Spiritfarer: The Ultimate Casual Game

I’ve definitely been getting a bit more into indie games lately (mostly because they’re relatively cheap), but most of the ones I’ve played are very much in the raw gameplay category. Of course, indie games are just as well known for being more “video” than “game”; as in, they fall into the realm of artistic and emotional experiences that have definitely turned the meaning of the word “videogame” on its head. From Journey, to What Remains of Edith Finch, Gris, and more, a lot of these are highly acclaimed and have brought tons of gamers to tears. I’ve watched people play a lot of the aforementioned titles, mostly from StephenPlays and his wife, Mal. While those games definitely presented themselves really well, I never cried over them. And honestly, it does kind of make me self-deprecate when I’m literally watching people break down in sobs and I… don’t. Basically, the crux of this long-winded preface is me thinking “What if it’s because I’m not playing these games myself? What if I need to be the one moving the character and pushing the buttons and looking at them from my own TV?” This is what’s led me to trying one of the latest emotional indie games, Spiritfarer. Well, that and the fact that you get to construct a cool boat in it.

In Spiritfarer, a girl named Stella suddenly awakens in the River Styx (or something). This creepy hooded guy named Charon looms above her, and says that he’s retiring from his job as the Spiritfarer. Stella, and her cat Daffodil, are given Everlights, which make them the new Spiritfarers. Their task is to find any spirit who isn’t ready to pass on and help them to pass on (which, in terms of gameplay, is to spoil them rotten until they’re happy). When they’re ready, she is to take them to the Everdoor, where they will finally join Prince in the afterworld, a place of never-ending happiness, where the sun shines both day and night. 

Normally, I discuss story, gameplay, and audio-visuals in that order. However, because of how Spiritfarer is, I’m actually going to discuss it in reverse, mostly because I want you to writhe in suspense over whether or not I—as the heartless machine I am—cried over the game’s story. For reasons I’ll get to throughout the review, the gameplay and story rely on how the game looks and sounds.

At a glance, Spiritfarer seems just alright visually. Indie games with hand-drawn art styles are nothing new, and this one looks no better than an American graphic novel (and if you’ve read my review of The Witch Boy, you’ll know how much I don’t care for that artstyle). However, you can’t truly appreciate Spiritfarer’s visuals without actually playing the darn thing, and lemme tell you… this ended up being one of the most beautiful games I’ve ever looked at. The colors are striking and vibrant, with beautiful lighting effects. The character design is fantastic, with every person having a unique and creative look. What really surprised me was the animation. Like I said, games done in hand-drawn style are nothing new, but I daresay that Spiritfarer has phenomenal animation. They know that good animation comes down to subtle mannerisms and minute details. And despite being a silent protagonist, Stella dynamically reacts to dialogue, which helps make her feel alive as well. Word of warning, though. Remember how old videogames loved giving you seizures? Something similar occurs in this game during specific scenes, such as when you welcome a new character to your boat.

The soundtrack is just as deceptively fantastic. As one of the few people who actually loved Zelda Breath of the Wild’s soundtrack, Spiritfarer’s was just as enchanting. It’s super chill (except at certain points, which I’ll cover later) and soothing. But unlike Breath of the Wild with having one overworld theme and then the final dungeon theme, Spiritfarer has several different themes. Sometimes, I’ll play as inefficient as possible just as an excuse to chill (that, and the fact that I’m never efficient in these kinds of games).

Regardless of what I end up thinking of the story, what made me more invested than anything was Spiritfarer’s gameplay, which will be discussed at length. In essence, Spiritfarer plays like a 2-D Raft, where you collect resources through various methods in order to craft facilities and structures for your boat. The system is pretty simple and intuitive, and you can place buildings anywhere within your boat’s space, since it’ll auto-construct ladders. The tricky part, especially early-game, is wrestling with the boat’s size. The various facilities come in wild shapes and sizes, and it’s as fun as it is frustrating to try and clutter it all together. Fortunately, there is an edit feature where you can freely move the buildings without having to dismantle and rebuild them. 

There’s also plenty of upgrades for your rig. You can go to Al’s Shipyard to increase the boat’s size, unlock new facilities, and a host of other things. One of the best aspects of this is that your quest menu will actually list the next upgrades, showing you what you need without having to go to Al’s just because you forgot what was required. You can also upgrade individual facilities, but you need to unlock those upgrades as they come. Stella herself also has upgrades. You earn Obols as payment from newly welcomed spirits, and by donating those to various shrines found throughout the world, you can give her improved mobility and whatnot. It gives the game a sort of metroidvania vibe, even though it really isn’t. 

So how do you get resources? Well, the main way is to visit various islands. Your map starts out pretty small, but expands as you explore further. And while you could theoretically shoot in the dark for a new island (especially on repeat playthroughs if you know where they are), you can also receive quests and random messages in a bottle that will mark out those otherwise darkened areas. Like Wind Waker, your boat actually needs to sail to it. And honestly, I think the sailing in Spiritfarer is better than in Wind Waker by a long shot. Once you start getting new facilities, you can kill the long sailing times by doing tasks (more on that later), fishing, or just straight-up relaxing. The ship cannot move at night, but that can be remedied by going to bed. Just remember to ring the bell just outside of your room to wake your guests (and also remember to never ring it unless the time display on the HUD has the bell symbol, especially not while they’re supposed to be asleep). 

Also unlike Wind Waker, there are a lot of resource gathering areas that regularly respawn en route (although you can and should go out of your way for them if you don’t have a straight shot to your next island). THESE are where things get fun. Despite the game not having any stakes or feeling of death, these special respawning zones (with the exception of collecting drifting crates) make resource collecting fun and exhilarating. From jumping around to collide with space jellyfish that live in random rifts in space-time, to letting yourself get struck by lightning to capture it in empty bottles, Spiritfarer somehow makes an adrenaline-pumping experience even though you can’t die. The soundtrack ramps up during these sections to make it even more fun. One of the best parts is that despite how “casual” Spiritfarer is, you are still rewarded for having intrinsic platforming skills, since you get more resources that way.

That philosophy extends to the facilities in the boat. Normally, the loom or the furnace are used like normal crafting tables, except you sometimes have to wait a minute for results. Here, you have to make them yourself. From playing a rhythm game to speed up plant growth to precisely cutting logs into planks, there are different mechanics for making various resources. Again, you are not straight-up punished for doing bad, but doing good gets you a bonus increase in results. They really keep you busy while the boat is moving. If you can’t stand the long journey (or don’t have any speed upgrades), you can sail to a bus stop (once unlocked) to fast travel around the world.

Cooking is done really well in Spiritfarer. At first glance, it seems like the usual “put ingredients in, get a thing, and slam your head against the wall trying every possible combination in order to get all the recipes”, but it’s a bit more than that. One thing I learned was that you could insert up to five of the same ingredient to get five that dish at once with the cost of more cooking time. Furthermore, your kitchen is a deceptively good source of coal because the sawdust you obtain from cutting logs can be cooked into it. There are also treasures that contain recipes so you don’t always have to brute force them.

SO… all of that covers what you can do on your way to a given island. How about when you GET to an island?! Sadly, the islands are hit-or-miss. Some are just flat albeit lovely plains, while others have a fair share of nooks and crannies. In any case, you will regularly need to visit these places to replenish your basic resources. Fortunately, the preview of it on your map will indicate if resources have respawned, which is a really nice touch. 

As expected from a resource collecting game, the platinum trophy is tied to obtaining at least one of every item in the game. These are presented to a lovely walrus named Susan, who is probably one of the best collector-type characters I have seen in any videogame. At certain milestones, you will get some great rewards, so stop by often.

Anyway, I’ve just talked about the faring part of Spiritfarer for about ten years but not the spirit part. Basically, you find wayward souls on various islands. A lot of people are dead in this world (for some reason), but the ones you want will have a silhouette over their heads. When recruited, they will begin to make the ship their own. As previously discussed, you need to make them happy.

The main way of doing this is to complete quests. This ranges from building new facilities (like their own private quarters) to going to particular areas of story relevance to them. You also have to worry about their moods. You’ll have to feed them regularly, keeping their individual tastes in mind. One of my gripes with the game is that the feed menu itself doesn’t show you their preferences, but honestly you just need to regularly look at their favorites (in the Mood tab) BEFORE you select feed. Unfortunately, they also fail to show what you’ve fed them already, making it an incredible grind to find their favorite dish. As far as I know, there is no trophy for finding everyone’s favorite food (and if there was then I missed it).

You also need to make sure you talk to them whenever an exclamation point or a random text box appears. Usually, it’s just a reminder that they’re hungry or have a quest; but sometimes, you get random tidbits of their backstory. You should pay attention to what they say, because if they talk about an unpleasant memory, it will decrease their mood, and you should respond appropriately by giving them a hug (yes that’s a thing in this game).

So, we’re finally onto the story. The story that many have said is emotional, heart-rending, and powerful. I’ll admit that I was impressed. The writing is phenomenal, with a lot of dry humor that somehow fits in well with the more emotional stuff. All of the characters have basic personalities, but are given more life by the excellent writing and emotive expressions. The game is great at building anticipation for releasing them, and the actual cinematics when that happens are breathtaking. 

And yet, I didn’t shed a tear.

There are some reasons that can be blamed on the game. While the writing is really good, a lot of the more nuanced aspects of the spirits’ character arcs are very loose. Heck, you won’t even be explicitly told exactly how they died. Also, you could literally just be checking on them while you make your rounds, and they’ll suddenly be like: “Let me share with you this traumatic memory!” I tried to pay attention for the most part, but it’s hard to pay attention while you’re trying to make sure everyone (including assorted farm animals) are fed, your windmill is actually rotating, your plants are watered, while also squeezing time to smelt ores or use the loom. This game was something that had to be left up to interpretation, but the Lily Update that came out early 2021 straight up tells you Stella’s backstory and each spirit’s role in the overarching story.

However, the blame still rests on me, and it probably has to do with my autism. I say that the characters are loose and interpretive, but that could easily be my inability to understand people. There are some aspects of the brain that completely elude our best neurologists to this day, which are part of some sense of “understanding” that I do not have. Most neurotypical people can probably read the lines of these spirits as it is, and piece together exactly what happened to them—down to their cause of death—with no problem. In fact, based on one of the patch notes I read, the fans knew more about one character than the devs themselves! Honestly, I feel jealous. Games like this are part of why I question if I like having autism. 

Regardless of what the exact backstories of these characters are, with Spiritfarer being a slice-of-life, they’re all going to amount to being a normal, realistic, human issue of some kind. People and critics seem to think that those are the most objectively and unequivocally fascinating narrative themes, but I don’t. I suppose you can blame my autism again.

Also, my impression has sort of been colored by the content updates. It’s not really the content of the updates, but the fact that they were announced when I was in position to beat the game. Since I wanted to play those first, I ended up waiting months for them. And as a result, a lot of the plot was lost to me. My clearest memories are the above passages that you just read, written while they were fresh in my mind (this review, consequently, took over a year to write to completion).

Beyond all I’ve discussed, there are still a couple of flaws with Spiritfarer. It’s nothing game-breaking, but I don’t want to sound like that guy who glosses over issues just to sound “right”. First off, while the game appears to be pretty open world, progress is deceptively linear. Usually, these kinds of games gate you from certain progression by just not giving you certain resources, and having you craft what you can in order to gradually find those resources. Spiritfarer is a lot more strict than that. The resource collection events, such as lightning and stuff, are tied to a specific character, requiring you to have them on your boat before you can obtain the resource. Also, certain regions of the game are locked behind specific boat upgrades. Those upgrades require a Spirit Flower, which is only obtained by releasing a spirit, making the game even more linear. This also, sadly, can make you look forward to releasing a spirit, which kind of kills the emotional value of the sequences. Other than that, some chests require blind leaps of faith to reach. There’s no punishment for missing, of course, but the lack of bottomless pits doesn’t make that kind of level design any less annoying.

It also gets grindy if you go for the platinum trophy. Fishing isn’t too bad if you can find the optional upgrade that allows you to catch even the most difficult fish in less than a minute. The problem is the cooking. If you don’t look up all the recipes, you’ll end up brute-forcing a lot of them. While most items take any of a given type of food, some are more specific. It didn’t make the game fun anymore, so I just gave up on it. Oh well, like Hudson Hornet said: “It’s just an empty digital cup.”

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Final Verdict: 9.65/10

Spiritfarer is one of the greatest casual gaming experiences of my life, and definitely one of my favorite indie games. It didn’t make me cry, but it’s something I will never forget. I’d try the other two games by this team, but they—in a stark contrast to this game—look rip-your-ass-off-difficult. Hopefully they’ll start working on a new project soon-ish? In any case, I recommend Spiritfarer if you like Stardew Valley and Edith Finch and stuff.

Encanto: Smart House but Cranked up to Eleven

Does anyone remember the one good thing about COVID-19, i.e. when movie studios streamed new movies as an additional option on release? Nowadays, studios are like “Yeah, we can go back to making theaters the only option again”. And guess what, Disney’s Encanto is no exception! As the first animated movie since Moana to have potential future Disney Legend Lin-Manuel Miranda at the helm, risking my life would be more than worth it (albeit a bit inconvenient). 

Encanto begins when the Madrigal family narrowly escapes what I presume to be the Conquistadors. They get saved by a candle, of all things. A candle that creates the enclosed world of Encanto, with a magic house at the center. Over the course of fifty years, every Madrigal is blessed with a gift. And like any media ever with a “gift” system, our main protagonist, Mirabelle Madrigal, gets nothing. And like any media where that happens, it’s the person without a gift who has to save everyone.

Disney movies will always be very predictable, especially since this is their sixtieth animated feature. As soon as you hear Abuela utter the T-shirt-worthy phrase, “Make your family proud”, you know the theme, or rather, themes. Encanto is about family and trauma. Specifically, it’s about how families place burdens on one another because they want to keep things peachy keen.

One of the most interesting aspects of Encanto is its setting. Being enclosed from the rest of the world, the house—La Casita—is where the bulk of the movie takes place. This makes it feel much more compact than most Disney settings I’ve seen. Of course, that doesn’t mean there’s a shortage of Disney magic. La Casita has as many surprises as its personality!

Speaking of personality, the cast is full to bursting with it. Mirabelle is probably one of the best female leads Disney has cooked up. She’s not banging you over the head with feminism (although that was never a Disney issue as much as an issue with Western culture in general), but she shows that she’s a big-hearted girl who loves her family. 

But wait, there’s more! Mirabelle’s family is… big to say the least. Each person, from Best Girl Luise, to drop-dead gorgeous Isabel, have fully realized character designs and flaws. Bruno is likely my favorite character, what with his tragic backstory and quirky personality. Abuela is kind of a weak spot, being a traditional bad Disney parent like Miguel’s grandma in Coco. But you know what, at least Abuela had a more tangible reason to be dense! Hang on, did I say Bruno was the best character? No, that’d be La Casita; the house, like a loyal animal companion, is the only one to actually stand by Mirabelle from start to finish (okay, technically Antonio did too, but he’s not a magic house).

Of course, what always separates Disney from what I’d call the “superficial at best” mainstream is how much stock they actually put in to bring their stuff to life. As expected, every aspect of the movie is intricately well thought out, down to every particle. Also, they once again manage to perfectly border photorealism without ever entering an uncanny valley. 

Last but not least is the one thing I was looking forward to the most in Encanto: the soundtrack. Between Hamilton, Moana, and Mary Poppins Returns, master maestro Lin-Manuel Miranda hasn’t only crafted top quality numbers, but a high quantity as well. Sadly, Encanto has a whopping not many songs. What’s there is top-notch stuff, but as of writing this review (mere minutes after seeing the movie), I already have withdrawal! Next Lin-Manuel Miranda movie when?

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Final Verdict: 9.7/10

Honestly, I don’t remember having been so captivated by an iteration of the traditional Disney formula in quite some time, but that could also be because the last two years have felt like a lifetime. Encanto is a masterpiece of Latinx culture, introspection, and most of all… family! I highly recommend it to any Disney fan, and to anyone who wants a brief respite from the depressant that is being alive during a pandemic.

Luca: Kaiju Plus Italian Food Equals Success!

By this point in human history, most of the United States will have been freed from the pandemic that definitely warranted EVERY SINGLE mandate taken against it. Theaters are open, but despite that, Pixar once again elected to squander the chance to actually profit off of one of their movies. Yep, their newest film, Luca, is included with a simple Disney+ subscription, just like with Soul. At least one good thing came from that whole incident!

In Luca, the titular sea monster (or as I would prefer to call it, Kaiju) boy is having a crap life herding fish-sheep with a dream to see the human world. Naturally, he’s forbidden to live said dream. Fortunately, all it takes is a chance encounter with a sassy teenage Kaiju named Alberto for him to completely disregard his parents and head there anyway.

The first interesting thing about this movie is the setting: Italy. This is, to my knowledge, Disney’s first movie to represent Italian culture, and as an Italian myself, it feels… underwhelming? From what I understand, kids of different heritages are supposed to feel some sort of solace in learning about where they came from. And before you tell me that my apathy is because Italians are White, allow me to tell you that Italians were just as much victims of racism in the early 1900s as any minority group. In any case, you can probably chalk up my lack of an existential and cultural awakening to my neuro-atypical brain. If you’re Italian (and not me), you’ll probably fan-gush your butt off at this setting.

What brings said setting to life is Pixar’s long-running expertise in visual presentation. Outside of a few dream sequences, the movie isn’t as abstract as Soul, but it still looks beautiful. It blurs the line between cartoon and realism thanks to its noodly characters contrasting against the extremely detailed environments. The devil is in the detail as usual, especially when it comes to those quintessentially Italian hand gestures.

Also expected from Pixar is Luca‘s very simple plot. The main conflict is that Luca and Alberto want to obtain a motorcycle to travel the world with, the problem being that they need cash. The best opportunity to get cash is to win the Porto Rosso Cup, and luckily enough, they meet a human girl named Giulia who wants to win the Cup as well. Of course, the whole Kaiju thing complicates matters.

For me, the movie’s biggest strength is in its cast of characters. Luca is kind of generic, but he develops some interesting relationships with Alberto and Giulia. Alberto is an interesting case. He has an assertive policy that inspires Luca to explore the human world, but he does it a bit to the Nth degree. This is shown throughout the movie, and is—in recent memory—one of the few organic buildups to that classic “Disney argument”. Giulia is that best friend type who’s proactive and ambitious; she’s not complex but it’s hard not to like her. I have a strange feeling that, given the month that this movie came out in, people will not be pleased at how Luca and Alberto’s relationship turns out in the end.

The parents—for once—manage to both have proper arcs and not die. Luca’s parents are dense as you can expect at first, but eventually have to acknowledge that their little Kaiju’s grown up. In the meantime, they eventually head to the surface to search for him and have some hilarious escapades. Luca’s grandma is much more likable, but she doesn’t get significant screentime. Fortunately, Giulia’s awesome dad makes up for that lack.

The weakest character ends up being the main antagonist (whose name I’m probably spelling wrong), Erkele. He’s the first Disney “villain” in like a decade, and he kind of shows that maybe they should stick with not having villains. He’s very expressive and funny, but he gets no real arc other than to be a jerk and impede the protagonists.

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Final Verdict: 9.25/10

Luca is a great Pixar movie as usual. I don’t quite think it’s as good as Soul, but it’s definitely easier to rewatch since—for the time being—everything from last year is kind of cursed. In any case, Luca is great, and I want to stay at Disney’s Riviera Resort now.

Ori and the Will of the Wisps: A Beautiful, Death-Trap-Infested Game

I never played Ori and the Blind Forest, but I did watch Josh Jepson and ProtonJon play through it, hence my interest in the sequel: Ori and the Will of the Wisps. I needed a metroidvania to keep my mind off of the upcoming Ender Lillies. So yeah, that’s why I decided to buy this (also the fact that Sakuna: Of Rice and Ruin had been murdering me at the time).

Ori and the Will of the Wisps picks up right where the first game left off. Ori and the gang watch over the bird egg that was left behind until it hatches into a baby crow named Ku. After much trial and error, Ori helps Ku learn to fly. And while flying, they happen upon some island that seems to be in a BIT of a bind.

Will of the Wisps is nowhere near the emotional gut punch that Blind Forest was. While the opening sequence is startlingly similar, the only emotional aspect is “Oh no our burb couldn’t fly” versus “Holy crap my mother just DIED”. There is a part at around the one-third point that is utter tonal whiplash. And five minutes after that, it’s like “OKAY BACK TO VIDEOGAME AGAIN”. We get to find out the identity of the super-deep narrator in this game, which is pretty cool. Other than that, it’s pretty typical videogame stuff.

The game has a LOT of character, thanks to how it presents itself. The hand-painted-like visuals and orchestral soundtrack give Will of the Wisps the same whimsical feel as the previous game. While none of the individual tracks really stood out to me, they do a good job dynamically changing as you go through a given area. The Switch version does have some loading issues if you move too fast (fortunately it doesn’t happen when speed matters), and takes over a minute to boot-up. But hey, at least it’s not Sonic 06.

If you’re wondering if you need to play Blind Forest in order to enjoy Will of the Wisps, don’t worry; the gameplay has changed a LOT. While Ori still gets his usual mobility options, combat is completely reimagined. Ori doesn’t have his Jiminy Cricket friend from last time, so instead, he gets a SWORD. Ori’s sword has great range, and moves fast; like the optimal melee setup in Hollow Knight but without the needed charms. This attack, along with many other abilities, need to be assigned to Y, X, and A. You find a lot of abilities, by either interacting with trees or straight-up buying them. Because of this, combat has a lot more depth than the previous game. Plus, your attacks pack a real wallop, which can stun enemies or send them flying. Uniquely enough, you can un-assign your standard attack if you so choose. But in any case, you can re-assign your moves instantly at any time, so it’s not that big of a deal.

But that’s not all! There’s also spirit shards. These are basically charms from Hollow Knight, but they all take the same amount of slots. They have perks, from being able to stick to climbable walls, to having applications in combat. Some of them can be upgraded, and it’s definitely worth doing (even if they cost more than a pretty penny). 

As far as being a metroidvania is concerned, Will of the Wisps does a great job. I still have doubts that any metroidvania could beat Hollow Knight in terms of exploration, but I had a great deal of fun running around this new world. The map marks off most points of interests for you, but if you want to know where everything is, you’ll have to pay the map guy. There is also a lot more to do compared to Blind Forest. In addition to the Life Cells, Energy Cells, and secret pockets of cash scattered about, you have to worry about fun combat shrines, less fun speedrunning challenges, and hidden spirits shards. You also have Wellspring Glades, the dedicated hub area. To spruce this place up, you need to find Gorlek Ore to fund various projects, and seeds to plant to allow access to other parts of town.

If you aren’t too familiar with Blind Forest, then you might be wondering what exactly makes Ori stand out from the other nine hundred ninety-nine metroidvanias out there. Pretty early on in the Ori games, you obtain the bash ability. At the push of a button, this move allows you to grab hanging lamps, enemy projectiles, and enemies themselves to literally yeet Ori in any direction of your choosing. You can use this to redirect projectiles back at the enemies, but more often than not, you use this for some straight-up ridiculous platforming. Will of the Wisps gets more insane when you obtain the new grapple ability. This thing has obscene range, able to grapple to targets practically offscreen. However, it’s a lot touchier compared to bash because this one doesn’t let you change the angle that Ori is launched in.

These crazy movement abilities allow the Ori games to have some really cinematic chase sequences. They were pulse-pounding in Blind Forest, and the ones in Will of the Wisps are no slouch. But as fun as they are, there are tons of chances for instant death. If you’re going for the no-death challenge, then… prepare to hate these sections of the game.

Blind Forest was notoriously difficult. By comparison, however, Will of the Wisps is significantly easier. The wider range of combat options make most enemies a joke, even with a shard that greatly increases their stats in exchange for more money. It is still easy to die, but the incredibly generous checkpoints kind of encourage more reckless play. The chase sequences are also a lot shorter and easier this time around. I haven’t played the game on hard mode, since it—you know—would require another playthrough, and I don’t exactly have the luxury to replay a game, but I imagine that veterans will want that mode right out of the gate.

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Final Verdict: 8.75/10 

Ori and the Will of the Wisps is a great metroidvania that’s much better than its predecessor. I recommend it if you like Ori and this type of game in general.

Monster Girl Doctor Overview (Volumes 1-3)

The monster girl genre of manga has a lot of inherent appeal. They have the same ecchi content that people… er… enjoy, while also giving the girls extra appendages to… do stuff with. Interspecies Reviewers is one of the best in this category. But there’s also stuff like Monster Musume, Yokai Girls, or today’s topic, Monster Girl Doctor, published in English by Seven Seas.

In Monster Girl Doctor, a young lad named Glenn Litbeit is a doctor for monsters. He, along with his assistant and childhood friend, a lamia named Saphentite Neikes, will stop at nothing to cure their patients. Yeah, that’s pretty much it.

Being a doctor means having to touch certain… areas of other people. And legal or not, the novel wastes no time getting into that ecchi territory. The series opens with him groping a female patient. Plus, Saphentite (who will be henceforth referred to as Sapphee) does not hesitate to wrap her entire snake body around both Glenn and patients alike (and the same goes for their octopus mom of a teacher). Additionally, a lot of Glenn’s patients make… certain noises when he examines them.

Moral values aside, Monster Girl Doctor has some issues. While the writing is just FINE AND DANDY at describing women’s curves, skin colors, and beauty, I couldn’t get a visual on anything else. The city that the story is set in, Lindworm, is apparently a bustling metropolis with a load of districts for different monster races. But for some reason, I never had a good sense of scale.

If you couldn’t tell, this is another no-stakes slice-of-life fantasy. I’ll admit that it does try its darndest to have stakes, but it’s just too hunky-dorey. Even when the story ramps up a lot in volume three, it’s still the same basic formula of “save the waifus”. 

Also, here’s a surprise: I wasn’t a big fan of the characters (well, I suppose it would be a surprise if you aren’t too familiar with my blog)! Glenn is- like any ecchi male protagonist- very generic and unremarkable. Being a doctor makes him a perfect Prince Charming who helps all sorts of waifus. His various patients are… eeeeh. Just like he’s the perfect Prince Charming, they’re the perfect damsels in distress. They’re typical, cute but tortured girls who exist to have people grow emotionally attached to them after hearing their tragic backstories and cry buckets of joy when Glenn saves them. Even if they aren’t written out of the series after he helps them, I still didn’t enjoy them as characters. But if there’s a silver lining, it’s Sapphee. She gets jealous very easily, making her a sort of yandere character. Since she’s Glenn’s assistant, she’s an actual character instead of a waifu to save. 

The art of Monster Girl Doctor is pretty darn good. There isn’t much in terms of backgrounds, but that’s okay, because it makes all the cute monster girls stand out. There’s also plenty of ecchi goodness on each of the illustrations, like when Sapphee sticks her snake tail into a patient’s mouth.

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Verdict: 7/10

Monster Girl Doctor is a good series, but time and money are vital these days, and “good” doesn’t cut it. When it comes to light novels, anything less than an 8/10 is a risk of wasting money, and anything less than a 7/10 IS a waste of money. But regardless of how I feel, the cuteness of the monster girls, as well as how savable they are, will likely make the anime a big hit during its broadcast. Read it if it strikes your fancy.