investments. For example, one of said recipes is a collaboration between three different chefs that can be incredibly tedious to make. 

In the end, I didn’t enjoy it enough to do 100%. I did a good majority of it, but when I hit max level, I just wanted to be done (call me a filthy casual if you must). There’s even a whole children’s card game that I didn’t even bother with (it’s basically War meets Yu-Gi-Oh), as well as a casino area. I also didn’t dabble in the postgame whatsoever (so much for a Full Game Review, am I right?). There’s even what I presume to be a field ability that I never even obtained (whatever it is that lets you open wooden doors found throughout the game)! But like I said, I just wanted it to be done.

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Final Verdict: 8.4/10

I don’t care if one or one million people make a game; if it has issues, I WILL acknowledge them! Bug Fables is a great game, but it’s not perfect. And while it does nail some classic Paper Mario tropes, while also adding some interesting elements to combat, the risks-vs-rewards system with Hard Mode is a bit iffy. This game proves that only Nintendo can put out a 100% true, classic Paper Mario game, and we’ll just have to pray for the miracle of that happening. For now, Bug Fables is enough to tide us over (and lets hope it gets a sequel or five).