Slime Rancher: A Wholesome Management Game Draws Near!

I had known about Slime Rancher for a while thanks to StephenPlays’ First20 video he made years ago. I never watched the video, but it at least got me to acknowledge the game’s existence. And when I finally looked at its Steam page, I kind of wanted to try it. So, here we are. I just love making time management increasingly difficult.

Slime Rancher throws you in like cold turkey as you assume the role of Beatrix LeBeau, who runs a slime ranch in the Far, Far Range. Raise slimes and profit, basically. That’s it.

Like many games of its kind, Slime Rancher is complicated. The basic idea is to corral slimes, and feed them food to earn plorts, which are sold for money. However, you have to account for the many different slime types, as well as their behaviors and diets. Also, slimes can eat plorts, and eating a different type than their own turns them into a largo slime. These poop out plorts of both source types when fed, but eating a third type turns them into dangerous tarr slimes that can cause SERIOUS trouble.

The game doesn’t hold your hand, but in a good way. You get all the knowledge you need in your Slimepedia, and it’s up to you to figure out how to make all these different systems mesh. If you jump the gun trying to raise multiple types of slimes too soon, it’ll get ugly and high-maintenance. Also, if you place too many slimes without the higher wall and ceiling upgrade for their corral, they can pile up enough to escape pretty easily and eat your stuff (and each other’s plorts, creating more tarr). 

Fortunately, things really get going once you get cash. Spend it on various facility upgrades, as well as expansions of the ranch to allow more variety (and room) for slimes to be raised in. Essential upgrades include the jetpack, for exploring, and the ability to store and use water, ideally against tarr slimes. However, new upgrades seem to unlock completely at random. There are likely hidden prerequisites, but it’s not all clear what those are.

Exploration is the key here. There’s a LOT to the Far, Far Range. It’s full of presents, which are pretty useless as they only contain cosmetic items. The important stuff are the map stations and gordo slimes. The former is self-explanatory, but gordo slimes are large, stationary slimes that come in every type. Feeding them a lot of the favorite food of that slime type will give you important rewards, from keys to unlock new regions, to your source of fast travel from one region back to the ranch. While the world ends up being pretty small, there is a lot to it. The best aspect about it is that its design allows for sequence breaking in a lot of spots. With enough jetpack upgrades, you can fly up to the highest point in the level!

The lab opens up a massive portion of the game. With it, you can craft gadgets with Slime Science. These gadgets can place automated devices to find resources, and more importantly, the ability to create your own fast travel points for yourself and for items found while exploring. Simply deposit plorts and the various resources found with the automated devices into the refinery, and consume them in the fabricator to create your gadgets. Buy blueprints to get more rewards.

However, despite the “family friendly” tag on Steam, Slime Rancher can be tough. Not only will it be overwhelming at the beginning, but those tarr slimes are very scary early on. You can easily avoid them spawning on your ranch, but they can naturally spawn in the overworld (and I wasn’t willing to test if they can spread to your ranch from there). They can’t even be dealt with until you get the ability to store water, but once you do, they aren’t so bad.

You can disable them by playing the game in Casual Mode, but that doesn’t remove feral slimes. These guys will very aggressively hunt you down until you feed them something. Unfortunately, slimes are weird with acknowledging food. While not a problem on the ranch, since you can just vomit it into their corral and they’ll eat it eventually, but obviously feral slimes are a different situation. There were way too many times that I fired their preferred food directly at them, and had that food completely ignored, while I got bodied. Also, the Slime Sea is an instant death trap, and there are areas where you will have to platform over it. If you want a real challenge, play the game in Rush Mode, where you’ll need to be the best dang rancher you can be to make money fast.

In addition to a large world, there are side distractions, one of which is The Wilds. Here, you’re thrown into an area filled with feral slimes, and the entrance as well as the exit is in a random location. Collect as much of the special fruit found only in this area and redeem them for rewards to aid you in your ranch.

There’s also a fun challenge from this narcissist named Mochi. With her, you do a timed minigame where you collect lightning projectiles to shoot at an area-exclusive slime for their plorts. These plorts are automatically collected, and you turn them in for a lot of money as well as other perks.

The third and final side activity is the Slimulation. This is a virtual replica of the overworld. Vacuum up glitch slimes, which disguise themselves as regular slimes (but with Ditto faces), and as geometry that isn’t present in the real version of the world. After a while, glitch tarrs will appear to cause chaos. Once the exit portal appears, follow the guides to escape before you become a virtual snack. All glitch slimes are converted to bug reports, which are redeemed for an exclusive resource as well as other rewards.

The biggest problem with Slime Rancher is that completion, as is with most games like this, can be a hassle. While the map is good for your bearings, it’s not easy to find stuff in the world. Gordo slimes are marked off after you feed them once, and gadgets that you place get added to the map as well. But that’s it. Treasure pods—both unopen and otherwise—cannot be marked on here. In addition to a number of strange achievements, you must also earn a highscore in Rush Mode, which is a money-focused speedrun mode with a time limit.

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Final Verdict: 9/10

Slime Rancher is an addictive and wholesome management game that puts a smile on my face. I already have the sequel wishlisted, and hopefully it’ll expand on the established mechanics to make something even better than this. I recommend it if you like management games like Stardew Valley.

TOEM: The Actual Cutest Game of 2021

I’ve had to rearrange my lifestyle in order to make room for more videogames, and also, to be in a better financial position. As I’ve stated, numerous times, light novels and manga (with the exception of Viz) have no subscription service. I’ve spent hundreds of dollars on those things, and that’s with prices almost halved by getting digital versions. By filtering out the stuff I can live without, as hard as that is sometimes, I can spare the cash on little games like TOEM on Steam.

In TOEM, you are a little bird cartoon fellow who wants to take a picture of the titular TOEM, whatever that is. He sets off on a journey to find it, and that’s literally it for the plot. 

The story is simple and pure; perfect Escapism. The writing is pretty grounded for the most part, but there’s still enough humor for it to be charming without coming off as try-hard. 

What drives TOEM home is the presentation. The grayscale style gives it a cozy feel, and the areas are very ambient, provided you don’t pay any mind to the empty void that surrounds you outside the boundaries of the game world. The soundtrack is beautifully relaxing and atmospheric. Plus, a really nice detail is that the main character is actually listening to it through headphones, and you can freely manipulate what music is playing in the pause menu.

The gameplay of TOEM is very simple. You use your camera to take pictures. The game makes it clear when it’s acknowledging a subject of the photo by showing brackets around it. Of course, there are many different things you need photos of. The biggest thing is the Compendium, which is basically an encyclopedia of different animals. Anything for the Compendium is given a snail symbol, which also has a check mark to indicate that you got it already. Every area also has a landmark that can have a picture taken, so get snapping!

To advance through the game, you must collect stamps in each area. To do this, you solve light puzzles by either finding stuff or presenting a certain photo. It’s pretty simple to figure out, but the annoying thing is that some tasks need stuff from all four areas. There are some surprisingly clever puzzles, but if you’ve played Baba Is You, then there isn’t much to worry about.

Getting full completion can be a bit tricky, but don’t get too hung up on getting it before the credits roll; in fact, you can’t, since you need to bring a photo from the endgame area to an older area for an achievement. The hardest one is probably the Cosplayer Achievement, which requires you to wear every clothing item. There’s no real way to track if you have all the clothing items in an area, plus some are in gift boxes, while others are earned from NPCs. You also have to take some photos of specific NPCs, who are indicated by shojou-style sparkles. If you did it, the photo will pop up with a glittering frame and artwork that looks nothing like the picture you took.

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Final Verdict: 8.5/10

TOEM is a short, sweet little game that you can play when you don’t feel in the mood to play the latest iteration of The Dark Souls of Dark Souls. I recommend it to pretty much anyone.

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.

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).

Kakushigoto First Impressions (Volumes 1-4)

When reading ecchi or hentai manga, sometimes it makes you wonder, “What would the mangaka’s relatives think? Do they even have kids?” Well, that topic is explored quite thoroughly in the manga about a mangaka, Kakushigoto: My Dad’s Secret Ambition, published in English by Kodansha Comics.

In Kakushigoto, a dad by the name of Kakushi Goto (wow, title drop), is a famous mangaka… of hardcore ecchi. The problem is his little daughter, Hime. Will he be able to protect his secret? Or will his princess (literally, because that’s what the word “Hime” means) be scarred for life?

Surprisingly enough, Kakushigoto proved to be a much more confusing read than I thought. For starters, the opening pages of each volume show Hime already having discovered her father’s secret. It took me a while to realize that these are flashforwards, which shows that he’s going to be fighting an uphill battle throughout the manga. Another issue, which is moreso a nitpick, is that the chapters are really short. I’m not someone who understands manga serialization… but according to MyAnimeList, Kakushigoto runs in a monthly magazine, which sounds really counterproductive for something with such short chapters. The third and final quirk with it is that the chapters… weren’t compiled correctly (at least not in the North American release)? At certain points, the chapter count will randomly reset midvolume. The first time this happens is towards the end of volume two, where it says “Volume 2 Issue 1”. The entirety of volume three is still considered volume two which seriously bugged me.

But as far as content is concerned, Kakushigoto certainly has a wild sense of humor. Unlike father-daughter manga such as Yotsuba&!, this one goes a bit more out of left field. In the first volume alone, Kakushi goes bananas over one of his editors wearing a lewd shirt in front of Hime, and he also ends up getting hunted down by Hime and her friends because he saved some cat with a life preserver. 

However, Kakushi’s secret isn’t the only sitcom situation going on in the manga. Kakushi builds a harem of sorts without even realizing it. Because he has a terrible way with words, a number of women think he’s hitting on them. He has no idea that this is happening, and it’s funny to see how they interact with him and each other. 

The manga can also be strangely depressing. The content of this narrative is supposedly based on the author’s real life experiences. It portrays a number of things, like the feeling of not being popular, or the state of the industry itself. Kakushigoto makes fun of this stuff just as often as it’s brutally honest about it. The mangaka also has a lot of rants throughout the volumes as well that go deeper into their psyche.

The characters prove to be surprisingly enjoyable. Kakushi is just a single dad who wants all the best for his little (*cough* marketable *cough*) daughter, and he goes to crazy lengths to be the best dad he can. His co-workers also have lovable personalities. They’re all quirky enough to have substance, but not to the point where they’re not “unrealistic like those battle shounen trash protags”. 

The art may be off-putting to some. Kakishigoto is drawn in a minimalistic, vector-like style. The shading appears to be entirely through a preset tool in Clip Studio, and the proportions are definitely odd. However, the girls are uniquely cute looking (even if they have same-face syndrome), and the characters are surprisingly expressive.

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Current Verdict: 8.25/10

Kakishigoto: My Dad’s Secret Ambition is definitely a different slice-of-life. It’s a weird combination of wholesome and cynical that’s definitely not seen too often. I recommend it if you want a father-daughter slice-of-life that isn’t just “Hey look at my moe blob and buy my stuff!”

Kuma Kuma Kuma Bear Volume 2 and Infinite Dendrogram Volume 12 Reviews

Kuma Kuma Kuma Bear Volume 2

Last time on Kuma Kuma Kuma Bear, a girl named Yuna logs into her favorite MMO, World Fantasy Online, during a new update. She is given some game-breaking bear-themed equipment as a gift for playing for a long time, and is sent to an unfamiliar part of the game world in said bear equipment, with her level reset to 1. She saves a girl named Fina from wolves, and the two of them head to the nearest town with the mob loot. They sell it at the guild, and Yuna spends her hard-earned cash at the inn. The next day, Yuna- guess what- registers at the guild, but only after- guess what- beats some red-shirted upstarts. She then buys a ton of throwing knives, along with a sword and butchering knife, as well as some normal-people clothes. She also acquires bear-themed magic, which she practices on some wolves. She beats enough of them for it to instantly promote her to E-Rank at the guild. Some of the friends of that guy who she beat up start slandering her, and as a result, she is forced to undertake a goblin-slaying quest with them. The required amount is fifty, and she offers to fight them all herself and give them the credit so they stay off her back. She goes with the female adventurer, Rulina, defeats them all herself (double the required amount and a boss), and earns respect among the other group. Over time, Yuna defeats so many monsters that she becomes D-Rank with no effort, and hires Fina to butcher the spoils. They go on a quest to fight tigerwolves, which go down easily. Lastly, Yuna spends a heap of cash on an empty plot of land, and constructs a bear house to live in.

The bear-themed antics are just as bear-themed and… un-antic-y (professional term) as last time. Honestly, I struggled to write anything of substance in this post, and that’s why I’m pairing it with a review of Infinite Dendrogram Volume 12. The second volume of Kuma Kuma Kuma Bear is almost exactly the same as the previous one.

At the current rate, it seems that it’s going to commit to being an episodic CGDCT isekai, which for some (many) people, is enough (especially with the bear onesie). Yuna visits some noble guy, which- I’ll admit- her apprehensiveness to the request was actually kind of funny. But afterwards, Fina’s mom is sick, and Yuna- being the OP protagonist she is- restores her to perfect health almost instantly. Everything happens so unceremoniously that it bores me to tears. Furthermore, the “let’s tell you the same chain of events you just saw but from Fina’s perspective” thing does not die down in this volume.

The issue really is the bland and basic writing style. While there comes a point where TOO much finesse can make you sound like a pretentious hack, not enough will make your work seem lifeless. I couldn’t be immersed in any fashion, and I could barely visualize anything besides Yuna.

You know what, Yuna really is the only thing that matters, isn’t she? She doesn’t just look adorable, but she also helps people for no reason. WHAT AN AMAZING AND NOT-AT-ALL IDEALIZED PERSON. I feel like the author expects people to love her because of how good she is. Well, us critics got a name for girls like her: Mary Sue.

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Verdict: 6/10

Kuma Kuma Kuma Bear is so superficial. It’s cute, it’s relaxing, but it relies entirely on Yuna’s cuteness. If she didn’t have a bear onesie this thing would not sell. All of her powers are typical stuff, but they just have the word “bear” tacked on to them; they aren’t even puns! Compare it to Invincible Shovel, which actually uses shovel-like properties, such as “digging” through people’s memories, or “burying” entire castles. My chances of reading more Kuma Kuma Kuma Bear are next to nil. I’m going to be so salty when the anime airs because I KNOW that people are gonna be all over Yuna’s bear suit and her good will, WHILE SOMETHING LEGITIMATELY GOOD AND ORIGINAL LIKE TO YOUR ETERNITY WILL GET SHAFTED BECAUSE FUUUUUUUUU-! Anyway, if you like CGDCT and isekai, then Kuma Kuma Kuma Bear will do just fine.


Infinite Dendrogram Volume 12

Last time on Infinite Dendrogram (volume 10), Ray goes to college while also having a new accessory made for him that would help him resist poison. That’s it for him. In Caldina, Hugh Lesseps gets involved with some crazy woman named AR-I-CA on a quest to find a bunch of sealed boss monsters that were stolen from Huang He. A powerful mafia called Mirage goes after them, but they become a non-issue real fast when Dancing Princess Hiuli defeats them all by herself. Gerbera, in the Gaol, also gets stronger as she trains with her new friends in Illegal Frontier, led by the King of Crimes, who is incidentally involved in what is going on at Hugh’s end. Things are looking intense, AND WE FINALLY GET TO SEE WHAT HAPPENS NEXT.

Er, well… not quite? The stuff that happened last time felt like setup, and this volume feels like… more setup. The developments last volume end up being ignored in favor of some new ones. First off, Figaro’s yandere girlfriend, Hannya, is released from the Gaol. She hates couples… which is why it’s so perfect that she was released during the time of a lovey-dovey festival in Gideon.

There’s also some new political developments, mainly this arranged marriage with Princess Elizabeth and one of Huang He’s princes. In order to butter them up, they hang out during the aforementioned festival. They also hint at a potential alliance with Caldina in the future, but nothing seems to come of it yet. 

The volume starts with some more insight on Kashimiya, this iai-fighting dude that we only got to see a blip of once upon a time. But after that, the bulk of it is the lovey-dovey festival. And yeah, it kind of feels like a filler volume, even moreso than the Gloria prequel fight. The interactions between the characters are genuinely cute, but this is the first time I’ve seen the overarching story get backseated this violently in Dendro

Things do ramp up toward the end; Dendro always has to have a crazy fight scene or two. But as far as character development goes, it’s really only Figaro and Hannya who get it. We do get introduced to some new Dendro A.I. but we’re still kept in the dark; in fact, the prequel volume told us more than this one did! And as usual, we still don’t get to see any of Legendaria nor Ray’s sister. 

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Verdict: 7.5/10

I don’t know what it is, but this is probably my least favorite Dendro volume so far. It’s a cute little mini-arc that set some stuff up, but it’s been a long time since something intense happened. Something big needs to happen, and fast, or this great series could REALLY become the next SAO (and I mean that in a bad way).

Spy X Family First Impressions (Chapters 1-17)

It’s pretty typical for some niche manga to make MyAnimeList’s Top 100. But it’s wild that Spy x Family (published in English by Viz), placed around the halfway point of the manga list in less than a year after its launch. Time for me to board this hype train and see if it’s worth it!

In Spy x Family, a spy named Twilight is among the best in the business. But when his latest mission requires him to marry and have a child, he’s positively flummoxed. His solution is to establish a pretend family, with an orphaned telepathic girl named Anya, and an assassin named Yor Briar.

The thing about Spy x Family is that it’s not a rom-com with spies, but a sitcom with spies. Twilight and Yor don’t know of each other’s professions, nor do they know about Anya’s telepathy. However, Anya does know both of her “parents’” professions due to her mind-reading ability. Normally, I’d cringe at such a dynamic, but the fact that it’s done in a comedic way instead of a romantic way (like in Marissa Meyer’s Renegades) makes it more enjoyable.

And seriously, this manga is enjoyable. Spy x Family’s formula is simple, but it somehow works wonderfully. The comedy is done seriously well, with almost every page making me laugh out loud. But it’s not just a gag manga; there’s an actual overarching story as well.

The main goal of the series is for Twilight to get close to this really important politician named Donovan Desmond, whose son, Damian, is attending a prestigious school called Eden Academy. Twilight’s solution is to have his “daughter” enroll in the school and get close to Damian. But Anya’s kind of a ditz… and getting by in such an elite school is considerably easier said than done.

What makes Spy x Family so great is its cast. Twilight comes off as rugged, but slowly warms up to the fake family that he makes. Yor is, besides being gorgeous, someone who genuinely wants to be a good mom for Anya. She does NOT hesitate to use her skills in public to help her daughter. But the piece de resistance is Best Girl Anya. She looks like one of those typical moe blobs who exist just to be cute, but she’s got a real personality. Since she’s aware of her father’s mission, she actually tries to do a good job for his sake… but ends up getting carried away very often. When this happens, hilarity and genuine adorableness ensue.

There’s a curveball in Yor’s brother, Yuri Briar. He’s a secret service officer, whose mission is to find Twilight. He doesn’t know that his target is pretending to be married to his sister, nor does he know that she’s an assassin. Just more layers onto the cake of secrets.

The art in Spy x Family is very cute and appealing. The characters are very expressive, and their designs are quite memorable. The action scenes also look great for a slice-of-life manga. But most importantly, the panel flow is spot-on, which allows the comedy to fire on all cylinders.

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Current Verdict: 9.75/10

Spy x Family is already one of my favorite comedy manga of all time. In fact, it’s probably the funniest manga I’ve read, more than my previous favorite comedy, Grand Blue Dreaming. Grand Blue’s comedy relies entirely on super visceral, over-the-top facial expressions, but Spy x Family is much more clever than that. I’d recommend Spy x Family to pretty much anyone!

Nicola Travelling Around the Demons’ World First Impressions (Volumes 1-2)

So, it’s St. Patrick’s Day, and I wanted to make a post that would fit the theme. Seven Seas says that this manga, called Nicola Traveling Around the Demons’ World, felt like a European children’s picture book. European folklore > Irish folklore > St. Patrick’s Day… that’s close enough, right?

In this manga, the titular Nicola is found in the middle of the Demon World by some dude named Simon. They then decide to travel together. 

That’s it. That’s the whole premise.

Nicola is basically Yotsuba&! meets Somali and the Forest Guardian. It’s more like the latter, what with humans being discriminated from literally everything else in the world, but it has the much lighter tone of the former. 

Each chapter is a short story, which usually involves antics between Nicola and Simon, and Nicola doing good deeds without even trying. It’s a very sweet and heartwarming manga, in a way that’s not as superficial as If It’s for my Daughter, I’d even Defeat a Demon Lord.

Since Nicola and Simon never stay in one place for too long, they end up being the only characters that show up consistently. Nicola isn’t anywhere near as much of a liability as Somali, plus she has the spunk of Yotsuba. Most notably, she can use magic, which is rare, but can only produce flowers. 

If Nicola is Stan Laurel, then Simon is Oliver Hardy. He spends most of his time making sure she doesn’t do anything stupid, and that’s about it. He is a merchant of some kind, but his heart isn’t quite a golden idol, given the fact that he’s babysitting a kid with no pay.

The art is what makes Nicola very appealing. There’s hatching everywhere, and the characters are all very cartoony and expressive. It’s basically The Girl from the Other Side‘s general idea for a style, but used in a way that’s not as unsettling.

Current Verdict: 8/10

Nicola is no Yotsuba&!, but it’s definitely a good, cute read. It doesn’t have any fanservice, so even little kids can enjoy it. If you want a jolly fantasy romp, then join Nicola on her travels through the Demons’ World.