I’m deep enough in the metal rabbit hole to follow new bands as they come. Of course, since metal marketing is very difficult in the U.S., my ability to find these depends entirely on the “Coming Soon” tab in Apple Music’s metal page (unless they’re signed under Napalm or Nuclear Blast Records, which are pretty damn good at promoting). One such band is a new French symphonic metal band, Avaland. They claim to be a “metal opera”, which sounds an awful lot like Dark Sarah and Gloryhammer (two of my favorite bands of all time). Since I love those bands, I had to try Avanland’s debut album, Theater of Sorcery, ASAP.
Like with many concept albums, I only have a vague idea of what’s going on. Avaland is named after the story’s fictitious setting. The young wizard, Adam Wilstrom, is the one who has to save it from some sort of curse. In any case, despite this being a band, in the sense that it has more than one member, it seems that founder Adrien G. Gzagg is the band. He didn’t just write all the lyrics; according to their Facebook bio, he also composed the music all by himself.
Of course, I gotta go over the album cover art first. To sum it up, Theater of Sorcery looks amazing. It’s all mysterious and strange, with great composition and an appealing combination of purple, blue, and yellow-orange. I really want to know what the dude in there is up to, dammit! And the only way to find out is to listen to the record.
Since metal has to be infinitely complex… ugh. Avaland really isn’t that symphonic at all, to be perfectly honest. Symphonic elements show up just often enough to remind you that they exist. Fortunately, they don’t really need that fluff. In fact, Avaland weirdly reminds me of old-timey musicals, specifically from the 1970s. In particular, ‘Let the Wind Blow’ (which I can assume is one of the hits of the record) sounds like it would be in a disco movie. Heck, one of the guest singers sounds like the backup vocals on Phil Collins’ ‘Easy Lover’.
Hey, now that I brought up the guests, let’s discuss them. In essence… They’re good, but I don’t know who the f*** any of them are. The reason is that the streaming service I use doesn’t have the track listing specify who’s actually singing. Gzagg himself could be one of the vocalists, and I would be none the wiser. In any case, my favorite vocalist ended up being the deep, shouty guy; whoever says the lines “Here you come into the fabulous place of Avaland” / “Just take your seat and watch the actors play.” He’s good, man.
The one issue I had is the way the lyrics were written. I get that English is insanely hard to learn, but the bad grammar is kind of laughable. I get that grammar sometimes needs to go out the window for the sake of better flow, but I have a feeling that lines like “A hurricane was just about to ruin down on my life” were not intentional. But for all I know, the singers’ accents might be so thick that the lyrics generator mistook what they said. On the flipside, the less-than-fancy vocabulary makes these songs easy to remember and sing along to.
In terms of atmosphere, Theater of Sorcery has a wide range of moods. There are epic tracks like the titular opening song, prog-metal-like tracks such as ‘Gypsum Flower’, as well as the distinctively disco-esque tracks such as ‘Deja Vu’ and the aforementioned ‘Let the Wind Blow.’ But no matter what this album sounds like, it really reminds me specifically of the 1970s. Even the vocalists have that tinny, sound that I feel like a lot of 1970s rock singers had. In all seriousness, I apologize if I’m completely off the mark about all these ’70s comparisons, which l likely am.
Final Verdict: 9.15/10
It goes without saying that there’s no way in hell I was going to enjoy this album as much as anything from Dark Sarah nor Gloryhammer, especially the former. Nonetheless, Theater of Sorcery absolutely rocked. Apparently, Gzagg is just in diapers when it comes to music experience, but it definitely doesn’t sound like it. There are veterans that I think he’s already outclassed with Avaland. Unfortunately, they will likely be at a disadvantage without bigger names performing the songs. But you know what, you gotta start somewhere! I will definitely be supporting Avaland, and if you like metal-infused musicals, then I recommend you support them as well!
When I first saw the announcement of The Legend of Heroes: Trails of Cold Steel III coming to the Nintendo Switch, I was flabbergasted. They are all part of a continuous narrative, so why push people to play a game in the latter half of the story? Well, given how Cold Steel II ended, Cold Steel III is revealed to be a much more viable entry point than I thought. HOWEVER, I will be spoiling plot aspects of both previous games, as well as expecting you to know basic gameplay mechanics. Read my review of the first game if you are interested in the franchise. Unfortunately, if you couldn’t tell from the title of the post… I have some issues with this one.
When we last left our intrepid hero, Rean Schwarzer, he concluded his first year at Thors Military Academy by fighting a palette swap of the first game’s final boss that LITERALLY HAD NOTHING TO DO WITH THE OVERARCHING PLOT (sorry, still salty about that). With the war over (at least as far as Erebonia is concerned), what could possibly go wrong? Well, a year later, in a suburban town west of Heimdallr called Leeves, Rean becomes an instructor of a new Class VII to take on an old threat: literally Ouroboros again.
Cold Steel III comes off as fanfic-like at the start. In fact, things wind down so much that this is perhaps the slowest opening—narrative-wise—in the series so far. The war is over, people have graduated… if it weren’t for the flash-forward intro, similar to the first game, I wouldn’t have been willing to believe that III had a plot at all. Fortunately, it does do some good things, one of which is including tons of areas entirely new to the franchise. From Sutherland Province, to Crossbell (which has a lot of references to the Japan-only Crossbell games that Western players will be hopelessly confused by), you will be visiting locations that have been merely mentioned in previous games. Erebonia feels bigger than it ever did before!
Furthermore, there are a number of new, big plot developments. Thanks to being able to experience Crossbell firsthand, we finally get to see just how much weight Erebonia has been placing on the small province. It is quickly made apparent that the war is far from over, and things ramp up like they never have before. We also get some much-needed insight on the Gnomes, Black Workshop, and Hexen Clan.
But at this point, the series starts to become more like its JRPG cousins, and by that, I mean it has more of the soap-opera-like plot twists that make no sense (For example (SPOILERS): Crow is alive, and George is evil (END SPOILERS)). Also, I realized that you can’t really get by with Cold Steel alone. I began to lose track of all the different terms and factions, and it got to the point where I was straight-up lost in the plot. Whatever they’ve been building up to is something that began since the first Trails of Heroes (or whatever it’s called). If I actually played all—what, ten?—of these 80+ hour apiece JRPGs, I’d probably have all the familiarity I need to truly understand the series.
New school means an entirely new student body, and new towns means entirely new NPCs. Since you’re expected to have grown attached to the cast of the first two games over the course of 160-200 hours, Cold Steel III has the hardest cast of characters to like. Fortunately, it does a good job of distributing familiar faces. For example, one of the new Class VII members is actually Altina from the second game. Also, the Principal is the sexy General, Aurelia le Guin. People like Alfin, Elise, Sharon, and more all appear (and Prince Cedric actually DOES stuff for the first time in the series). For the record, I ended up really not liking—or rather, not understanding—Alisa’s mom more than ever. While she always had a weird way of loving her daughter even though she seemed like a crappy parent, Sharon’s backstory (SPOILERS) that she actually murdered Alisa’s dad, Alisa’s mom knew this, and yet… raised Sharon as her own? God, even by JRPG standards that’s a leap in logic… (END SPOILERS)
In any case, a Cold Steel game is a Cold Steel game, and the new faces end up being loveable enough. Overall, it was hilarious to see Rean’s new students react to all the different tidbits about him, such as all the famous people (and women) he knows. Juna is an interesting case; she’s from Crossbell, which doesn’t exactly have the best impression of Erebonia. However, Altina and Kurt ended up being kind of underwhelming by the series’ standards. The former comes off as a PTSD waifu that the MC has to teach to “have a soul” through “wove”, and Kurt is basically a combination of Cold Steel I Rean and Machias. Also, a lot of the other students outside of the new Class VII were pretty unremarkable as well. Fortunately, my favorite quickly ended up being Freddy. Who doesn’t love a beady-eyed weirdo who cooks bugs?
Many Thors alumni appear in the game. We get to see the adult forms of the old Class VII, as well as other students. The thing that they all have in common is that they haven’t changed, and they’re all very physically attractive (seriously freaking adult Elliot is a smexy boy right out of Liberty’s Kids). Surprisingly enough, the OG Class VII still has some new stuff for us to learn, even after all this time. The game makes up for its low amount of total party members by having some of the old gang appear as temporary party members.
Unfortunately, I had some issues with the way the characters were handled (other than the fact that you get way too many character notes). Character development was all over the place. A lot of the time, it felt like the game actively disliked the main party members. Like I said before, old characters become guest party members throughout the game. However, they always end up at higher levels, with more well-rounded abilities, as well as the whole “temporary” thing adding incentive to use them. New players will likely gravitate to them just for the manpower, and it kind of undermines the actual new characters. You could argue that it’s symbolic; it shows that new Class VII has a long way to go before they can match O.G. Class VII, but it doesn’t help that there are entire in-game days that are spent entirely with members of the original gang.
Furthermore, I feel like they mucked up Reany-Beany a bit. First off, a major event happens in between Cold Steel II and III: the Northern War. You get to see a bit of this at the end of Cold Steel II, but it’s basically a hostile takeover of a country called Northern Ambria. It’s such an important event, and it’s mentioned so often that I thought it was its own game. I came to realize that the whole thing was made to justify re-learning Rean’s Spirit Unification (okay maybe it’s not the WHOLE reason), and it felt kind of weak.
Things have improved substantially in terms of audio and visuals. With this being the first game in the series released on PS4, the visuals have the stylized look that has become the standard for anime JRPGs. The models are all updated, and they look amazing. From the fabrics of clothing, to lighting, I can finally feel truly immersed in the world Zemuria. The soundtrack is around the same quality, but it feels much less intrusive than in previous games.
Before we get into gameplay, I must make a quick declaration. If you are marathoning this on PS4… BUY THE DIGITAL GAME FROM THE PLAYSTATION STORE. The physical edition of Cold Steel III does not give you the DLC, unlike the digital version (and MacBurn taught me that I NEED all fifty Zeram Capsules if I’m gonna beat all four of these games). The Switch version does have the DLC, but I read (on an Amazon question) that the fourth game will include the same save data carryover mechanic from Cold Steel II, but APPLIED TO ALL THREE PREVIOUS GAMES. Use these factoids to decide which version you want. If you do buy the game digitally, keep in mind that the stupid expensive deluxe edition only comes with exclusive cosmetic DLC, but none of the item-based DLC (yours truly learned that the hard way). So if you only want your fifty Zeram Capsules, buy the standard version. Also, it’s sad to say that Turbo Mode is no longer with us. Press F for respect. To compensate, you can use the Options button to skip cutscenes.
There is one immediate difference with your Orbment settings: the ability to have two Master Quartzes at once… sort of. The second Master Quartz slot is for a Sub-Master Quartz. Whatever Master Quartz is set to the Sub slot will be much weaker, but still immensely helpful, especially since there seem to be less slots for regular Quartz in this game. The cool thing is that you can equoi something as a Sub-Master Quartz while it’s equipped as someone else’s main Master Quartz without actually taking it OFF of that person. It helps streamline Quartz management and makes it a LOT easier to level up multiple Master Quartz at once. Another thing about Master Quartzes is that there are a lot of new ones (fortunately, Moebius is still in this game. Thank Aidios). Heck, there aren’t just new Master Quartzes, but new Arts as well. It was really jarring to relearn all of this stuff. In fact, it might’ve been easier if this was my first game in the series.
Since we’re back at square one, we have to open slots on the Arcus units all over again. Fortunately, as long as you get Septium Vein as soon as possible, you can easily max out everyone’s slots. But… that doesn’t mean you’re done with Sepith. Not even close. All Quartzes can now be used at an Orbment facility to be upgraded into their rarer form with the usual stat boosts. You need three regulars to get a rare, and three rares to get a super-rare. That’s a lot, especially if you want more than one. Also, U-Materials are needed to this, making them more valuable than ever. The other thing is that you can trade rare Quartzes at the pawn shop to get one-of-a-kind Quartzes that are usually obtained in quests… including duplicates. I was able to get three Septium Veins pretty quickly (which only needs a rare Crest and a few U-Materials) and have the amount of money I normally have by endgame by the end of the third chapter. This is an interesting system because it makes you decide if you want to grind to get a powerful Quartz early, or wait until you get it for free. It’s a tough call, especially when you unlock the ability to obtain the Gem series of Quartzes, which are more broken than ever.
In addition to the usual junk, scenes called Sub Events now need to be sought out. They’re generally marked on the map, unless there are hidden ones I don’t know about. The bathhouse in the dorm always triggers one such event, so use it whenever it’s available. While some of them seem meaningless, I like doing all of them because it feels good.
Just because you’re an instructor now doesn’t mean you don’t have to worry about AP anymore. In fact, you also have to worry about the academy’s Campus Enhancement Rating. Basically, completing quests specifically related to the school (which have their own section titled “Branch Campus Quests”) as well as doing the aforementioned bathhouse events increases this number. AP and CER contribute to two separate ranking systems, which doubles the rewards as well as the stress.
Speaking of extra rewards and stress, reporting character notes, battle notes, and book notes now nets you rewards. As usual with the games, some Bonding Events yield character notes and some do not, making save-scumming a must if you want to get 100% (btw one person’s character notes are obtained out of sequence for no reason). I literally drove myself insane making sure I talk to everyone, and even with save-scumming for Bonding Events, I missed several notes. Since the final reward is most likely a Master Quartz, I will never get 100% in those either. Oh, and milestones also increase Campus Enhancement, making a THIRD thing I couldn’t 100%!
Bonding gets more complicated than before. In addition to your disgustingly limited Bonding Events, Cold Steel III adds Gifts. These are sold in various shops, and can be given to a specific character directly from the inventory screen. to increase your Bond with them. Some of these Gifts expire, so I’d make sure you have a pretty far wad of cash on you at all times. Also, the nakama power you get from bonding no longer goes to your link level; instead, it goes to a separate Bond Level, which measures just how 007 you are. Okay, maybe that last part was a joke… In actuality, increasing Bond Levels does… nothing? Kind of a disappointment. But at the very least, this new way of handling relationships finally gives an even balance between Rean and everyone else’s link levels.
Fishing has changed substantially. First off, instead of Angler Points, you trade specific species of fish for goods. Plus, you can buy upgrades to your fishing capabilities. “But fishing is easy in these games!” you think. Well, the mechanics are a lot newer and a lot harder now. The amount of fish you can get is based solely on your bait count (which can FINALLY be purchased for Mira instead of five U-Materials). When you fish, you must press the circle button when the arrow points to a specific line on the circle. The great thing about this is that you have to press the circle button when it lines up with a line that has blue, green, and yellow sections (in order of difficulty to hit). At first, I thought the smaller, yellow section meant rarer fish. But no, this part determines the rarity of what the fish drops, which I found to be a great improvement. Instead of mashing face buttons, you hold the circle button to reel the fish in. The line can break if you hold it for too long, especially if the fish is mad while you’re doing it. But since you’re able to catch such wildly different fish at once, knowing if you have caught all the fish you can at a given point in the game is next to impossible.
Recipes get a new upgrade as well. In addition to finding books, you are able to try a restaurant’s recommended dish. This allows you to learn new recipes that way too. But the best improvement is that you can have people cook from outside of your party! Now you don’t have to reorganize everybody just to make a specific Unique Dish.
If things in this game couldn’t get any newer, Blade falls by the wayside like any fad among elementary schoolers and is replaced with Vantage Masters. This game is… a lot. It’s basically Yu-Gi-Oh meets Triple Triad meets Pokemon TCG. It would take a whole separate review to describe the rules, and even then it won’t make sense to you. You just gotta experiment, and find those exploits that every card game has. But since there are now visible penalties to losing, save-scumming is recommended.
Field studies return in the form of field exercises. They’re basically exactly the same, but the entire student body goes to the location. In addition to the quests you’ll receive, the students that come with you can give additional quests that go towards the Campus Enhancement Rating. Unfortunately, they follow a much tighter formula than the first game. Basically, you start Day 1 by going down the highway to receive your requests, then you do those requests, along with an investigation report, to finish the day. The bad guys of that particular arc attack at the end of the first day, and then Rean is forced to spend Day 2 fighting those bad guys with several Old Class VII members. While there is a little variance, I did not welcome this dip in variety.
Just when they couldn’t add any more to do, they did. Munk is now working at Radio Trista, Rosine is apparently a secret service nun (which is a scene I missed in the previous game?), and Vivi is a journalist. Munk wants material for his radio shows, which are obtained from NPCs that have Sub Event icons over them. Rosine wants the Black Records, which are found as treasures. Vivi wants photogenic, well, photographs of nature. Turn these in by calling them on the ARCUS, which can also be used to check mail and stuff.
Many new mechanics are introduced right off the bat. One is the new Charm status effect. It’s like Confuse, except that they ONLY attack allies. Obviously very sexy and very dangerous. Also new is the Break system. This functions just like the Ys series and Octopath Traveler; hit people enough it reduces their defenses to nothing while stunning them for a turn. Inflicting Break will make enemies lose their next turn, guarantee item drops, and make every regular attack and Craft Unbalance them.
Ever feel like you have too many Bravery Points? Well, now you can spend them on Brave Orders on any character’s turn. They don’t actually use that turn, so it’s objectively good to do. They provide all sorts of useful effects to the whole party, after all. Also, you can earn Bravery Points as turn bonuses now, as well as receive a bonus that lets you use Brave Orders for free. This makes it much more difficult to decide if you want to use Burst. Fortunately, using Burst does increase Break damage by 900%, making it a good panic button if you just need to Break something fast. An ideal strategy is to save up for Burst, use it at the start of a battle to Break all the enemies instantly, and then wail on them with attacks and/or Crafts to get the guaranteed Unbalance and gain back all five Bravery Points. But sometimes, the Brave Orders can turn the tide of a fight in an instant… which is why Overdrive is no longer with us.
I never mentioned the mechanics of breaking crates before, but it’s really important to do it in Cold Steel III, not that they weren’t great for grinding items in the previous games. In this game, breaking crates fills up a little charge meter. When it’s filled up enough, you can perform Assault Attacks, which greatly damage all enemies’ Break meter and give you a big advantage. The same actions that fill up the assault meter also restore CP, so make sure you always break stuff!
Mech battles are better than ever. Thanks to Mr. Schmidt, a whole slew of Panzer Soldats are now distributed to students. This means that *foams at the mouth* you get to fight with multiple mechs at once. The mechanics are largely unchanged, but it’s good to know that there are now consumable items that can be used specifically for restoring mechs. Fortunately, the EX Orb mechanic isn’t any more complicated than it was before; any EX Orb applied to Valimar affects the whole team.
The few changes that are present serve to make these fights much more difficult. Charge only restores 500 EP instead of the full thousand, for one thing. The most stressful aspect is how it handles partners. All selected partners alternate between each other. This means that you can’t have Altina spam her physical reflect shield and win every fight; you actually have to think now. My brain welcomed this change, but my heart sure didn’t. For the record, these take the place of practical exams, both on dedicated Panzer Soldat days and on optional battle during Free Days which increase Campus Enhancement.
Enemies get some new toys as well. Some can enter an Enhanced state, which comes with boosted stats at the expense of a weaker Break meter. YOU NEED TO BREAK THEM IN THIS STATE ASAP, unless you WANT your face to get ripped off. In fact, I died to the FIRST BOSS because my normal defensive plays just didn’t work. But as soon as I prioritized inflicting Break, I was able to do it. It gets much easier when everyone learns their S-Crafts. One helpful thing is that it seems like bosses can’t use S-Crafts unless they’re in their Enhanced state, allowing you to stop what are usually instant game overs.
I knew it was a risk trying Trails of Cold Steel, due to the length and amount of missable content. The first two games felt manageable enough, but III pushed me over the edge. They really don’t want you to earn AP in this game. From Chapter 3 onwards, there’s a serious spike in the amount of quests with multiple outcomes. Some of them aren’t so bad, such as “win this tough battle”. But some of them are really arbitrary, such as a bike chase quest that doesn’t actually have you race with the bike but instead do a series of adventure game logic bull. Also, you will be expected to have knowledge of previous Cold Steel AND Legend of Heroes games (gee good thing they’re trying to get Switch players into the series STARTING with III), as well as some remote real-world stuff. In addition to that, some AP events feel like they require trial and error (unless I’m as dumb as a ignoramus). But hey, at least hidden quests are no longer a thing (which is ironic because this is the first time they actually warn you about them even though they’re all marked on the map)!
When I say it pushed me over the edge, I mean it. I mentioned this once on the mystery award blog, but I got autism. I’m gonna be real, when I had a rough time with AP throughout the series, I had an honest meltdown. It was about the level of a Getting Over It or Cuphead rage video. I would hit myself and the floor of my house, and it was not a good time. Normally, I wouldn’t be so salty about it, but Trails of Cold Steel IV has a true ending, and I probably need AP past a certain threshold to get it.
“You’re not finishing a game?” you ask, “Filthy casual…” Look, I’m not a professional gamer. I rarely have time to game versus my other stuff, and so, I need to choose wisely. I need to choose something that won’t drive me to drink (since the real world is perfectly good at doing that on its own). I just don’t know if Trails of Cold Steel is worth it. What also made me consider this possibility was an even more obscure RPG, which has become one of my favorite games of all time: CrossCode. It’s tough. It has its issues (like really picky puzzle execution), but it’s a game that I can deal with. The combat is more fun to boot, and the combat was my one incentive to finish Cold Steel. Well, I still have my PS4, so if I want to finish it someday… it’ll be there.
Current (Possibly Final) Verdict: 9.5/10
Trails of Cold Steel III is definitely the best installment thus far. However, things are getting more stressful than ever. Going into this series without a guide is suicidal if you want to get 100%, but I should at least be proud of managing as much as I could (Oh, and since these games are so niche it’s questionable whether or not there is a good enough guide to begin with). I come off as a hypocrite, potentially dropping a game I gave such a high score. I don’t want to undersell what a well-made series Trails of Cold Steel is, it’s just not the kind of game for me. With my new gaming-oriented schedule, I’ve been branching out the different types of game I play, but ones where you can miss a lot of stuff, on top of having to worry about getting a good ending, are not ones I can tolerate. Reading this, you’ll know exactly what you’d be getting into with Cold Steel. So, look at yourself and judge accordingly.
I’ve been using the extra free-time from COVID-19 to watch some TV shows for the first time in my life. I just finished watching stuff like Avatar: The Last Airbender and Steven Universe, and those had some pretty emotional baggage. I’m caught up to DuckTales, and I needed something “dumb and fun” to watch after the tumultuousness of Steven. So, I turned to the first and last Netflix Original I’ll ever watch, The Dragon Prince. Made by some of the original creators of Avatar, I hoped that it would be as dumb and fun as I wanted it to be (for the record, it’s apparently really popular but I only heard of it when Netflix recommended it to me after I started Avatar. Hooray for my patented living-under-a-rock powers!). I thought I had watched 75% percent of the show after the first three seasons; but apparently, there’s going to be seven. So, let’s see if the show is worth the big investment.
The Dragon Prince starts out with a truly draconic exposition dump. Basically, there was this land of Xadia that had all this cool magic and stuff. But once one single person discovered evil dark magic, the elves took it out on the ENTIRE human race and forced them to move west. A powerful dragon named Thunder guarded the border, but everything changed when the Human Nation attacked (had to; it’s supposed to be comparable to Avatar). They used dark magic to slay Thunder, and killed his little egg bearing his heir, the Dragon Prince. War between the two halves of the world was just a shot away.
In the present day, we have two princes who live in a fancy schmancy palace by the name of Callum and Ezran. Life is all well and good, but everything changed when the Moonshadow Elf Nation attacked. So, they get sent away for their own protection. Meanwhile, an Elf girl named Rayla whiffs the chance to kill a human and now all of her friends hate her. The three kids inevitably cross paths, and it is revealed that the Dragon Prince is miraculously still alive. I guess we’re hoofing it to Xadia, then!
Before we can discuss the content of the narrative, this is one of those shows where it’s important to discuss the visuals first. The Dragon Prince is a fully CG show, similar to RWBY, and that tends to put off a large number of people. As the first show of this type that I watched, I found it to be pretty tolerable. The backgrounds appear to be fully hand-painted, like with Avatar, and the lighting and particle effects really help the world pop. The real issue is the character design. They have a cel-shaded style that doesn’t look all that bad, but for some reason, everyone moves at a very choppy and inconsistent framerate. I imagine this must be a stylistic choice, since I figured Netflix being rich enough to allow for models to move at 60 fps (also the fact that most modeling software these days function at that rate as well). But regardless, it’s definitely better to look at than most CG I’ve seen in anime and stuff.
So, I wanted The Dragon Prince to be dumb and fun, and boy, did I get what I wished for! This show is a kind of adventure fantasy that just isn’t common enough these days; too many of them are busy being political, dark, brooding, and in a lot of cases, ripping off Harry Potter. But nope, The Dragon Prince is a good ol’, “ragtag team of kids against the world” kind of fantasy, just like Avatar, except with a more modern sense of humor. There are some politics, but it’s incredibly clear-cut as to what the correct solution is, and it’s very explicit as far as which figures are smart and which are manipulable idiots.
However, just because The Dragon Prince is both dumb and fun, that doesn’t mean the latter is enough to justify the former for some people. While I am enjoying the show a lot thus far, the story is simplistic on a near child-like level. While it does try to be morally ambiguous by having the war be kind of the fault of both races, individual characters’ moral structures are written all over their sleeves. They don’t even try to hide the evilness of The Dragon Prince’s main antagonist, which is definitely a turn-off to those who like those layer-caked villains. The show can also be hard to take seriously even when it tries to be serious. In fact, the episode loading screen on Netlflix shows a screenshot of the fully hatched Dragon Prince, which spoils that he survives almost dying of hypothermia at the end of season one.
I’ll at least give them some slack for even remotely original worldbuilding. Instead of the tired Four Good Ol’ Elements, the world of The Dragon Prince comes packed with the Six Primal Sources, such as the Moon and the Stars. But functionally, they really aren’t that much different from the same elements of Avatar. It’s similar to how Trails of Cold Steel calls dark magic “Time Magic” and stuff. Look, don’t expect super originality from this thing, okay?
Especially not the cast. The leading male protagonist, Callum, would be unremarkable if it didn’t sound like he was voiced by the voice actor of Sokka from Avatar (he even makes the same wry comments as Sokka at times). He’s the stepson of the king, which would normally make him the victim of many a bully, but the issue seems to have next to no plot relevance; I can at least be thankful that they didn’t paint by numbers THAT much. Meanwhile, his stepbrother, Ezran, is- despite being the youngest- the moral support of the trio. Whenever drama unfolds in the group, he makes things right, almost in an overly convenient, Steven Universe kind of way. Furthermore, Ezran gets some genuine growth starting in the third season.
The female lead is the elf, Rayla. She’s a typical tomboy, but she’s also a bit of Mary Sue, since her first revealed trait is the inability to take a life. She’s also tsundere to the max, and it’s almost too obvious that she and Callum are going to be lovers. But despite how brooding she can be, she has some cute interactions with the boys all the same.
But I don’t like the entire crew. My least favorite characters are the animals that tag along: Bait and Zim, the latter of which is titular Dragon Prince who is not at all named after a cult classic cartoon from the early 2000s. Bait is very inconsistent; he’s useful, thanks to his flash ability, but he also tends to be the direct cause of some conflicts. Zim is just ADORABLE, and I do not like him because of that. I can imagine that both of these characters have toys based off of them in shopping malls everywhere. And to top it all off, Bait and Zim sometimes engage in a shipping war over Ezran.
The main antagonist is a geezer named Verin, the king’s royal advisor. Spoiler alert, the royal advisor is a bad man! Never seen THAT before! Fortunately, he is actually pretty interesting, because all of the evil things he’s doing are out of an obsessive devotion to the kingdom, and he genuinely thinks it’s good. I do have some kind of theory about him that has not yet been confirmed, but if I’m correct, his whole character arc could be undermined and he’ll become a typical one dimensional villain.
Other antagonists include Verin’s kids, Sorin and Claudia. They aren’t inherently evil, but they are both very stupid, and end up being easily coerced into following the princes and “accidentally letting them die” without even knowing that it’s a bad thing. But despite their stupidity (or rather, because of it), they have some great spats with each other, which provides some of the best humor in the series, and plus, they are genuinely good kids at heart. Sometimes, I enjoy their scenes more than the main group’s. The second season also introduces an incredibly sexy villain named Aaravos, but there’s not much known about him at this time.
Current Verdict: 8.65/10
I know, I know… I just scored The Dragon Prince .15 points more than Avatar. I’m sorry. I know that Avatar is definitely a better crafted fantasy epic, yet this show was more fun to watch for whatever reason. It has its flaws, but it’s definitely shaping up to be something great. I recommend it to any fantasy fans (unless you like the dark and brooding stuff, in which case, stay the heck away from this show).
PREFACE: In case you do not already know, I should warn you the Trails of Cold Steel Franchise is explicitly designed to be played in chronological order. No, it doesn’t have a stupidly convoluted plot like Metal Gear or Kingdom Hearts, but this is nonetheless a direct continuation of the first game. As such, this review will contain unmarked spoilers of the first game. I will also not explain any basic mechanics of the first game, as you are expected to know already from playing it. If you are interested in this franchise, click on this link to read my review of Trails of Cold Steel I.
The Legend of Heroes: Trails of Cold Steel has its strengths and weaknesses, but overall, it was never meant to be a full game; no, it exists solely to lay down the groundwork for a truly epic tale, spanning four massive games. I was more engaged in the story of Cold Steel than any JRPG I’ve ever played, and it was definitely one of the best turn-based JRPGs in terms of gameplay. With that ridiculous ending- Crow being one of the main antagonists, mechs existing, Crossbell’s declaration of independence, mechs existing, Ouroboros and Fie’s old squad have been helping the Noble Alliance pull all the political strings, MECHS EXISTING- my body was beyond ready for the sequel. The first Cold Steel set the expectations, now it’s up to The Legend of Heroes: Trails of Cold Steel II, to meet said expectations.
When we last left our intrepid hero, Rean Schwarzer, he- in his mech, Valimar- was forced to leave his buddies in Class VII behind during a losing battle against Crow, the leader of the Imperial Liberation Front. A month later, Rean wakes up on a mountain range with Emma’s mysterious cat, Celine. Now it’s time for him to make like a battle shounen protagonist and pick himself back off the ground and find what’s left of Class VII!
Same World, New Problem
Immediately, the game starts off way sadder than Cold Steel I (even if the opening sorta ruins it a little by showing that EVERY student in Class VII is still alive). As soon as you start the game, the familiar title card appears dark, with the words singed by fire. A minor-key remix of the original game’s titlescreen music plays, and zooms in on Rean’s unconscious body. His voice actor sounds much more distraught than usual at first, and his portrait in the menu looks like someone who’s been through hell and back. Then, mere minutes after you find respite in his hometown of Ymir during the prologue, the town gets attacked. In most JRPGs, I’d say that an opening like this would constitute little more than shock value. But since this is a continuation of an existing story, it’s actually more effective, since you’re likely to be invested in the story if you’re picking up this game up after playing the previous one.
If you’re still new to the series, and you’re STILL reading this review anyway, I should SERIOUSLY warn you that the game basically gives you the finger for not starting from the beginning. There are two reasons why it’s seriously important to start from Cold Steel I, and the first of which is merely because it will be way too overwhelming if you don’t. The title screen does have a menu to read a recap of the first game, but honestly, the first game is so involved, you’d spend hours of Cold Steel II trying to memorize everything while trying to follow the present plot.
But even for a returning player, it can be confusing knowing who’s on what team. So here, I’ll remind you. The Imperial Liberation Front is in cahoots with Fie’s old jaeger squad, Zephyr, who both report to Duke Ceyenne, the leader of the Noble Alliance. Ouroboros is with them as well, but Sharon seems to be a double agent; someone on both our and their side. Vita, the sexy sorceress lady, seems to be in a third group, containing space wizards (or something) who’ve been working on a completely separate thing.
I pointed out that you need to keep in mind that Cold Steel I is the start of a larger story in order to enjoy it. In Cold Steel II, you need to keep in mind that it’s a continuation of a larger story. As a result, there are a lot of reused assets. While the world is big enough that you do get to visit areas that have only been mentioned, there are times where you return to old places. It really plays on your nostalgia bug, like at the start of chapter one, which has you go through a previous Field Study dungeon backwards.
Unfortunately, playing this game has kind of broken my immersion when it comes to Erebonia itself. Cold Steel I was split into multiple, self-contained areas, connected by long train rides. This was an effective way to make you use your imagination, and imagine the grandiose scope of the world. However, in Cold Steel II, you end up taking the roads that connect various areas in foot… and this is where the immersion breaks. It’s as soon as you set foot into Trista Highway for the first time that it’s made apparent; those train rides that took hours of in-game time were the alternative to roads that took minutes to traverse. It’s a nitpick, I know, but Erebonia definitely feels less Tolkienian since the world feels so much smaller now.
As far as the narrative is concerned, it’s actually… kind of lacking for a direct continuation, especially after an ending like Cold Steel I. Similar to how the first game’s purpose is to acquaint us with the world of Erebonia and all who inhabit it, Cold Steel II starts by reacquainting us with it, and seeing how much has changed as a result of the war. But even after the point where the story is supposed to ramp up, most of the game boils down to reclaiming areas from the first game, and gaining more support. It’s satisfying to do, but you don’t learn much about the core narrative, at least not until around the 75% point of the game, when it vomits information at you like any JRPG would.
The biggest issue with the narrative is that it never ends. After you defeat what is very much intended to be the final boss (which took me two and a half hours by itself because there’s, like, five phases), you end up playing a side section that serves no purpose other than to get players interested in another franchise set within the same universe (which, I’ll admit, was pretty darn effective, even if those games aren’t released in the U.S.). And then, you get an entire in-game day’s worth of content to do. AND AFTER THAT, the true final dungeon appears for no discernible reason. It got so annoying. The issue is that this game hypes itself up to be the conclusion of Cold Steel, and while it does a pretty good job at conveying that on an emotional level, it is very watered down by the known presence of two more games.
Same Faces… Plus a Few New Ones
Fortunately, there’s a surprising amount of stuff to learn from the characters. We get closer looks at characters like Claire and Sharon, and even deeper looks at the students of Class VII. I love them even more than I did before. To think that I brushed most of them off as bland anime tropes at first… that’s character development at its finest. I’ve grown so attached to them, that I even gave some of them nicknames, such as “Reany-Beany” and “Useless Jusis” (even though the latter is my favorite of the supporting male characters).
We also get more development on the antagonists, such as Crow. Plus, there are some interesting new antagonists with quirky personalities, such as the cocky yet socially awkward Duvalie, and the sleepy McBurn. Unfortunately, Duke Cayenne proves to be a pretty one-dimensional villain for the post part.
Unsurprisingly, Cold Steel II‘s graphics aren’t too different from the first game. I shouldn’t have expected them to be since it’s both the same system and the same world, but I still had to mention it. But one thing I didn’t acknowledge in my review of the first game is that a lot of the animations for attacks, especially S-Crafts, have aged very well. They look soooooooo animeeeeeee!
The soundtrack is also more-or-less the same. A lot of tracks are reused, but there are also some new, updated battle themes. Unfortunately, a lot of tracks overstay their welcome. One bad example is that there’s a point where you tackle four dungeons in quick succession, and music for all of them is some really grating opera. Furthermore, the previous game’s issue of “having the dungeon theme play over the battle theme because it’s INTENSE” comes back even more in this game. And similar to the other example, those themes get reused as well.
For the gameplay section, I will still split it into Daily Life and Deadly Life. But like I said before, I will go over mechanics as if you’re already familiar with the first game. I will also bring up the fact that this version of the game, Relentless Edition, SPOILS you. First off, the amazing Turbo Mode feature is still present. Second off, you get WAY more items in the DLC than last time, including 99 U-Materials.
Before we start, I must also bring up the other important reason to play Cold Steel I first. When starting a new game of Cold Steel II, you will be asked if you want to load Clear Save Data from Trails I on your system. Doing this will give you items based on Rean’s previous Academy Rank, and change dialogue based on various accomplishments, as well as the person you chose to dance with at the end of Cold Steel I (G.G. for anyone who chose Crow). It felt really satisfying to have my actions acknowledged, and it helped maintain a sense of continuity.
JRPGs Always Need an Airship
So, the first question I- and probably a lot of people asked- going into Cold Steel II was, “Without Thors, how’re we gonna have the same school mechanics?” Well, the answer is a minor spoiler, and one that is spoiled in the game’s intro at that. After a certain point, your main base of operations is on the Courageous.
But the problem with the Courageous is that it needs some help. Fortunately, scattered throughout the world are your fellow peers from Thors. Whenever you see them, it is encouraged to recruit them to the ship, as many of them unlock new facilities. Most of these are carry-over mechanics from Cold Steel I, so I will only discuss new things here.
For starters, there’s new training facilities. These are basically your Practical Exams from Cold Steel I, except you can do them whenever. They are split into Melee, Range, and Arts, where you are locked into using characters who are built around those fighting styles. The biggest issue with them (other than how stupid hard they get) is that you don’t get to prep anyone before the fight itself like you can in the first game. Furthermore, you don’t get to see the conditions until the battle starts, which can be annoying.
There’s also the new Triple Tri- I mean- Blade II. This game plays like the first one, but with meaner trap cards: Blast and Force. Blast Cards allow you to destroy a card in your opponent’s hand (but you can’t look at it), and Force Cards double your total. Even with how game-breaking these new cards are, I still lost 95% of the time because I suck.
Once you recruit Munk, you are able to bribe him to apply to radio contests on your behalf. There’s a cheap one where you win a modest prize, and a high-risk, high-rewards one. The results come in after five battles (excluding the training facilities in the Courageous), so make sure you use it before you go out into a combat area.
“Hey, Rean! Have you finished those errands?”
Quests are pretty much unchanged, except with the added feature of reporting manually by Skyping Olivert. And despite the hard times, people can afford to pay up. In addition to the usual rewards for completing a quest, you get a monetary donation for reporting it. There are still hidden quests, and they are sneakier than ever. Some require you to have or not have certain people in your party (but I have no idea if the game indicates it to you because I was always lucky enough to already have met the conditions).
But unlike the first game, you cannot miss ANY quests if you want to max out your Academy Rank. Last time, I missed three and still barely got it. But now, even after doing every quest (with the trophy to confirm it), I ended the game with only ONE excess AP. There is only a sliver of leeway, as I didn’t get all S-Ranks despite getting all quests. I guess some of them had more favorable outcomes and I didn’t realize it. Fortunately, due to the game’s circumstances, there are no exams this time! Yay!
You Never Have Enough Sepith in This Game
One thing I noticed in Cold Steel II was that everyone’s Arcus slots are still fully opened. But that doesn’t mean you’re out of the woods. In this game, you spend Sepith to UPGRADE your slots, and I blew through most of my DLC Sepith just to be barely close to maxing out one character. If you don’t do this, you can’t equip rare quartz. It’s annoying, but they had to change it up somehow. As a side note, you eventually get the ability to create EX Orbs, which are equipped to Valimar to boost its stats.
Wow, this game has an actual overworld!
The most standout improvement in Cold Steel II is the ability to go to older areas at will. The Courageous makes it really easy to do so, and you can leave from almost any point on the map. There are times where you will be asked for specific party members, but fortunately, summoning the Courageous from the overworld allows you to reorganize your team without having to leave and come back.
So, what did Cold Steel II do to replace the Old Schoolhouse? Peppered throughout the world are these strange shrines. Gameplay-wise, they’re the same as the Old Schoolhouse; do the floor, beat the boss. You can’t complete them at first, but you obtain bonus AP for knocking out what you can early on (plus they got good loot in them).
The whole Courageous thing is the best and worst aspect of the game. It does open up a lot stuff, and adds much variety when you’re running errands for people. One thing I noticed is that there aren’t as many hidden quests once you obtain the Courageous (in fact, I only had one in Act 2 Part 4 and one in the Final Act), which is nice. However, this new level of accessibility makes it so that you can get said missable items out of sequence. And it’s not based on the order that the areas come up in the story; for example, a single shop can have both the first recipe and last book chapter of that particular time bracket. As a result, I think I spent even more time repeatedly talking to the same NPCs over and over again than I did last time.
Saving the World? Nah, I’d Rather Fish and Cook
Cooking and fishing have both been buffed since last time. While fishing is mechanically unchanged, fishing spots get marked on the map after being used once, which is nice. And due to the ability to travel to older areas, you get a lot more respawning fishing spots that you can use. Unfortunately, this also means completing the fishing is a nightmare. In Cold Steel I, all fish eventually end up in Trista. However, that’s not the case here. Furthermore, the fishing locations don’t respawn as quickly as they should, meaning that you’ll need more groundbait than ever (or save-scumming) if you want to get all the fish… on top of having to try each and every location without knowing which one has a fish you missed. In fact, I resorted to looking up the fish just to save time. But hey, at least recipes are only cooked by one character now, which simplifies the process of getting a specific type of dish.
Nakama Power, the Most Important Superpower in Any Anime
Bonding Events are much more important in this game. While there are some Bonding Events early on, the bulk of them take place on Stopover Days that occur at the end of a chapter once you obtain the Courageous. Unlike the first game, EVERY party member, as well as Alfin and Towa, are available to spend time with. While you get more Bonding Points than last time, it’s not enough to make it easier to decide. “We’ll, it’s not gonna kill me if I don’t know EVERYTHING about EVERYBODY,” you think. We’ll, you might just want to save-scum to view every event, because Bonding Events have a new and trollish effect. Some SPECIFIC events will allow a character to learn new abilities earlier than they would’ve from levelling up, which is kind of annoying. I only saw one of these particular events, and the game doesn’t even tell you about them in the first place.
There’s also the case of Final Bonding Events. These are exclusive scenes between Rean and assorted characters towards the end of the game. In order to unlock a character’s Final Bonding Event, you must get their link level to its second-highest level, which is now six out of seven (technically, it only needs to be up to five and a half or so since finishing Act 2 boosts everyone’s links by 1000), as well as fulfill specific other conditions. You can also have Towa and Alfin in line for this, but you will need to do every single Bonding Event with them in order to be able to satisfy the conditions with them. Fortunately, the game will tell you when you have an opportunity to satisfy one of said conditions, which is something much appreciated that most JRPGs don’t bother doing. Also, once you recruit Beryl, you can use her services to confirm with whom you have met the conditions for. Unfortunately, when the time comes, you can only do one per playthrough, so save-scumming at that point is essential. It is also impossible to meet the conditions with everyone at once. This means that you will have to play through again in New Game+ to see everything (which you would’ve had to do anyway to complete the character notebook entries).
What is this, Sonic Adventure 1?
A new mechanic is snowboarding. Throughout the story, you unlock new courses to snowboard in. Beating these gets you great prizes, but like in any videogame, it gets really difficult late on. In addition to snowboards, you also get to ride Angelica’s bike. It can be used almost anywhere and greatly makes up for the lack of fast travel points on highways.
A Steep Learning Curve Just got Even Steeper
Here’s the final reason as to why Cold Steel II does not like newcomers: All the combat mechanics learned over the course of more than half of Cold Steel I… is taught all at once during the Prologue. So seriously… if you’re somehow still reading this and not familiar with the series. FOR THE LOVE OF AIDIOS, PLAY COLD STEEL I!
For returning players, this brings some immediate positives. In Cold Steel II, every character has all their Craft and S-Craft from the first game. Your Link levels are also higher at the start, with Rean starting at Link Level 2 with everyone. This at least makes it easier for returning players to get reacclimated to the game.
A new mechanic is Overdrive. Use this between a pair of Linked characters to give them a free heal, and a set of three free attack turns with no delay. This also guarantees Unbalancing. The gauge fills by doing things in battle, but it fills up much faster based on your tactical bonuses at the end of a battle. Unfortunately, only people paired with Rean can do it…
…at first. New to Cold Steel II are Trial Chests. These chests make a set pair of party members fight a tough battle. But as a reward, you get great items, a heap of Link XP for that pair, and unlock the ability for them to use Overdrive together. It’s a great way for characters that aren’t Rean to get large amounts of Link XP, since the bonding events from Cold Steel I kinda threw off the balance of everyone’s link levels (but it still ends up being way off-balanced).
Mech Battles Before Xenoblade X Made it Cool
My biggest concern when it came to combat was how Cold Steel II would expand on the Divine Knight (a.k.a. mech) battles. Introduced during the final boss of Cold Steel I, mech battles felt very stressful and iffy. Basically, mech battles were a game of rock-paper-scissors, where you had to attack a section of the target that was weak- the head, the body, or the arms. Attacking a weak point resulted in a crit, which allowed you to press X for an immediate Follow-up, and after obtaining three Bravery Points, you could use a powerful Finisher (basically an S-Craft). The catch is that the weakness changed based on the enemy’s stance, which resulted in having to memorize a lot of combinations. Attacking the wrong spot could result in getting the attack blocked, or worse, evaded. This, as always, gives enemies the chance to counter. You also couldn’t Impede attacks that enemies were charging up last time, even if you inflicted a crit, so you were basically screwed.
Fortunately, Cold Steel II greatly fixes some of these issues. The game adds a Defend command, which allows you to greatly reduce damage and recover a small chunk of HP. But one of the best additions by far is the fact they show the Unbalance Efficacy of each piece- in each stance- after you attack it once. THANK YOU.
Although Rean is on his own in mech battles, his buddies can at least help with EX Arts. Basically, you have another character who takes their own turn in the fights. When it’s their turn, you can have them cast some EX Arts, the nature of which are determined by the person. This greatly fleshes out the mech battles, plus every person has a charge function to restore Valimar’s EP (which doesn’t really justify the parts of the game where you wait for him to recharge…). You also have a Unity Attack that you can do with five Bravery Points.
Other Things to Keep in Mind
Rean also gets some significant boosts in this game. After a while, he is able to summon Valimar to regular battles for three turns, and is able to activate his Super Saiyan form at will. These can be very useful in some super-tough battles, especially if you play it on Nightmare difficulty.
One new feature is the optional bosses, the Cryptids. These enemies appear throughout the world after certain points in the story. Defeating them nets you a rare quartz containing a Lost Art. These Arts are really powerful, but consume all of a character’s EP. Fortunately, they are affected by the Zero-Arts turn bonus, which can seriously save your bum. I didn’t use them too often, but I imagine they are essential in Hard and Nightmare difficulties.
Either This Game is Hard… or I Suck
If it wasn’t obvious enough that this game alienates newcomers, they also make it much harder than Cold Steel I. I died way more often than before, and in this game I actually knew what I was doing. They really expect you to have mastered the turn order system, along with all the other mechanics, ‘cuz the kid gloves are off this time! The game also introduces a rare case of enemy attacks that ignore and remove all buffs, and some of these attacks happen to be their strongest attack. The Zeram Capsule + Moebius setup I utilized in the last game made its final dungeon a joke, but that same setup was a necessity in this game. If I hadn’t gotten forty of them as DLC, I would’ve been sunk.
Fortunately, I learned some important things about the series that I didn’t know last time. Stat changes do stack in Cold Steel, which I honestly should’ve noticed before. Also, Evasion is a broken stat in this series, especially if you give your most dodgy character (preferably Fie) the Wrath Quartz, which makes all counterattacks crit. I also had her paired with the Master Quartz, Mirage, which adds a good chance of evading magic. This game was my first time trying an Evasion build on a character; I’ve always prioritized defense in JRPGs in the past. Furthermore, Speed is immensely important, as it reduces characters’ Delay between turns, which again, is something I should’ve known last time.
Final Verdict: 9.5/10
Trails of Cold Steel II is a massive improvement over the first game in almost every way (except strictness, and knowing when to roll credits). At this point, I am hooked on this story and I fully intend to see it to its end (and pray that I get the True Ending of the fourth game). However, I am concerned about the third game. Based on the one thing I know about it, it feels like it will be a step backward for the series. Well, with my job opened back up, you won’t know how I feel about it for a while. Anyways, as far as recommendations for Trails of Cold Steel is concerned, I think it’s definitely worth giving a shot, even if you are uncomfortable with missing things. The game is good at letting you know when you’re at a cut-off point, making it a lot less stressful than most JRPGs.
My whole life, I’ve lived with the baseless impression that Western culture- specifically that of the United States- looks upon Japanese culture with disdain. Part of this is from the factual translation and- in some cases- censorship issues that plagued Japanese media when it first came overseas (for example, the One Piece dub that shall not be named). For these reasons, I completely ignored Nickelodeon’s fantasy epic, Avatar: The Last Airbender, despite it being lauded for the past fifteen years- by devout anime fans- as a true bridge between Eastern and Western animation. Well, it’s on Netflix now. I have no more excuses.
The only thing I knew about this show going into it was its simple premise. Four nations, each of which control the elements of Water, Earth, Air, and Fire, have existed together just fine. Then- to quote the show’s intro- everything changed when the Fire Nation attacked. The only one who could save the world was the Avatar, but he apparently disappeared because that ALWAYS happens in these kinds of fantasy series. Then everything changed when the Fire Nation- I mean- when two Water Tribe siblings, Katara and Sokka, found a balding boy named Aang, and his- giant pet platypus?- inside of a block of ice. Spoiler alert, he’s the last Airbender, and he embarks on a quest to become the Avatar and beat up the prepubescent prince of the Fire Nation, Zuko (among others). It’s pretty simple, tbh. I don’t know why they need to remind you in every single episode.
I guess it was a precaution for any kids who came into Avatar mid-season, but since it follows anime traditions, it has to be watched in chronological order (I get that newer cartoons have similar continuity, but I’m pretty sure that no other cartoon at THIS point in time had a continuous story). Wow, that was all one sentence. Anyhoo, the thing that’s impressive right off the bat is the fact that a large number of kids were able to put up with Avatar as it aired. It takes two episodes for any real action to occur, and for a kid, that’s like a year. I definitely would’ve turned away if I had seen the pilot episode on launch date. But at the same time, DBZ and Naruto were also airing, so relatively speaking, Avatar had to have felt like a rollercoaster ride.
Enough rambling! Since Aang needs to know all four elements to actually BE the Avatar, he’s gotta go to the other locations and learn them all! As such, the show is neatly split into a single “book” (season) for each remaining element to learn. The basic structure of Avatar is to go from Point A to Point B, train in Point B until he learns the element, fight something, and move onto the next one. Simple, right?
No, actually, it’s not. Appa Airlines (patent pending) is not a very efficient transportation service. And as such, the crew needs to make a number of stops along the way. This results in some episodes being less-than plot relevant. I can imagine that this was done with the intention of meeting viewers halfway, by marrying both the episodic and continuous narrative story structure of Saturday morning cartoons and anime, respectively. Look, I get that something like this had never been done before, but the execution still results in a very unfocused narrative. Sure, some of these stops are worthwhile, either for actual plot relevance, or giving us insight on one or more of the characters. But much of the time, it’s a series of self-contained, uninteresting plots.
Like any fantasy epic, Avatar doesn’t fire on all cylinders right away. My expectations for the show were shot by the end of season one. I’d even say that season one was straight-up bad overall. Fortunately, once season two starts, the show gets significantly more involved, with almost every episode having legitimate plot relevance.
The key word here is “almost”. While the story does follow a more coherent narrative after season one, there are still blips of those Saturday morning cartoon trappings. Due to how much more infrequent the filler gets, it stands out way more when it actually decides to rear its ugly head. These episodes can contain cute interactions, but break the pacing of the plot, especially when they occur immediately following a super intense episode with a cliffhanger (btw, who was the GENIUS who decided to put one of these episodes IMMEDIATELY before the FINAL ARC?! (but for the record, it was actually a pretty great episode)). But you know what, I’ll take even the worst episode of this series over the entire seasons’ worth of filler from the long-running anime that had been airing at the time.
I must say that the show’s worldbuilding surprised me a little. While I didn’t really care much about the lore, they do some cool, clever stuff with the elements. It’s simple enough for kids to understand, but flexible enough so that it doesn’t become repetitive. If there’s any problem I have with the world of Avatar, it’s the fact that the evil Fire Nation is likely to be based off of Japan (maybe my baseless impressions were right after all…).
My biggest concern going into Avatar was if I’d laugh at the comedic bits. After all, it’s been a decade and a half; our sense of humor has changed a lot, especially compared to the 2010s cartoons I’ve seen lately. Overall, I found the humor to be kind of hit-or-miss. While I acknowledged a lot of the humor as funny, I didn’t laugh out loud anywhere near as often as, say, Gravity Falls.
Another concern was that the cast wouldn’t be so great. I figured that it would take a while to get me warmed up to most of the characters, but I was afraid it wouldn’t be enough. While most of the cast did end up growing on me, the attempt wasn’t exactly as successful as with Gravity Falls or DuckTales.
I’ll admit that they did a good job making Aang conform to shounen protagonist tropes; he’s very aloof, and tends to let his body move ahead of his brain. Furthermore, the show consistently reminds you that he’s just a kid, and that he’s been forced to do something much bigger than what his bald head can comprehend. Conversely, the Western aspect of the show makes him fall for some of the sitcom-like tropes of cartoons, such as the classic “hears negative things from his peers, leaves the room, said peers immediately say a positive flipside to those negative statements, but since he didn’t hear that particular part, he does something stupid”.
The Water Siblings are worse. Sokka is the better of the two, since he brings the bulk of Avatar’s humor to the table, and is ironically the most rational of the group. But the biggest issue with him is how they handle his character arc. Everyone has their own shortcomings to work through, but Sokka’s issues feel the most arbitrary. The first big moment in his arc rides entirely on a ship that was intentionally built to sink, and it’s pretty uninteresting during the brief time that it stays afloat. I’m sure that Sokka must’ve felt like a pitiable, tragic hero to the ten-year-olds who all related to him back when the show aired, but once you get to my age- and more modern times- the telltale signs of a NOTP are too obvious to ignore. Fortunately, it becomes a non-issue by season three.
And Katara… I don’t know what they were trying to do with her. I feel like they wanted to make her into a tsundere, but had a hard time because they weren’t allowed to use ecchi in their relationship. I appreciate that she has multiple sides- from being an absolute b**** to a complete waifu- but overall, I didn’t really enjoy her company for some reason, making her my least favorite character overall.
If I was spoiled by anything in Avatar, it was the addition of a loli to the main troupe. I gotta say I’m impressed that they hit that particular anime nail on the head, since it’s more so a niche community trope than something prevalent in the mainstream battle shounen anime at the time. Anyways, said loli- introduced in season two- is named Toph, and she’s a real wild card. With sassy one-liners and the perfect height, Toph is easily the best of the main protagonists… at least after the others work out the major kinks with her at the start of their relationship.
Then there’s Zuko. Hoo boy. First off, I reaaaaaaally didn’t like how his voice actor portrayed him; I used the word prepubescent to describe him for a reason. As a result, I may be biased in my criticism of the boy. He beats your face in with his one-dimensional irritability. But me, I put up with Bakugo… so, I had a feeling that I’d eventually like him better over time. And that feeling was correct. By season two, there’s a lot of big turning points in his character arc that show he’s much more emotionally distraught than what it looks like at first glance.
Abrasiveness seems to run in the Fire Nation’s royal family. Introduced in season two is Zuko’s sister, Azula. She’s rude, but unlike Zuko, who’s misunderstood, she’s fully aware of it, and enjoys it. Azula also has help in Aang hunting with her buddies, Mei and Tai Li. These two have fun spats with each other, but other than a certain scene late in the series, they aren’t too remarkable.
I saved the best character for last. Out of all the characters, I grew attached to Zuko’s uncle, Iroh, faster than just about anyone else. Most of my favorite scenes in the series are, tbh, interactions between him and Zuko. He supplies some of the best humor, but he’s also great when it comes to being serious.
If there was one thing they got right when it came to anime, it was the following mindset: spend money when it counts. Similar to anime, a lot of the animation in Avatar is kind of lacking. But when actual fights are happening, it looks excellent. Battles are incredibly well choreographed, especially for a kids show, and they pretty much always use the environment in some way. I can imagine that parents got angry over this show when it was airing, and I probably would’ve killed myself pretending to be a bender if I had watched Avatar as a kid. The hand-painted backgrounds also have a weirdly nostalgic look to them. The biggest issue with the art style is that although the character design is memorable, it is a bit bland. They could’ve done a lot more combining cartoon and anime styles; in fact, a lot of manga out at the time- such as One Piece– did a great job in that regard. Oh well, it’s just a nitpick anyway. Overall, the show still looks great, even when watching it in 480p and 4:3 aspect ratio.
Final Verdict: 8.5/10
It’s predictable. It’s corny. Its sense of humor is dated as all heck, and it spews sappy lessons of friendship just as about as often as any battle shounen series. But despite this, I thoroughly enjoyed watching Avatar: The Last Airbender for the first time (even if I must respectfully disagree with anyone who calls it one of the greatest fantasy epics of all time; One Piece is still higher up there). I must also give the team appreciation for creating what was perhaps the most loving marriage of cartoon and anime at the time. It must’ve been mind-blowing for kids watching this while it aired, since I’m pretty sure it was the first cartoon of its kind. As much as I don’t like saying America is better at something that originated in another country (what is this, Beat Bobby Flay?), I must concede that Avatar is among the better “anime” I’ve seen. I recommend it if you like battle shounen anime, and/or youthful, silly fantasy with a number of wholesome life lessons.
Last time on DanMachi, we finished off the Xenos Arc. All kinds of chaos ensued (including a gripping fight between Bell and Aiz) as Hestia Familia tried to help the Xenos escape from Orario. However, Hermes created a fake notebook to trick them and force Bell to kill one of the Xenos. Double however, Freya had other plans. She had Ottar direct Asterios, the black minotaur that Aiz injured earlier, to Bell. Turns out that Asterios is a reincarnation of the very first minotaur that Bell fought all that time ago. Their battle is enough of a distraction for the Xenos to escape into the Dungeon, but Bell gets his ass handed to him by Asterios. After the battle, the beast returns to the Dungeon, to train up for the last of their best-two-out-of-three-match. Bell cries for a bit, but continues to move forward as usual.
So, guys, did you know that there’s a massive, underground labyrinth called the Dungeon right underneath Orario? It’s kind of been a while since the story actually involved going there. After the incident, Bell’s rank increases to Level 4, which brings Hestia Familia’s overall rank to D. At this rank, the Guild will now send them off on regular expeditions in the Dungeon, with each ending off on a floor that they haven’t been to before. Finally! But here’s the thing, floors 25 and onward are called “the New World” (*cough* not a ripoff of anything *cough*), and this is where the Dungeon takes the kid gloves off.
The main narrative of this volume is that they end up discovering a rare monster that has grown stronger by gaining XP from other monsters. Although it’s not Asterios, it ends up proving to be quite a challenge because it’s also much smarter than most monsters that aren’t Xenos.
Overall, it’s a good volume, but the biggest issue with this volume is the lack of further character development. It’s undeniable that the characters have grown immensely throughout the series; Bell has better judgement, Lily and Welf are better fighters, Haruhime even gets a new move, and more. The character arcs for most of these people feel more or less complete, which is both good and bad. Good because the series can focus primarily on the Dungeon like it was meant to, and bad because there’s still a lot of story left but it needs chutzpah to stay interesting. Hopefully the new development at the end of the volume will give it that chutzpah.
Sorry for the short post today, but there really isn’t much to say here. This is a good breather volume, and one that we really needed. It doesn’t have a huge revelation or anything, but it’s still DanMachi.
Isekai is an iffy genre. The bad ones are littered with overpowered protagonists, inconsistent world logic, and all-around insufferably boring casts of characters. But they don’t HAVE to be this way. One light novel, Konosuba: God’s Blessing on this Wonderful World!, is one of those really, really good isekai light novels. This is a review of volumes 1-9 of the series, published in English by Yen Press.
Konosuba has so many ridiculous ideas that it’s a miracle they all somehow work. The story starts when the main character, Kazuma, is killed in the real world (like ya do) and is given a chance to live a fantasy life in another world. He jumps at the chance, but immediately regrets it when he forms the most incompetent harem ever.
This light novel revolves primarily around character interactions, to the point where it’s almost a slice-of-life. So if you want an epic adventure, you won’t get that here. The world is also not the most well-built. The areas that are visited are memorable by themselves, but there isn’t any fascinating lore as opposed to something like DanMachi (which will be covered soon enough on this blog). Fortunately, the characters themselves are phenomenal.
Kazuma, our boy, is not an ideal, righteous, yet socially awkward and wholly unremarkable turd. He is an ACTUAL turd; a selfish thief who has sub-par stats with the exception of his high Luck. He prefers leisure over labor, but thanks to his allies, that won’t quite happen.
Aqua, the goddess who accompanies Kazuma, is an egotistical and whiny brat, and I love her. For some reason, the author’s writing is so good at making these annoying-ass characters so lovable. But she’s only the tip of the iceberg.
My favorite girl, Megumin, has grown pretty notorious due to her meme-ability. Since you’ve probably already been spoiled of it, I’ll tell you that she has insane magic power. However, she only knows the spell Explosion, and although powerful, sucks her dry, forcing her to rest for 24 hours. The real problem is that she is obsessed with using it in the worst situations possible!
Darkness is the tank of the group. The catch is that she’s a hardcore masochist, and as such chooses to go out and not wear armor because she wants to get hit by enemies over and over again. There is also another side to her, but that’s spoilers…
In fact, there are still a lot more lovable characters, such as Chris, Eris, Vanir, and Wiz, but they’re more minor characters that I’ll let you react to for yourself. In any case, the four main characters form one of the best groups in light novels by far, and this is a case where nothing can happen and yet feel like more is happening than most plot-focused narratives.
The art has a charming look to it. The characters are very appealing and expressive and that’s enough to get customers to see what the books are about.
Konosuba is a brilliant light novel that I would recommend to anyone, even one who hates isekai. The funny characters and their interactions make it an amazing pick-me-up if you’re ever feeling gloomy.
No Game No Life
Overpowered protagonists, check. Fanservice, check. Blatant pandering, check. Incest?! Lannister-shaped check! That basically sums up everything wrong with modern isekai. YET WHY IS NO GAME NO LIFE SO GOOOOOOOOOD?! This is perhaps my favorite light novel of all time, and yet it’s so… wrong! I’ve read all eight English volumes published by Yen Press at the time of this review.
No Game No Life stars two sibling protagonists, Sora and Shiro. These two have given up on the world and only play online games. Together, they are unstoppable, to the point where a GOD invites them into his world of games.
The thing that immediately sets this series apart from its contemporaries is the world it’s set in. It is a world where the aforementioned god, Tet, created laws to where everything is governed by games. This goes right down to the laws of physics and people’s willpower. If you want a girlfriend, beat her at chess, and she will be FORCED to fall in love with you if you win, as long as she agrees to the terms of the game.
Sora and Shiro’s goal is to use games to start at the bottom and conquer all of the races in the world, a lot of which are mind-bogglingly powerful, in order to win the right to challenge Tet on his own home turf. Since this is an isekai, Sora and Shiro are insanely brilliant and smart. Almost stupidly so.
Nah, impossibly so. The first, simple matches that they have are pretty tame. But as the games get more and more cinematic and literally reality-bending, your disbelief is suspended from the school flagpole like that poor kid who got wedgied. No matter what circumstances they’re in, Sora’s got a plan. In fact, everything that happens in a given match- EVERYTHING- is all according to keikaku for Sora, no matter what. This is something that isn’t a problem for me, as I love over-the-top theatrics if done right, but it might be a turn-off for some people.
Speaking of turn-offs, how about that sexualization of an eleven-year-old girl?! No Game No Life could be called No Shame No Life. And Shiro’s the tip of the iceberg. Every volume contains tons of bathing, bras, and panties. Thankfully, this being a book enables you to censor a lot of this content in your imagination if need be. But what CANNOT be censored is Shiro’s incestuous love for her brother Sora. It’s just something you’ll have to put up with. It’s not integral to the plot, and it more so comes off as a young sibling not understanding her own feelings toward her loving brother than anything else.
The characters are one of the best parts of No Game No Life. We discussed the cruel and calculating Sora and Shiro before, but there are so many other great people. Best Punching Bag Steph is normally a really strong character, but reduced to a lowly servant at the hands of the siblings. She tends to be the “straight man” who flamboyantly reacts to all the stupid things they do. Jibril is a gorgeously lewd guardian angel who always puts a smile on my face whenever she’s on scene. Actual Best Girl Izuna is awesome. She’s, like, eight years old, but hilariously speaks using a lot of curse words while also ending sentences with the word “please” at the same time. I love her! Mentioning anyone else leads straight into light-novel-only spoilers, so I’ll stop here.
The art of No Game No Life is surreal and eye-catching, and it’s drawn by the author himself! It’s very colorful (well, at least the ones that actually ARE colored), to the point where it could give you a migraine. And of course, a lot the illustrations are very lewd. You have been warned.
When it comes to flaws, No Game No Life‘s theatrical prose almost shoots itself in the foot. As previously mentioned, the games that these kids play get INSANE. Almost too insane. And I’m not saying that as far as suspension of disbelief, but as far as actual visual comprehension goes. From volume 6 and onward, there is so much grandiose space-time rending and multi-dimension-ing stuff occurring that it can’t be described well in human language. You will really have to pull through with your imagination to be able to paint a clear picture of stuff, or just not paint the picture at all.
If you can get past its lewdness, No Game No Life is easily one of the best light novels, if not THE best. Since the anime so notoriously lacks a second season, there really is no better version to experience than the original light novel!