CrossCode: Secret of Mana and 2D Zelda on Steroids

If there’s one variant of RPG I haven’t done much of, it’s the types like Secret of Mana, where you actually have to move and physically strike enemies to deal damage. Paper Mario: Sticker Star gave me PTSD with any RPG that has only one party member throughout the whole game. But, you know what, Sticker Star sucked. So today, I’m going to cover a retro RPG that gives a lot of bang for its buck: CrossCode for Nintendo Switch (I started playing this game before I got Steam)!

After a confusing opening sequence where you play as some angsty chick, CrossCode starts out when a girl named Lea logs into the high-tech MMO, CrossWorlds, in hopes of recovering her lost memories. CrossWorlds is set on an actual alien planet called Shadoon, and players have to travel the Track of the Ancients, in order to discover its secrets. If you’ve seen SAO, you know things are gonna get ugly.

This game sure knows how to hook players! They throw the intrigue right at you when some weird spaceman, who claims to know Lea, attacks during a tutorial. After that, however, it’s chill city as a lot of the early game is just getting acclimated to CrossWorlds itself. While I don’t normally care much for story in games, I must say that CrossCode nonetheless has a great story. It’s pretty straightforward, but is consistent at throwing you curveballs.

The story in CrossCode wouldn’t mean anything without its phenomenal writing. There’s your usual witty banter, but an indie game wouldn’t be an indie game if it didn’t break the fourth wall! As you can expect, CrossCode makes fun of RPG and videogame tropes. In fact, it even comes up with an actual justification for Lea being a silent protagonist! Since it’s an MMO setting, the meta humor feels much more natural in the context of the story than most indie games I know.

If you’re familiar with me, then you would know that I don’t care if there’s realism, especially when it comes to characters. However, CrossCode actually makes me proud to say that the characters are great because they’re realistic. Due to the setting, all the characters are, well, gamers. From the main cast, to random NPCs, the dialogue feels like how actual videogame nerds would discuss videogame stuff amongst one another, and it creates an intimacy with the player unlike any game I’ve played.

As mentioned before, Lea is a silent protagonist, and is one of the best I have ever seen. I’d dare say she’s the best next to Link himself. Over the course of the game, her friend who basically plays the role of Navi gradually unlocks more words for Lea. Despite her limited vocabulary, the writers give her tons of personality and emotion with what little they have to work with. Speaking of that Navi—i.e. Sergey—he’s also awesome. He’s smart and rational, but also has no shortage of quips.

The others are great as well. Her friend Emilie is a raucous tomboy who is just adorable when she’s dealing with her phobia of bugs, and her love for laser bridges. Along with her is C’tron, a nice, introverted boy who likes making fun of the game’s tropes. There’s also the egomaniac Apollo (who you’ll come to hate for gameplay-related reasons), and his down-to-earth partner, Joern. Even the Navi wannabe, Sergey, is a very likeable character. Unfortunately, a lot of characters don’t have enough eggs in their baskets. Most NPCs have their own stock designs, and even then, some named ones—specifically those involved in side quests—have no personality. It’s a real shame, but hey, nobody’s perfect.

Before getting to gameplay, I must praise the graphics. The game is beautiful and vibrant, as expected of a lot of pixel art games. The spritework is so good, some characters—like a giant whale you fight at one point—look three dimensional. CrossWorlds itself brims with life as you observe other players running around and doing parkour alongside you. It really helps the game feel like it’s set in a real MMO, but without the toxic fandoms and newbie PK’ing of actual MMOs. Somehow, this thing was made using HTML 5, and apparently, this made it very difficult to port to the Switch. It works fine, but can lag a bit during weather effects or if there are a lot of large AOE attacks going off at once.

The gameplay is, of course, the most important part, and CrossCode gets it right. The game has your typical skill tree, with several branches, each containing different abilities that you unlock by spending CP, which you earn on level up. It’s the usual stuff. However, you’re only able to outfit Lea in this game, and that’s because your party members aren’t always going to be there. While you can use them all you want when exploring, things like Dungeons and PvP are done solo. More on those mechanics later.

CrossCode handles Quests really well. There’s tons of them, but they make it really easy to cycle through them. You can favorite a Quest by pressing Y on them, which will display the tasks for it on the HUD. But the best part is that you can favorite multiple Quests at once, and cycle through each one by pressing the Left Analog Stick. It’s a phenomenal way to manage tons of Quests that most RPGs don’t do. The only real issue is that you can’t favorite them at the initial prompt when receiving it.

Quests are nice, but it wouldn’t be a true RPG if there weren’t a million things to do. The other monstrosity is the Encyclopedia, which fills up by talking to NPCs, playing the main story, and learning about the world. This is basically Character Notes in a Falcom game… with additional notes regarding in-universe terminology. I didn’t bother getting 100% on this because of Trails of Cold Steel PTSD, but like in that game, I assume that entries are permanently missable in CrossCode. Additionally, plants of all kinds populate CrossWorlds, and there is a whole section in your Encyclopedia called “Botanics” that records data. Getting an item drop from a given plant is what moves analyzation along, so don’t be afraid to spend hours and hours violating the ecosystem.

Before covering combat, I must praise CrossCode for having an amazing overworld. It’s not just beautiful, but it’s chock full of stuff. You will have to really study the land to figure out “Just how am I supposed to reach that?”, and it’s really fun to do. Every area is full of puzzles, some of which extend to adjacent rooms. Other than some specific instances, it’s pretty easy to get a grasp of planes of the z-axis despite the 2D graphics. But when you can’t, you can always use your projectile attack to get a feel for the depth. Also keep in mind that Lea’s jump is NOT to be underestimated; it puts Link to shame!

Speaking of Legend of Zelda comparisons, the dungeons in CrossCode are among the best I’ve seen in any RPG. CrossCode utilizes its mechanics to create an explicitly Zelda-like experience when going through them. They have seriously tricky puzzles that make use of all of the game’s mechanics, as well as the dungeon-specific mechanics that are taught to you organically with no intrusive textboxes. 

There are a couple of issues I have with them, however. While the puzzles are really great, a lot of them are extremely fickle, requiring pixel-precise setup. This leads into the other issue, which is Emilie’s addiction to racing you through the dungeon. Although it doesn’t seem apparent, you can actually try to win somehow. Unfortunately, if you’re going through the dungeon for the first time, as well as trying to get all the treasure before the boss, you’re NOT going to win a single dungeon race. Even if you were to speedrun it on a repeat playthrough, I imagine every single puzzle is a run-killer; it wouldn’t be an indie game if there was no “Hey do this thing with constant frame-perfect timing, please” BS. Since I’m a filthy casual, I have to accept being an absolute loser at everything.

Combat is a whole different story. When playing, you have your usual melee attacks, but Lea also has projectiles. To use projectiles, you have to move the right analog stick to aim while ALSO moving. Plus, there’s a dodge, but ALSO a guard. The latter won’t make you invincible from damage, but—naturally—there is a perfect guard that allows you to counterattack. Things can get ugly fast if you aren’t adept at all this. 

There’s also Combat Arts that are used with ZR. However, they work very strangely in CrossCode. Your arts aren’t mapped to ZR + a face button, but to ZR + a specific action. They come in four types: Melee Arts, Ranged Arts, Dash Arts, and Guard Arts. Pretty self-explanatory which is which. Note that you can only have one Art set to each action at a time. But fortunately, the skill tree allows you to freely switch between different branches with no CP loss, so there’s no consequence in learning an Art that you’re not sure about. As you find MacGuffins, you unlock further branches of the skill tree, which allow you to learn stronger Combat Arts that cost more SP.

As if things couldn’t get any crazier, there’s Elements. In CrossWorlds, players gradually acquire mastery of the Four Elements. As you unlock them, you can freely switch between them to give your attacks that property. This is great when fighting enemies with different resistances, so you’re not “Oh great, I’m fighting something weak to this and I can’t go into my inventory to equip my weapon with this attribute!” However, there’s Element Overload to watch out for. Basically, too much attacking with an element active can force you back into neutral for a while. It’s also important to know that attacking with no Element active will make your Elements cool down much faster. Each Element found opens up a new section of the skill tree, with their own Combat Arts (which means you’ll be able to have up to FORTY of them active once you gain all four Elements). The thing to notice is that each upgrade is only applied in that particular Element mode. For example, if you give yourself a bunch of base defense ups in Neutral, you will lose it when you switch to another Element. This needs to be kept in mind as you fight.

One mechanic that makes the game extra fun is Combat Rank. This is basically a combo system; defeat enemies in quick succession to increase your rank, which makes them drop better items. I only recommend it if you’re specifically grinding for rare drops, since the adrenaline rush can make you ignore loot your first time through an area. Fortunately, you can press minus after defeating all nearby enemies to end combat immediately if you don’t want to get that combo going. However, whenever you decide to go on a killing spree, Combat Ranks make it feel really good. It gets even better once you acquire equipment with the Botanist property, which causes plant item drops to be affected by Combat Rank. Thanks to this mechanic, I had more fun grinding for materials in CrossCode than in most other games I’ve played in my life.

There are also a lot of nuances that take much learning to figure out. The NPCs are very helpful in that regard, but there’s still some stuff you gotta figure out on your own. For example, when an enemy is glowing red, that means they’re charging up an attack that you can break them out of with a charged projectile attack. There’s also the dash cancel, where you use your dodge in order to prevent yourself from using a melee combo that has recovery lag in favor of continually dishing out damage, and more importantly, hit-stunning enemies repeatedly. Also, parrying with your guard ability becomes crucial if you want to be really good at the game.

You will need to learn these skills quickly; like most indie games, CrossCode wants to be on par with Dark Souls in terms of difficulty. Fortunately, unlike other hard-ass indie games, CrossCode actually considers EVERY POSSIBLE PERSON playing it. In the settings, you are able to freely tweak the amount of damage you take, as well as the frequency of enemy attacks and the leniency of puzzles. That last modifier is really good because you can mitigate the ridiculousness of the puzzles; you’ll still have to figure it out, but execution won’t be as much of a chore. Of course, these are at max by default. I had each setting one tick lower than max and it still gave me a consistently rough but fair time (maybe I just suck).

Despite how rough it was, I rarely felt truly frustrated. The game’s tough, but somehow, it makes the challenge feel fun. However, nothing’s perfect, and there are some specific points that can get VERY frustrating. One example is the case of Elite Quests. Most of them are harder versions of earlier quests. MUCH harder. For instance, the hard versions of these sadistic platforming gauntlets require the kind of frame-perfect perfection that most indie games have come to expect from gamers. There’s also some quests that have interesting ideas, but next-to-no leeway and require memorization of enemy formations. It’s also very easy to be walled by any of the game’s PvP battles. You can’t use items, and even if you could, your opponent is very capable of overwhelming you instantly, and tries various strategies built around stun-locking you until you go from full health to dead. It’s meant to teach you these strategies, but doesn’t mean they’re easy to implement yourself!

If that wasn’t scary enough, don’t get me started on the Arena. Late-ish into the game, you unlock the ability to challenge a preset of mobs from each region, as well as every single fixed encounter, miniboss, and major boss battle that you’ve been through. Beating the challenges is doable enough, but it’s getting the best scores that are insane. You need serious reflexes and ability to pay attention to multiple onscreen entities at once. And assuming you get platinum on each challenge? Well, guess what; you’re also going to have to do it again, but this time in Rush Mode. This is—you guessed it—every challenge within its given bracket in a row with limited healing. Yes, you’ll have to worry about getting platinum on this, and it’ll naturally be even worse to screw up.

I would’ve had this review out faster if it weren’t for the game’s long-awaited DLC: A New Home. It took until early 2021 to drop, and the wait for console users was even longer. However, it’s a bit complicated. The DLC, A New Home, is CrossCode’s post-game (I am unsure what happens if you beat the game before buying the DLC). To unlock it, you need to get the Good Ending. Now, before you assume that they pulled a Falcom by having a Good Ending in a long RPG, lemme reassure you: the sole condition that needs to be met is close to the end of the game. They’re very upfront once it comes up, so it’s not hard to miss. The problem is doing it right. I, thankfully, had managed to get the Good Ending in one try without even knowing that it was such an important thing. Fortunately, if you get the Bad Ending, you can warp right back to the start of the final chapter, retry the event, and then warp straight to the final boss at the point-of-no-return spot.

A New Home unlocks new quests, a new region, the true final dungeon, and resolves many unanswered plot twists. The new region, while beautiful, is kind of a disappointment considering how long I waited for it. It’s easily the smallest area in the game, and is very linear. On the plus side, you unlock special “ascended” equipment, whose base stats grow with Lea’s level, making them objectively better than anything else you can wear. A lot of these are upgrades from stuff you already have, so it’s easy for you to prioritize certain kits based on your playstyle. Also, the superboss at the end of the dungeon was probably the hardest fight I’ve experienced in my life, and taught me that my heart isn’t physically capable of handling that level of difficulty.

Unfortunately, there are some issues with A New Home. For completionists, you will need an excessive amount of materials found in the final dungeon in order to get all of the equipment. However, due to how dungeons work versus the overworld, you can’t take advantage of combat rank, making it one of the worst grinding spots in the game. Also, if you consider reaching level cap part of completion, grinding XP will be hard toward the end. The plus side is that the least amount you can earn is 1 per enemy, so finding a spot with a lot of enemies is the best strategy… but even spots with many enemies don’t exactly expedite this process. Also, the game doesn’t resolve EVERY plot twist, possibly intentionally so; it definitely baits a sequel, and there just so happens to be a very CrossCode-looking game, currently known as Project Terra, under development right now (that I hope has customizable difficulty and only one ending). Also, the final-FINAL segment is a bit anticlimactic. It doesn’t even take half an hour to get through despite the big buildup. Maybe it would’ve been better to have the final dungeon after it, since it’s a much better end to your journey. The cherry on top is that the game does the thing where it resets to right before the cutoff point after beating it, which is really arbitrary since not enough changes after finishing the DLC to warrant this.

How have I gone this long without talking about CrossCode’s soundtrack?! It is one of the best soundtracks I’ve heard in a videogame, and perhaps the best I’ve heard in an indie game. There is so much variety when it comes to atmospheres and moods. I could rock out to any of the awesome battle themes, or chillax to the serene tunes of Autumn’s Rise.

Final Verdict: 9.95/10

CrossCode is awesome. I’d give it a perfect ten, but some of the puzzles really do feel excessively savage. Ah screw it!

Actual Final Verdict: 10/10

CrossCode has become my favorite indie game of all time, and is sure as heck up there with my favorite games of all time. I recommend it to anyone who loves JRPGs, puzzles, pixel art, great story, and phenomenal gameplay.

Crystal Project: An Unexpected Marriage of Hollow Knight and Final Fantasy V

I got a long story with this Crystal Project. Basically, I haven’t actually beaten it. I have played the vast majority of it, though; enough that I feel like I can write a final piece on it (also I’m a filthy casual so it’s not like I follow the standards of the gaming community anyway). Also, I really want to talk about it, but if I try to push myself to grind out the rest of it, I might end up hating it, because some of the side stuff in the game is utter BS. I might not even finish it at all because the kind of experiences I want in games is starting to change (which is my fancy way of saying I suck). So… yeah, here’s this mess of a review of a game I’ve only done about 75% of.

In Crystal Project, you and your fully customizable party find themselves in the land of Sequoia, looking for adventure, and Crystals that give you new jobs. This game fully embraces the core spirit of JRPGs of old, and as such, the story is almost non-existent.

Before getting into the gameplay, let’s look at Sequoia first. It doesn’t seem like much just from the game’s screenshots, but I found myself growing attached to the quaint and vibrant voxel-art style. It’s like Minecraft, but cozier. The character designs are a bit lifeless, but that’s probably because it REALLY wants to have the old-school vibes, including how sprites tended to not be very expressive back then. The soundtrack is also really good, plus the game shows the name of each song and credits its composer on the HUD whenever you enter a different area (this doesn’t happen for battle themes, though).

What might attract an RPG-aficionado to Crystal Project is its Elder Scrolls-like sandbox structure. You are thrown into the game with no sense of direction, and no motive other than the pure desire to explore the world. The game is almost self-aware of this during what little plot the game actually has. In any case, the world is fully non-linear. Not only that, but it’s actually a metroidvania. This is one of the things that stands out about Crystal Project, and lemme tell you, exploring Sequoia is its own reward, and that alone makes the game worth buying. Combining the design philosophy of metroidvanias in a fully 3D space is truly something. You never know when an unassuming little alcove will lead to a whole new part of the world (seriously, that happens a lot)!

The other standout feature is the game’s platforming aspect. There are no invisible walls; just geometry. And most of said geometry can be stood upon, including opened treasure chests, NPCs, and light fixtures. If you’ve played Crosscode, then Crystal Project makes a good competitor in this department. 

Of course, just because it’s a competitor doesn’t mean it’ll win. While the platforming in Crystal Project is fun to figure out, there aren’t many instances of opening easy shortcuts back up. If you fall at any time, you more-than-likely have to walk all the way back to where you were…

Which brings us to one of the biggest turn-offs in Crystal Project: limited fast travel. Like many metroidvanias, you’re going to be backtracking a LOT. There are plenty of fast travel points scattered throughout the world, but only one can be assigned as active at a time (unless you enable the setting to activate three at a time), along with any number of Shrines that you find throughout the world. If there’s any pro-tips I can give, it’s to establish a warp point as high up as possible; no matter how far something is horizontally, descending is always faster than ascending. You will be able to earn various mounts, many of which allow for a LOT of developer-intended sequence breaking throughout the overworld.

What’s worse is that you can’t heal directly from the fast travel points themselves; you gotta find an inn or other source of healing. Fortunately, this can be offset with consumable items. I know what you’re thinking: “I’m not going to use consumables except on the final boss! But since I made such a habit of not using them, I forgot to use them on the final boss!” Well, too bad. With such limited means of recovery, you gotta do it. Fortunately, enemies universally tend to drop basic healing items very often for this exact purpose. 

Another big caveat is the map. While the map itself is great, getting the maps of each area is not. Again, think of it as a metroidvania; you gotta earn the map. My advice is to simply explore, and talk to any NPCs you see; one might be hoarding a map or two to themselves.

Combat is nothing new, yet it feels fresh at the same time. Like in classic JRPGs, you have unlockable jobs. Level up those jobs, and carry those skills over by assigning it as a sub-job while you work on something else. Learn passive skills to equip your characters to mix and match many types of playstyles. Battles are your basic turn-bases format. However, you get to see a LOT more of the action than in perhaps any RPG ever. Crystal Project allows you to see your stats, enemy stats, what attack an enemy will do, how much damage it’ll do, how much damage you’ll do; literally every parameter that is calculated during an RPG battle. This gives combat a fun puzzle element that is truly unique to the genre. And most importantly… Bosses are susceptible to status ailments! This really showcases the focus on strategy in Crystal Project.

Difficulty-wise… holy crap this game is tough. Even if you had the fundamental knowledge of turned-based RPGs—which you’re definitely expected to have—there are a lot of intricate systems, such as how aggro works. Also, an ability as basic as using consumable items in battle is restricted to a specific job. But even when you get that job—and start finding pouches to increase inventory space—Crystal Project can still shred you. Although mobs in the overworld are color-coded to indicate their danger level, I’ve gotten destroyed many times by enemies that the game said I was on par with. There really is no advice but to master the system as soon as possible. It doesn’t hurt to grind either; money is quite necessary, after all. 

One positive is that the dev of Crystal Project doesn’t hate gamers like how it feels with most indie games that try to be Dark Souls (which feels like at least 90% of them to be honest). The options menu contains customizable assists that make the game easier, and you’re not shamed for using them. You can increase the amount of XP, job points, and money you earn to save on grinding, for starters. You can also skip the game’s notoriously BS minigames that you need to win a lot in order to get everything (although I think you’ll be relying on RNG to win if you do that), and increase the maximum level cap, which I only feel would only be necessary for the superbosses.

~~~~~

Final Verdict: 9/10

Crystal Project can definitely be called unbalanced and unfair, but it’s still a very novel subversion of JRPG tropes, and one of the most underrated games of the year. I will probably use the minigame skip and increased level capacity as I work toward finishing it… much to the ire of the invisible people on the Internet. Anyway, you’ve been warned as to how brutally difficult it is. Proceed with caution (unless you’re a real gamer, in which case you can probably beat it with no assists).

Having Restraint in a Capitalist Society is Hard: A Rant

PREFACE: Okay, so, this post is going to come off as very petty considering what’s happening right now. However, when scheduling for this post to go out, I wasn’t expecting international order to crumble overnight! Anyway, the real caveat with this post is an announcement regarding the blog, so if you don’t care for my jibber-jabber, just skip to the end. Oh, and, love for Ukraine.


This little blurb is basically a follow-up to  my There’s Too Much: A Rant post. To sum up that post (if you choose not to read it), I’ve been struggling to keep up with the—for lack of a better word—excessive amount of stuff in the first world. Additionally, I seem to be the only one who’s struggling; everyone else I know seems to enjoy themselves just fine in this murk. Fortunately, I’ve been surviving… to an extent.

The main thing that’s been helping me buy less is that I purchased one expensive thing, namely, a new gaming laptop. It’s a beauty, and it cost more than a pretty penny. To pay off the darn thing, I have been forced to really dumb down the crap I buy, making room for ONLY what I truly want. To tell the truth, it’s been liberating. You can save hundreds by not buying something you don’t actually want. Who’da thunk it?

However, marketing is a thing, especially in a first-world country. They do a really compelling job at making you think you NEED something that you don’t want. By following the manga market, I’m bombarded by all the hot stuff that everyone likes that you GOTTA check out for yourself because it’s POPULAR. Even though, with me being myself, I rarely like anything popular. 

I at least have an excuse with that market: insufficient funding. The hardest place to have restraint, of all things, has been Western literature. Thanks to public libraries, books are essentially free. That means I have no excuse to NOT read all those books that Barnes & Noble’s been telling me will change my life forever. 

While I could just ignore all that crap, there’s another dimension to the book market, and to an extent, a lot of the market here in America these days. In essence, I’m referring to the amplification of diverse voices. It’s good that there’s so many of them, but the problem is how those books are essentially weapons in marketing. Thanks to all the months dedicated to particular races, I’ve felt crushed by not celebrating them. I mean, it’s not like one of those dumb themes like Pizza Month; these are reminders of what makes us human. Also, due to how humans work, they’ll just become obsessed with whatever thing’s the newest (with the exception of long-staying fan-favorites like The Hate U Give). It’s just become a never-ending battle; you can never consume enough diverse media to satiate the P.C. community.

Videogames have also become painful. Every month or so, something takes the world by storm until something else causes a new storm in its place. It’s exceptionally rare that I’m part of that. Pokémon Legends: Arceus is my first time playing a trendy videogame since, quite possibly, Breath of the Wild. And as you’re reading this post, Elden Ring and Horizon: Forbidden West are the new storms being watched (or would be if it weren’t for the storm over Ukraine, but in an okay world, that’s what would be happening). I also feel bad at the end of every year in ProtonJon’s community. Fans post their own game clearing spreadsheets to be Booru, and when I see how much more they’ve done and experienced than me, something inside me breaks. I really want to be selective, but in a society all about having and having, it feels like I’m at gunpoint every day that I’m not in possession of the newest and shiny thing.

In conclusion, I’m announcing yet another change to my blogging schedule. If I can successfully resist the siren song of consumerism, I will have way less material to discuss here. Also, buying new blogging material will be harder while gas prices increase. As such, posts will only be on Saturdays, effective immediately. Quality over quantity, baby!

Hyrule Warriors Age of Calamity: A Relativily Short Beat ‘Em Up (Relativily Speaking)

So, long story with this game (and why this review is out such a long time after the game’s release). I had thought about buying Hyrule Warriors: Age of Calamity, the prequel to my current favorite game of all time, at great length last year. I recalled how the original Hyrule Warriors was—and is still—the longest Zelda game of all time, with over 300 hours for a completionist run, according to the website How Long to Beat (or over a thousand according to Jirard the Completionist). I had made a lot of progress, just for the Definitive Edition to come out on Switch, which was a basic eff-you to all my hard work on the Wii U version. However, I got more incentive to play Age of Calamity when I asked how long it is on one of my old Facebook groups, and saw that it was a much more lenient (but still chunky) length. I resolved to get it as a Christmas present for myself… when my sister bought me One Piece Pirate Warriors 4. I was tied to playing through that game, and by the time I finished it, I decided I had no time for Age of Calamity. More recently, I decided to make a soulful decision to suck it up and MAKE time for games that I legitimately want. And so here we are… My third jump into a Warriors game.

In Age of Calamity, well… if you’ve played Breath of the Wild, you know the story. Ganon has become his most monstrous form yet: Calamity Ganon (and if you’ve beaten Breath of the Wild, you know how terrifying he is). Not only are there truckloads of Moblins, even the Guardians meant to defend Hyrule have been corrupted, and turned against the very kingdom they were meant to protect. Link, along with the most waifu-like Zelda of the series, and four Champions, have to unleash one heck of a butt-whooping to get out of this one!

This game gives a lot of context to Breath of the Wild‘s lack of a plot. Apparently, Link isn’t even the hero this time; instead, it’s a robot that time travels from the future to assist Link and Zelda. Confusing, right? Thing is, a Zelda game is a Zelda game. While it isn’t as simple as finding the Divine Beasts and the Master Sword, Age of Calamity is quite straightforward. 

The whole thing with this game was supposed to be getting to know the Champions better. But… there really isn’t much. These guys are more-or-less exactly how they’re seen in Breath of the Wild; even Rivali’s resentment of Link is just arbitrary. Zelda is the same waifu as ever, and Link is… Link. Fortunately, Zelda’s dad learns to eat his words after how strict he was to her.

THIS PARAGRAPH CONTAINS STORY SPOILERS. Okay, so… in terms of story, Age of Calamity is a massive let-down. Based on how things progress in the game, this is NOT Breath of the Wild’s prequel, but an alternate timeline of the events before Breath of the Wild. Like, seriously. When you complete the final stage, you actually beat Calamity Ganon successfully. None of Link’s memories from Breath of the Wild are reintroduced with their full context nor chronological order like I had hoped. The time travel mechanic, I felt, was done solely to bring in other characters from Breath of the Wild, since their roster was so limited. Kohga also joins in, which is cool, but not supposed to happen. Of course, all of this could be me not remembering Breath of the Wild. Chances are, Sidon might’ve said something like: “Hey, Link! Remember when I time traveled to the past and helped you fight stuff? Oh, you don’t? Ah well, that sucks” at some point in the game.

Gameplay-wise, Age of Calamity is typical Warriors stuff. You have your regular attacks, strong attacks, combos, midair attacks, special attacks, and a unique ability for every character. Like with Hyrule Warriors, strong enemies have weak point gauges that need to be depleted during openings to be able to execute a finishing move. Age of Calamity, however, mixes things up and utilizes the Shiekah Slate. Every character will have access to those lovely powerups such as Remote Bombs, and they are VERY helpful. The basic mechanics for them are pretty much unchanged from Breath of the Wild, but in this game, they can be used to disrupt specific enemy attacks.

The big learning curve, however, is with the characters’ abilities. There aren’t as many to play as in most Warriors games, but they make up for it with depth. While the game is nice enough to give you button prompts for abilities as you play as them, they are still very confusing. Link is a safe bet, since he’s your basic dude. But everyone else… geez. To make it more confusing, the Shiekah Slate powers have unique effects based on who’s using it! 

But if there’s one thing that doesn’t, it’s the Rods. These are your typical elemental Rods from the Zelda series. They have limited ammo, but can be refilled by beating elemental enemies and breaking some crates. Enemies with elemental attributes can easily be trivialized by Rods, but most enemies will at least suffer some effect from them.

One of my biggest concerns playing a Warriors game solo was what to do in the event of multiple urgent objectives happening at opposite points on the map. It never felt balanced except for co-op. However, Age of Calamity fixes that… to a point. You can change which ally you’re playing as at the push of a button. Also, you can pause the game and order the A.I. to go to a specific spot. One important thing that they don’t tell you is that you need to go to the menu and cancel the order once they arrive at the spot. I learned this the hard way, and found my allies doing a 180 and heading back to where I originally wanted them to go instead of forward.

Fortunately, stages aren’t as much of a mess this time around. There are some points where a ton of mobs appear, but it’s not constant. The reason is that they knew that you would need down time in these stages, as there is stuff to find per Zelda tradition. Any out of the way part of the map is likely to contain a special treasure chest. Oh, and guess what else you’ll have to look out for… Yep, those sumbitch Koroks are back (hang on, if this is the prequel, doesn’t that actually mean they’re here for the first time?), but there aren’t nine hundred this time around. 

Of course, fighting is only half the battle. One of the towers from Breath of the Wild serves as Link’s base of operation. Here, you can check equipment and select battles to embark on. You can also solve quests throughout Hyrule, which increases character abilities and increases a lovely Affinity gauge with the region. Later ones will require a LOT of materials, as expected from a Warriors game.

You also have the blacksmith, which allows for the fusion of weapons you pick up in battle. However, it’s kind of complicated in this game. In Hyrule Warriors, you just choose one weapon ability to transfer to the base weapon. But here, there are a whole bunch of nuances with stat bonuses, as well as an extra perk for abilities with matching shapes on their icon. One important thing that they don’t tell you (either that or I skipped it like an idiot) is that an ability slot is added every fifth weapon level up. Just like with Hyrule Warriors, it’s worth experimenting with this system to create something stupid powerful!

Difficulty-wise, Age of Calamity is about as tough as you can expect. It can be overwhelming to get used to the controls, but as you level up and gain more powerful weapons, it becomes a bit more manageable. However, some of the side missions can be a bit of a pain (plus some of the DLC ones can have large difficulty spikes). Some timed missions were incredibly sting twitch respawning mobs, resulting in some uncomfortably close shaves. Also, they have no-damage missions, which are my absolute weakness in Warriors games. Knowing Breath of the Wild mechanics is a great advantage, since most enemies have the same attack patterns (with some new ones thrown into the mix), and certain nuances are carried over.

Like with any Warriors game, Age of Calamity has a post-game. This spawns some of the usual extra quests and missions that are harder than the final boss. It also spawns a large quest chain, and completing it unlocks the time traveling Guardian as a playable character. Based on the character select grid, there’s one character I never figured out how to unlock. Knowing my luck, I would need to complete everything as a prerequisite, and since there are no damage challenges, that’s not gonna happen in my case!

The reason why it took me until almost the end of the year to put this review out is because of Age of Calamity’s Expansion Pass. Since this DLC isn’t involved enough to warrant a whole review, like with Pokémon Sword and Shield’s, I had to wait to discuss each of them here! The first wave of DLC unlocks Robbie and Purah’s Research Lab. This includes a whole extra set of requests, most of which require a new type of material called research papers, which are basically earned just by doing your usual thing. The rewards are REALLY good, and like a lot of Nintendo DLC, feel like something that would be a  middle finger to those who already beat the base game. Rewards also include a weapon for Link that’s literally two Guardian legs stitched together, the motorcycle from Breath of the Wild’s DLC for Zelda, and—the most important thing—a Guardian as a playable character. Unfortunately, the research requests can be very grindy, often requiring vast numbers of resources as well as defeating a specific number of enemies with specific items. This DLC also causes Vicious Monster encounters to spawn at random throughout the world. Each region’s fight is the same, with the exception of the Vicious Monster itself. The difficulty level for some of these can be well above what you should be at for the main story. You can still fight them, but they’re hard enough even when properly levelled. What makes these fights hard is that elemental enemies infinitely spawn, and you can get juggled between them. At the very least, this makes these stages great for grinding Rod ammo. 

The second set of DLC makes little-to-no sense to me. What it’s supposed to be is a series of hidden memories stored inside the time travelling Guardian. This starts with a short level from its perspective, which makes sense considering that they are its memories. However, after that is just a series of one-off fights, implied to have taken place during the second act of the story, that the Guardian isn’t even involved in (with the exception of the final mission). It makes no sense that everyone else wouldn’t have remembered these battles, and even less sense as to why the time traveller alone recalls them. 

In terms of gameplay, these missions are a bit of a pain. Each has a bonus objective, one of which is always hidden until you magically happen upon it. Beating these extra missions, along with the bonus objectives, nets you some powerful upgrades to the characters’ movepools. Finishing the campaign unlocks Robbie and Purah as a tag-team playable character, which is quite worth it if I do say so myself.

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Final Verdict: 9.25/10

For a bunch of cobbled together assets made to tide us over for the sequel that we actually care about, Age of Calamity isn’t just a great game; it’s the best Warriors experience I have ever played. It’s still grindy, however, but there’s no achievement system for getting everyone to max level (and other headaches like that). I recommend it to any Zelda fan who isn’t The Completionist (and if he’s already played Age of Calamity, at least it’s not as bad as Hyrule Warriors Definitive Edition).

Metroid Dread: SA-X Chase Sequences, the Game

Have you ever heard of the videogame protagonist Samus Aran? I spent the last decade thinking of her as only a Smash Bros. character. It wasn’t until this year’s E3 that I remembered: “Oh right, she has a franchise, and an important one at that!” You’ve seen tons of metroidvania games, right? Well, her game series—Metroid—is where the genre all started. You’d think that such a monumentally important Nintendo I.P. would have a consistent track record of new releases. But after the lukewarm reception of Metroid: Other M, there hasn’t been a single tried-and-true Metroid game… until now, with Metroid Dread for Nintendo Switch (and for the record I was being sarcastic at the beginning).

Metroid Dread picks up where Fusion left off. After dealing with the X, the Federation gets sent a little TikTok of an X Parasite alive on planet ZDR. They investigate, and of course, lose contact with mission control. Time for Samus to take care of business AGAIN. Of course, it doesn’t take long for some Power Rangers villain to show up and kick Samus’ ass, making her lose her power-ups AGAIN.

Metroid Dread has a pretty standard plot for the most part. They revisit the X, which is cool, and have what I think to be the first living Chozo in the entire series, which is even cooler. But other than that, it’s your typical “run around maze-like world and do stuff” Metroid experience. It goes from zero to a hundred at the end, though. Plus, Samus is the most bad-ass she has ever been in the series.

People wanted classic 2D Metroid gameplay to return, and that’s what they got. The controls should immediately be familiar to anyone who has knowledge of the series. They even brought back hidden blocks! However, there are plenty of new toys to play with as well; it would suck if we waited this long for “just” another 2D Metroid. In addition to new power-ups, Samus can parry enemy attacks by smacking them with her arm cannon.

As a follow-up to Fusion, Metroid Dread is very scary, and very difficult. While regular combat is pretty easy, things get spicy in the E.M.M.I. Zones. Each zone has an E.M.M.I. unit within, and they REALLY wanna give Samus a shot of that COVID vaccine. But apparently, the side effects include instant death! Unless you can master the ludicrously difficult parry timing to escape, getting caught is GG. Luckily, the game has plenty of checkpoints, so it’s not a time-waster, but that fact is kind of like putting a free 1-Up at the beginning of a tough Mario level; Nintendo knew they made something that was complete BS.

Death counts will easily go into the double digits if you’re a first-timer, and aren’t good at stealth. Pretty early on, you get an item that temporarily makes you invisible, which made me think, “Well that makes things much easier.” However, there were a ton of times where I would cloak up and wait for the robot to sneak by, just for it to casually stroll right where I was. Your computer friend tells you to study their pathing carefully, but sometimes you have to think fast, and if you’re not fast enough, it’s GG. Also, there is some sort of randomness. What I think is happening is that the robot is patrolling constantly even when you’re not in the room. I think this because there were times where I came in and found the robot there, and other times where it’s wasn’t.

Fortunately, you don’t have to deal with them forever. Finding the Central Unit in each E.M.M.I. Zone and defeating the miniboss there gives you a use of the Omega Blaster. A fully charged shot from these defeats the stupid vaccine-o-trons. However, the next battle becomes finding a proper space to charge it up from, and this gets straight-up tedious.

At the very least, the boss battles are fun. They’re more complicated than past games’ strategy of spamming missiles, and they also have parry-able attacks that allow you to earn a LOT of free hits. And for the sake of nostalgia, some old friends show up once again. Just keep in mind that you take a LOT of damage in this game. Expect some tougher enemies to take up to three Energy Tanks in one hit.

Of course, nothing is more universally hated in a metroidvania than a lack of nonlinear exploration. And… *sigh* Metroid Dread is a very linear Metroid game. Not only is it linear, but it very often gates you from backtracking when you get a new upgrade. At the very least, it doesn’t straight-up hold your hand when it comes to where to go. However, they have a tendency of sneakily hiding required paths in hidden blocks. If you’re knowledgeable of the series, you should have no problem spotting them. Oh, and here’s another caveat. As you know, metroidvanias are influenced by both Metroid, and the non-linear Castlevania games (ex. Symphony of the Night). The latter had fast travel points, while Metroid never had it… and still doesn’t have it in Dread. So yeah, if you do want to get everything, prepare to do a TON of walking.

Another standout feature is that, for the first time in the entire series, the map is useful. It marks everything, from items, to types of doors, to discovered blocks, and even gives vague hints as to where an item is hidden. As nice as this is, you could argue that the charm of metroidvanias is having to decipher an intentionally unhelpful map. However, as accurate as this map is, it doesn’t give you the intrinsic skills needed to collect the items. This game has a number of obnoxious puzzles with the Shinespark, requiring mechanics new to the series that you have to figure out yourself, as well as killer reflexes.

Unfortunately, the audio and visuals leave much to be desired. While the characters look good enough, the environments are a bit bland. Nintendo’s always been better at cartoony styles, and Metroid isn’t like that. Also ,the music—other than remixes of classic tracks—is pretty forgettable. 

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Final Verdict: 8.5/10

I don’t quite know what to think of Metroid Dread. For all intents and purposes, it’s a great Metroid game, albeit with some annoying insta-death scenarios. I think the circumstances around its release have colored my impressions of it, as I initially feared it would. For being the first 2D Metroid in almost twenty years, the fact that it feels like “just another Metroid game” feels kind of like a disappointment. Plus, the $60 for a game that can easily be beaten in under fifteen hours 100% is kind of yikes. The biggest caveat is that the metroidvania subgenre has exploded in the indie scene, and considerably raised the bar (while lowering the price per product). Mechanics like fast travel are pretty much expected, plus we have Hollow Knight, which is objectively one of the most non-linear games of its kind, even moreso than Super Metroid. And as fun as this game was, it’s not one I can see myself playing again, due to its linearity and obnoxious Shinespark puzzles (even if there is probably a bonus ending if you beat it faster or something, but I’m going to play the ignorance is bliss card here (also I’m not gamer enough to beat it faster)). I can’t recommend Dread for newcomers, since it expects a lot of knowledge of the series to understand its game design. Thus, I recommend it only to devout Metroid fans.

Baba Is You Is Fun And Insane

If you’re reading this, then I have managed to complete enough of this ludicrous indie puzzler to write a review of it. I had originally played Baba Is You on my Switch with my sister. However, time caught up to both of us, and since she got her own Switch with her data transferred to it (since we used to share mine), I could no longer play—or finish—Baba. Because I thought it was such a great puzzle game (with a LOT of bang for your buck), I had decided to get it on Steam, and play it over again (since we only got about less than a third of the stages done before). And, well, I both hate and love it to death.

There really isn’t a premise, nor plot to Baba Is You. Simply put, Baba is you. You is Baba. And Baba, who is You, wants to Win. That’s about it.

So, how does Baba, who is You, Win? It’s simple, really. Just touch the Flag, which is Win. However, some things get in the way, and sometimes, there isn’t Baba, nor a Flag. That’s fine, though, because that’s the whole point. Every level has an assortment of words that can be pushed like blocks, and… Okay, I should stop teasing since you probably read the description of this game already. Long overdue TL;DR: you form sentences that dictate the rules of every level.

This is definitely not the first game to be so meta, but Baba Is You is one of the best when it comes to this kind of gameplay. This simple idea branches out into an incredibly in-depth puzzle game that teaches you through level design. Every time you think you’ve seen everything, the game pulls something even crazier. 

The way to Win is for You to be touching the object that is Win. While Flag is most commonly Win, that can—and often has to be—changed. Baba doesn’t necessarily have to be You, either. You can be a rock, a crate, or the entire level, as long as the words are there to form that statement. Just be careful not to touch anything that is Defeat, or dislodge whatever statement dictates your existence, because that’s how you die in this game. Fortunately, a simple press of the X or Y button will begin to undo your actions, up to the very beginning of the level.

If the game sounds hard to you, that’s because it is. Word of warning, Baba Is You is NOT for people who have busy careers, unless you want to look at a guide. Figuring out puzzles on your own feels good, but that takes time, and we don’t have that much of it these days unless you’re a kid. In any case, Baba Is You’s puzzles are brutally mind-bending, and for the most part, ingeniously clever. The biggest battle is figuring out certain nuances with the game’s mechanics, such as what rules get priority when assigned to the same object; for example, something that is Defeat cannot kill you if it is Stop, Push, or Weak. The game also expects you to create some incredibly bizarre scenarios that completely disregard everything you understand about videogaming itself. Unfortunately, the difficulty is quite inconsistent. Either that, or it’s just a matter of how each individual thinks. I’ve had more trouble with some of the “normal” levels than some of the super-secret psychopath levels in the late-game!

Fortunately, the game is pleasing enough to look at to where it’s really hard to get mad. It has a very minimalistic pixel-art look that’s surreal and dreamy. Enabling the “wiggle” animations (or whatever they’re called) makes Baba Is You feel very cartoony and alive. The soundtrack is also very chill and atmospheric.

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Final Verdict: 9.25/10

Baba Is You will probably be my favorite puzzle game of all time. I haven’t gotten 100% yet; thank the passage of time for that, but I at least beat it. Baba Is You gives you insane bang for your buck: 226 levels for 14.99 USD. If you like puzzle games, there’s no reason to not play Baba for that deal alone!

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. 

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).