Pokemon Shield First Impressions

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Current Verdict: 9.25/10

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

Dragon Quest XI S First Impressions

The game's box art

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

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

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

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

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

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

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

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

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

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


Current Verdict: 8/10

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

Octopath Traveler Full Review

Box art of the game

Welcome to my first gaming review on this blog! Since my preferred genre is JRPG, most reviews are going to be split into First Impressions, which cover the first ten or so hours of a game, then a full review for after I beat it. But in the case of Octopath Traveler for Nintendo Switch, I’ve actually been whittling it down since I started playing it last year, and while I haven’t beaten the postgame content, I at least beat all eight campaigns. I doubt that the postgame will make me change my thoughts on the entire game as a whole, so I think I can review it now.

I’ll start with the thing that probably compelled you to think of buying the game: the BEEEEEEEYOOOOOTEEEEEEFUUUUUUL graphics. I’m not someone who plays games for graphics, but I cannot deny how visually appealing this game is. Octopath Traveler combines pixel art straight out of an indie game with the production value of a triple A game to make for a unique artstyle. It is a very melancholy and atmospheric game, filled with quaint areas that you’d need all one thousand of Kannon’s hands just to count the amount of places to sleep in.

Next, let’s discuss the premise of Octopath, which is sadly my least favorite aspect of the game. As alluded to in the title of the game, the story consists of eight, four-chapter-long campaigns, each starring one of the eight party members. Unlike a lot of JRPGs that are more grandiose and escalate to insane levels, Octopath is sort of a slice-of-life JRPG for its eight campaigns. Instead of saving the world from A GOD, the characters all go on their own journeys of self-discovery. I can at least respect Octopath from a thematic standpoint for this. However, the game itself shoots its own narrative in the foot.

The problem is the progression style of the game. Starting out, you select your first character and beat their first chapter, then go out to other towns in any order you want to start the first chapter of the other seven characters. The world is structured so that the further out from the center you go, the harder it gets. As a result, you will be woefully underleveled for every characters’ second chapter until you beat all of their first chapters, and so on up to their final chapters. Instead of choosing whom you find to be most interesting, you must experience each characters’ arc in very isolated incidents. Sidequests don’t help either. This results in an extremely disconnected experience. By the time I got to the later chapters of these people, there’d sometimes be huge developments involving an earlier character in their story, but I wouldn’t feel the emotions because I completely forgot who they were. I don’t blame you if the same thing happens. It also doesn’t help that all eight stories are really boring. The writing is very bland and heavy-handed, plus the inexpressive character sprites rob it even further of life. I am aware of voice acting in the game, but since it’s supposed to feel like a retro RPG, I muted it for the entire game. How is the voice acting in Octopath Traveler? Feel free to comment on that!

Fortunately, I don’t care about story AT ALL in videogames. Ironic how I’m saying that since JRPG is my favorite genre. I factor gameplay above all else, and Octopath Traveler delivers with its gameplay!

Octopath has mechanics that are simple but complex at the same time. On the field, each character has a field skill, from gaining information, to stealing, to even recruiting NPCs to assist you in battle. There is a reputation mechanic that screws you if you fail these interactions too many times. However, losing reputation is pretty inconsequential. There are only four actual field skills, each with a type that is guaranteed to work but gets locked behind level up walls, and ones that could lower reputation if you fail but can be attempted at any time. The odds of the latter types succeeding go up with level anyway. It’s only something you do if you want to get lategame equipment and NPCs early.

As is with all great JRPGS, the REAL fun comes, naturally, from the combat. As usual, you have physical attacks and magic attacks, regular attacks that are free, and special moves that cost SP (which is just MP). Also, each and every attack is categorized under a type of weapon, or an element. Each enemy has several weaknesses, be it magic or a weapon. Combat basically involves guessing what their weaknesses are, then going ham. Once you discover a weakness, it displays under them for good. Enemies have shield points, which get reduced when you hit a weakness. Shield points take damage based on number of hits, which is important to note, since there are some weaker attacks that hit multiple times at once, which make those weaker attacks lifesavers at times. When shield points are reduced to zero, the enemy breaks. This causes them to lose a turn and makes all attacks on them crit for that turn. Keep in mind that enemies get attack priority when they recover from break. The turn order displays up on the top, so use that to strategize. If you can break an enemy at the proper time, they can lose TWO of their turns at once.

The real bread n’ butter of Octopath is boost points. All characters gain one boost points per turn, and can store up to five. All attacks can be boosted up by a max of three levels to make your moves much stronger. This system really forces you to make tough decisions for your strategies in battle. Good thing it’s turn-based!

The power progression in Octopath is one of the most satisfying that I’ve seen. Each of the eight characters has a Primary Job, from Warrior to Cleric. They all gain Job Points in addition to XP. Job Points can be spent to learn techniques in ANY ORDER you want (be warned that the cost increases each time). Learning these also unlocks passive skills that each can be equipped. They range from a lower encounter rate, to stat buffs, to the ever broken Saving Grace (my favorite skill, which allows you to heal above Max HP). When you learn all moves in a job, you unlock the Divine Skill of that job. When learned, they prove to be insanely helpful, but can only be used with a maximum boost.

If that didn’t sound fun enough, just wait until you embark toward the second chapters. On the way, you can visit shrines which unlock each Job to be equipped as a Secondary Job by all characters. The amount of combinations are insane, and its fun to experiment to see what works. It gets even MORE ridiculous if you can unlock optional Super Jobs that REALLY step things up!

But Octopath is not without its flaws. Other than the story being bad, the side quests also get incredibly difficult if you don’t go into them with the right mindset. Most side quests are solved by talking to the person, doing one field action, then talking to them again. They’re simple, but very obtuse at times. You WILL need to talk to every NPC and really read their dialogue, because any of them can have the solution. Some of the late game ones at least get easier because the NPCs for them don’t show up until after you start finishing campaigns. However, you might want to consider taking notes, just in case. I didn’t, and as a result some side quests that I could’ve beaten early on took me over eighty hours to finish. But all that aside, when you finally find what you had to do to solve a side quest, it feels genuinely cathartic, even if you berate yourself over it.

Other than that, I do have a number of nitpicks, which are moreso a consequence of how irregularly I played Octopath over time. I really found it annoying that dungeons on the map don’t show if you completed it or not. There were times where I felt like I forgot a treasure, but I wouldn’t be sure until I combed the entire thing all over again. This is especially annoying because of my other nitpick- that there is no way to have no random encounters. You can get pretty close with the skill Evasive Maneuvers, but it’s still annoying. One last thing is that things can be really convenient or inconvenient depending on your first character. The gameplay doesn’t get easier or harder, but certain little things change. For example, if you start with Cyrus the Scholar, he has a free skill that reveals one enemy weakness at the start of a battle, which is REALLY HELPFUL if it’s your first time playing. However, a lot of dungeons have a Thief-only chest, and it’s really annoying if you don’t have Therion the Thief in your party as you play through the game in general. Also, bosses can take a really long time to defeat, and often end up being battles of endurance, even if you’re within the recommended level for them. The final chapters end up being among the easiest because the level requirements don’t escalate. You might even be able to fight them with the Super Jobs, thus making them take less than ten minutes to beat.

Lastly, I will note the soundtrack. It doesn’t really have an identity; just generic orchestra stuff. But, it’s still really good. There are several ROCKIN’ battle themes as well as atmospheric and soothing themes. My favorite theme is whatever the chapter 4 boss theme is called.


Final Verdict: 8.75/10

Octopath Traveler is a really good game. It’s a fun homage to retro RPGs with a modern twist. It can get repetitive and tedious at times, and if you care about a good story that doesn’t waste your time, then it might also be a turn off for you. But if you care about great combat, great power progression, and great music, Octopath Traveler is a more than viable option. Just be forewarned that trying to tackle everything will easily take over 100 hours total.