TROUBLESHOOTER: Abandoned Children is a Masterpiece I May Never Finish

I have pretty much narrowed down the games I prefer to play (read as: the only games I am even remotely good at). However, sometimes, my dumb brain decides to goof. For whatever reason, when I stumbled upon TROUBLESHOOTER: Abandoned Children on Steam, I was captivated. Being a strategy RPG, it was completely unexplored territory for me. However, with a high difficulty, insane depth, EIGHT HUNDRED ABILITIES TO LEARN, and a sprawling story that’s on par with Fire Emblem: Three Houses in scope, jumping into this was like driving a racecar without a driver’s license. This is gonna get… uuuuuugly… 

TROUBLESHOOTER: Abandoned Children is set in Valhalla, a place where crime is rampant. Fortunately, there are titular Troubleshooters to help out. This story stars an upstart named Albus Bernstein… among MANY others.

The plot of TROUBLESHOOTER is a lot, but it’s a good lot. It’s a traditional episodic cyberpunk, but with classic anime tropes. As you do missions, you learn more about the world and its denizens. They put a LOT of thought into the game, with detailed descriptions of pretty much everything, and loads of environmental details that really make Valhalla appear to be a real city. Being well over a hundred hours long, expect it to really ease you in before sh** hits the fan. Unfortunately… I didn’t exactly enjoy the story. For how much worldbuilding there is, what happens is pretty simple. You basically fight any gang that forms in Valhalla, along with the mainstay antagonists: the Spoonist Cult, and some guy named Carter. All this serves as stepping stones, so Albus’ group can reach Mythril Rank, and he can view classified documents about the classic “incident from ten years ago that everyone talks about all the time but never gives you any actual context until a hundred hours later” trope. It doesn’t help that, with my schedule, I didn’t exactly get to marathon it; that means forgetting what was going on in the first place.

Of course, the biggest caveat with something like this is the fact that the devs are a Korean indie team. Any small outfit that has to translate any foreign dialogue is destined to mess up… a lot. Many Steam reviews, naturally, criticized the writing, but to be honest, it’s not the worst. Some descriptions can sound vague, but a lot of the writing itself is perfectly understandable, even if it lacks poeticness. The game has some pretty good voice acting for what it is, although it only comes up during pure gameplay. It’s actually my first time ever hearing Korean (since I don’t listen to K-Pop), and boy, it really sounds similar to Japanese to the untrained ear. I can just barely tell it’s a different language. 

The characters, however, ended up being WAY better than I expected. Albus is a generic, reckless dingus, and is the weakest link in the game. Everyone else is actually pretty damn awesome, especially considering the translation. They’re pretty basic and trope-y, but I still liked them a lot. 

Where do I even start with this gameplay? It’s so deep it’s not even funny. Actually, I should start with an appreciation of the game’s U.I. It’s complex, sure, but it’s actually really well put together. There are shortcuts to other menus in just the right places when you’re trying to create builds or look up info on enemies and materials. Hovering over a character’s stats will show you the factors influencing their amount (i.e. equipment, skills, etc.). In battle, hovering over a move will show you the exact calculations, and of course, it shows you a preview of non-crit and non-block damage to the enemy’s health bar when targeting. Also, hovering over the different probabilities associated with your attack while targeting (i.e. hit chance, crit chance, damage, etc.) will also show the calculations for that as well; it shows the exact parameters that enemy armor, skills, status, and environment influence over the attack’s result. It also gives relevant descriptions of status effects as needed; you don’t have to look up a giant glossary of effects if you don’t remember what does what. 

As is tradition with strategy RPGs, you have your party, equipment, all that jazz. TROUBLESHOOTER, however, has Masteries. These are the aforementioned eight hundred abilities that can be learned. Most of these are dropped at random by enemies, and can be stockpiled like items. Masteries can be equipped to available slots for their desired effect, and consumed in research to acquire new ones. Mastery Sets come into play when the right Masteries are equipped. The game is kind enough to show you an indicator when you’re on the right track with obtaining a Set. Unfortunately, there is an annoying mechanic where each category of Mastery slots (Basic, Attack, etc.) have their own capacities that limit the value of which Masteries can be equipped AS WELL as there being a limited number of slots for Masteries to be equipped to. It doesn’t matter how many Training Points you actually have in order to equip Masteries with higher costs; if the total value of the Masteries exceeds that property limit in the category, you can’t do it. There are Masteries to increase those capacities, but they’re very rare and specific, and of course, need to sacrifice a slot in another category to be equipped. I think that system is really arbitrary and really hinders your ability to min-max your party.

Equipment is also VERY involved. You can obtain equipment in battle, and they come in various color-coded rarities, as well as an Unidentified or Identified status. Identified weapons will have one-to-four stars on their thumbnail, and have a title of some sort after their name; they are objectively better than Unidentified equipment. These have lower stats and no special effects, but you can pay someone to Identify them. The results are random, which makes for big dopamine when you get good results. 

Materials can be earned from battle, and used as ingredients for various items at the workbench. Even if you don’t get what you need, large amounts of materials can be crafted into the next tier of that same type of item. Conversely, rarer items can be dismantled into common ones. You can also outright buy materials and weapons, but doing this is quite expensive.

However, money ends up being VERY easy to accumulate and manage. Ordering food to maintain motivation, paying your landlord as well as your party members is pretty cheap. As long as you don’t splurge on the rare materials and weapons sold at the shops, you’re good. The only thing I buy a lot of are consumables. When equipping them, it—at a glance—looks like an equippable that comes with X number of charges per battle. In fact, it’s not. It pulls from your stock of that item, so you’ll need a lot of them if you plan to use them a lot. Many of them, such as grenades, are extremely helpful when used in the right spot, and of course, you’ll need potions, especially when you haven’t recruited the dedicated healer. Also, you really don’t need to buy equipment at all. You get SO MANY equipment drops naturally in battle, to the point where selling them is your main source of dough. You also don’t need to worry about identifying any of them, except for maybe a red-rarity item dropped by bosses, which can be identified into something even better. Furthermore, the powerful purple-rarity equipment you can get from sidequests and crafting can ALSO be identified for relatively cheap, and these—with their true potential unlocked—will be your best equipment in the long term. 

Combat is also as convoluted as you can expect. You have your movement, attacks, Vigor gauge, SP gauge, the environment, weather, time of day, enemy units, people to rescue, buffs, debuffs… yeah it’s a lot. Too much for me to describe in this post. Fortunately, while some reviewers criticize the slow start of the game, it does do a good job to ease you in if you’re a virgin of the genre. Scratch that, it does an exceptional job. Missions get more complex in the right way to get you in the game’s groove without throwing you at the wolves. A pro-tip from me is to not undervalue any back-up soldiers you get. They’re pretty basic, but rely on strength in numbers. Their items are really handy (especially when later ones have the Mastery that makes using items not consume their turn), and you can afford to lose them if absolutely necessary.

Oh, by the way, TROUBLESHOOTER is absurdly hard. Even with powerful builds consisting of three-plus Mastery sets across the entire team, really good equipment, and being at least eight levels over the recommendation for a given mission, I’ve gotten uncomfortably close to the jaws of death numerous times. On NORMAL difficulty. I don’t feel like I’m playing the game wrong, it’s just… hard. In fact, I saw one forum post say that they’ve had their characters die over two hundred times in total. I even read that the postgame DLC is borderline impossible. Cover is INSANELY valuable, because anyone not in it basically dies. Even with good equipment, an unlucky crit can one-shot one of our intrepid heroes from full health, especially if it’s from a boss, or a sniper unit. Bosses are generally a good chunk of your grievances, but there are some specific enemy units who are so bad, they are worse than a lot of the bosses. 

One aspect that I feel like should be divisive to strategy-RPG veterans is the Sight mechanic. In any other game of this kind I’ve seen, you get to see and evaluate the entire field, and plan accordingly. Maybe there’ll be an odd stage with fog where you can’t see enemies until it’s too late, and those levels generally suck. Well, with Sight, TROUBLESHOOTER is that fog level all the time. While this is a stat that can be increased, and abilities to reveal enemies in unexplored territory, it is consistently your biggest enemy. You don’t know what an enemy unit is doing until you’re close enough. There are SO MANY times where I sent one person to fight a single enemy unit, when it turned out that there were actually eight of them just beyond my Sight. This kind of misinformation makes missions particularly difficult your first time through; it’s kind of like old-school videogame difficulty, which relied on memorization more than ability to problem solve and adapt, and is generally considered bad game design by today’s standards. While taking time and not splitting up your heroes can be encouraged, there are some more urgent stages where you need to save people or defend a zone (or because the map is huge and it can take forever to complete some missions, although the game autosaves after every turn which is nice). Furthermore, you don’t get to look at enemy units in detail like in other strategy-RPGs, which means even more memorization, and—if it’s your first time facing an enemy unit—absolute terror from not knowing the best strategy to fight them. There is a database for enemies in the company’s office, but by the time you can see all the enemies’ abilities, you’ll already have fought them several times.

Speaking of the office, that’s where your center of operations is. Here, you can do all your crafting and stuff. You must also keep your reputation in mind in different districts. District jurisdiction is vital, because it’s how you get paid. You get the starting district as a free-bee, but you’ll need to satisfy various prerequisites (including money), to apply for jurisdiction and reap the unique benefits of each area. You can also cancel jurisdiction if you hate earning money. Unfortunately, this mechanic is extremely strange and inconsistent. Not losing cases isn’t enough; you need to keep winning cases in the designated district to maintain reputation, but sometimes there’s only one or two missions there—and well—nothing you actually need to do there (at least I think that’s how it works). There are also times where you satisfy the prerequisites to apply for jurisdiction, but your company will arbitrarily not want said jurisdiction. Some districts want you to have a variety of case experiences, which is annoying since 9/10 levels are simple arrest missions. I ended up looking this up on the Steam forums, and it turns out that you only get as many jurisdictions as you have Troubleshooters, and apparently, not all of your party members are considered Troubleshooters in a business sense. In actuality, you only get to have four by the end of the game. You also lose reputation for NOT doing missions in given areas, though this can be helped somewhat by certain Jurisdiction policies that increase the reputation of multiple districts at once. However, it doesn’t take long for your salary to end up being a pretty paltry sum; like I said before, selling unneeded equipment can give you the same amount and then some.

Mission control is where you set out to defend the peace. Story missions are self explanatory enough, but take note of Ordinary and Violent Missions. These are optional filler scenarios that are infinitely replayable, and this is where most of your grinding will take place if you either get stonewalled or want to undertake the daunting task of completion. After a certain point, story missions can be replayed infinitely without repercussions. This adds variety to the completionist grind, and you can skip cutscenes. 

There are also TONS of sidequests, a lot of which are either secondary objectives in existing missions or their own thing. The immediate problem with them is that the first quest, which happens to be the prerequisite to all the others, is uncharacteristically hard if you do it at the earliest opportunity; it’s tougher than some of the quests that come up after-the-fact. A lot of them are a pain, though. From having to prevent large groups of mobile, highly evasive enemies from escaping the level, to having to find a specific enemy unit who isn’t marked on the map… it’s a thing. However, they are well worth doing no matter what; you get REALLY good rewards, and it’s the only way that your company earns brownie points toward its reputation.

With a game this long and chock full of content, it’d be tough to find time to play it in this day and age. As addictive as it is, it is NOT good to marathon; you might as well go slow and steady. In fact, I have yet to finish it even as you read this post. A hundred hours in at the time of publishing and I’m not even CLOSE to done. I just really wanted to get a review out for this underrated gem, and there’s no guarantee I’ll be able to complete it. I’m at the fifth of what appears to be seven or eight chapters, and that’s EXCLUDING the two post-game DLC stories!

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Current (Possibly Final) Verdict: 9.65/10

TROUBLESHOOTER: Abandoned Children is a true testament to the capability of indie game developers… and it’s only part one of a planned series. If you can somehow find the time (and the computer powerful enough) to sink your life into this one, then I highly advise giving it a whirl. Meanwhile, I gotta finish this thing myself… boy, One Piece will probably be done before that happens.

Clock Striker (Volume 1): Saturday AM’s Biggest Gambit Yet

Let me tell you how obsessed we are with skin these days. In manga, there is a simple technique where stuff is applied with different shades of gray, and give us an idea of what color something is within the medium’s grayscale trappings. It can be used—for instance—to imply that a character has a tan or brown skin color. Issaka Galadima made the decision for the main protagonist of Clock Striker to have one shade, giving her brown skin as a result. This one decision has turned the entire manga industry on its head. In true hypocritical fashion, it even earned the mangaka racial backlash. It doesn’t help that the main character’s skin has been the ONLY thing used by the publisher, Saturday AM, to promote it. However, it still looked like an excellent battle shounen. So, let’s see if I can discuss it like a human being in my review of its first volume (although by the time you’re reading this the initial controversy has probably died down).

In Clock Striker, a girl named Cast wants to be a Smith. However, everyone bullies her and tells her no (classic). Double however, she has an encounter with one such Smith, a woman named Philomena Clock. Naturally, after the first major battle in the series, Clock recruits Cast as her Striker, which is a Smith’s apprentice (title drop). The two go on adventures to dispose of the ancient superweapons that survived some war that probably doesn’t get touched on for a hundred-plus chapters.

So, in a way, we were being played for saps with this manga. Calm down! Spoilers, this post will be mostly positive. However, I must note that, despite the heavy emphasis on Cast’s race in Clock Striker‘s marketing, racism is in fact not a theme whatsoever, at least not in this volume. Sexism does seem to play a role, but right now, it’s a non-issue that feels like shock value. Again, this could change in the future.

They really didn’t need to play into sensitive social issues at all, because Clock Striker is off to a rocking start regardless. First off, the art is really good. In fact, it’s probably the best looking manga I’ve read from Saturday AM thus far. It’s not a particularly novel look, but Clock Striker conforms to classic shounen aesthetics really well. Characters are really memorable and expressive, and the fights are explosively cinematic. 

It is also as creative as any battle shounen worth its salt should be. Cast’s superpower would fit really well in Dr. Stone; her prosthetic hand allows her to create chemical reactions, which she uses to blind her enemies with science. Clock, in addition to superhuman strength, has the ability to have tools spontaneously created by a 3D printer that gets beamed down via satellite. It is implied that Cast will have this ability added to her arsenal in time. 

As for the story, it’s pretty standard shounen fare so far. Cast does have a goal to become the Pirate King Hokage of Smiths, which is probably where the issue of sexism will be touched in earnest, but for now, it’s all about cleaning up those superweapons. However, no episodic battle shounen is complete without detours! This time, the first distraction involves a kid named Klaus, a runaway from a royal family who has a handsome bounty on his head. The first people who come after him are the Demon Bandits, and like any bandits worth their salt, they rob a train.

Fortunately, Clock Striker is starting out VERY well-paced. It doesn’t feel rushed, yet this volume covers the manga’s first THREE arcs in full, at about 217 pages in total. It helps that it’s this tightly paced in a slower, independent magazine like Saturday AM; it forces Galadima to trim the fat and make every page really count. Although, with that being said, I’m pretty sure that this is at least three years’ of chapters in this volume alone. The next one might get us practically caught up with the publication!

Anyway, there are only three staple protagonists in Clock Striker thus far: Cast, Clock, and Klaus. Cast is a classic spunky protagonist; she doesn’t do anything novel (other than the one thing that people like her for), but follows in the footsteps of Jump heroes quite well. Clock is the Best Mom, though. Possibly Best Grandma, depending on her age. She’s all hoity-toity looking, but packs a punch, and never fails to put on a most formal attitude. This volume hints at her backstory, and knowing battle shounen, we won’t know anything about it for a hundred more chapters. 

Klaus is the weakest link. He seems like a typical rich kid with snobby parents. However, the Demon Bandits who try to capture him are pretty cool. I hope they show up more in the future.

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Current Verdict: 8.85/10

Clock Striker shows a lot of promise. In fact, it could very well become an equal to Jump‘s best, and maybe even surpass a few of them (especially the ones I don’t particularly like). At the rate it’s going, I’ll probably publish the full review in about ten years. I recommend it to any battle shounen junkie.

Shy (Volume 1): Introverts Can Be Heroes Too

Bukumi Miki’s Shy could be one of the most hyped and controversial upcoming anime, potentially warranting comparisons to My Hero Academia, and according to RiseFromAshes, people getting obsessed with whether or not girls kiss. Wow that was one sentence… Anyway, I’ve actually known about it for some time, since stumbling upon it back in my MAL days, being intrigued, and waiting for it to get licensed for Western consumption (since pirating is for bad noodles). Well, it’s finally here… goodbye, wallet. 

In Shy, the world is free of war, thanks to the appearance of superheroes. One of them is the titular Shy—a.k.a. Teru Momijiyama. In case you couldn’t tell, she’s insecure and socially awkward. However, when a strange boy starts messing with people’s hearts, she might end up being the key to saving the world from calamity.

Immediately, this manga showcases the pressure that heroes are faced with. Shy gets involved with a typical amusement park accident in the opening chapter. One person ends up injured, but that’s enough for the entire world to want to cancel her. What makes it even more awkward is that the same person—Iko Koshikawa—ends up transferring to Teru’s class on crutches. 

The main premise of the series sets itself up right off the bat. As I stated before, a very dubious boy—whom the heroes name Stigma—is able to amplify the darkness in people’s hearts and turn them into monsters. Iko is the first victim that we see in this volume. The fight is your classic “save the broken waifu” sequence.

It was then that I realized that Shy is really more like Kingdom Hearts than My Hero Academia. Instead of commentating on classism and societal pressures, Shy’s core theme seems to have to do with problems of the heart. Even planet earth has a heart… apparently?

So far, if there is any problem I have with Shy, it’s that… it’s not as creative as I thought it would be? So far, the ideas are all very simple. Each nation has one hero, and they report to a being named Unilord who lives in a space station. Stigma’s power has been seen a billion times in fiction, and—I dunno—the first encounter didn’t exactly wow me. It was good, but I guess it’s starting to get tiring to see the whole “people’s fears manifest into physical forms” trope. Aesthetically, the transformation wasn’t too interesting either. 

However, Shy does some great things right off the bat. So far, the cast of characters are very likable. Teru, as Shy, is going to have a lot of baggage moving forward. Poor thing… I can totally relate to being an introvert yet having the entire world forced onto your shoulders; I’m sure everyone can these days, with how aware we all are of discrimination and climate change. 

She’s nice and all, but I have a feeling that everyone is going to like Pepesha Andreianov, a.k.a. Spirit. She’s compassionate, perpetually drunk, and her physical qualities are above par with the base wants of the superficial man. Stardust (whose birth name I already forgot) is an eccentric rock star who has a bit of an anti-hero thing going on. Unilord is also unexpectedly quirky for what appears to be a god-like figure. Oh, and a fair warning here: so far, there has been no sexual tension among the overwhelmingly female cast.

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Current Verdict: 8/10

Shy is off to a good start, but it’s too soon to say if it’s actually really good or not (although I can presume that many people in the community will say that it’s better than My Hero Academia because no one but me likes that series anymore for some reason). It lays the groundwork for something, but there are a LOT of series where that something ends up being nothing. You might as well get on the bandwagon before it gets sardine-packed with himedanshi.

Dinkum (Early Access): A Farming Sim as Fresh as The Outback

One of the most contradictory genres in videogames is the farming/life sim. In theory, they are wholesome sandbox games with emphasis on relaxing and getting lost in their worlds. In practice, however, they are anything but that; instead, players must juggle massive laundry lists of daily tasks and NPC relationships with a suffocatingly tight in-game day/night cycle, all with the most punishing stamina system outside of Dark Souls. Animal Crossing in particular doesn’t quite suffer from these particular grievances, but thanks to real-world time being incorporated into gameplay, players are punished for not booting up the game EVERY SINGLE DAY, turning an escapist little world into the same stressful ritual you have to do IRL. However… one farming sim would appear in 2022, and win the hearts of thousands of users. Dinkum, while only in Early Access, is already being pegged as one of the highest rated games of the year. The reviews I’ve read seem to imply one thing: that it is, in fact, a farming sim that is ACTUALLY relaxing and quaint. I just had to know if this was true, so here we are.

In Dinkum, your customizable character notices an ad to accompany an eccentric old geezer named Fletch to an untamed land. Sensing your only opportunity to escape your dystopian life in South City, you join Fletch, and fly off to this land, seeking a better life. What awaits in the Australia-inspired wilderness?

What’s immediately noticeable about Dinkum is that it does absolutely nothing new for the genre in terms of gameplay. As a hybrid of Minecraft, Animal Crossing, and Stardew Valley, it has all the stuff you can expect. You gather resources, craft stuff, raise animals, plant crops, cook food, fight predators, bribe NPCs with presents, and try to fulfill a myriad of satisfying milestones as you do it all. There really isn’t much to say about these mechanics, since they’re more-or-less what you’d expect. The only novel thing are licenses, which are essentially your qualifications to buy and use various types of items. You spend Permit Points, earned through milestones and daily tasks shown in your journal, to obtain these Licenses. It sounds like an arbitrary gatekeeping mechanic, but I found them very satisfying to unlock over time. I’m looking forward to unlocking them all eventually. Keep in mind that the game has the time-honored tradition of setting yourself on fire if you touch a campsite.

What makes Dinkum so great is how all of these basic mechanics fit together. The most important aspect is how it handles the march of time. In-game days go about as fast as you can expect. However, here’s the real kicker. Similar to Garden Story, staying up past midnight FREEZES the in-game clock indefinitely, with the only penalty being a reduction in base stamina. Stamina, however, is much more tolerable. While it decreases in a manner similar to Stardew Valley, eating food will restore it, and unlike My Time at Sandrock, you have access to plenty of plants and cooking right out of the gate, so it’s no problem stockpiling a good amount of food. While it’s not recommended to do anything dangerous during the late night, it’s still a phenomenal security blanket for any last-minute tasks in town (even if your character looks miserable the whole time).

The other standout feature is its building mechanics. You decide the entire layout of the town, down to every single building and decoration. Right now, my town is a rinky-dink little splotch in the middle of nowhere, and I look forward to seeing it grow over time by my own hand. The building system is also intuitive and easy, plus you can relocate buildings and terraform the environment itself. 

As definitively amazing of a game Dinkum has been thus far, it’s actually tricky to recommend. After you recruit the first resident to the town, the game sets you free, which sounds great, but comes with the caveat of no more tutorials. This means you must learn how to do everything yourself. You pretty much need knowledge of games from three different genres; scratch that, it straight-up EXPECTS that knowledge. Fortunately, the brilliant design of the License mechanic is a great teacher. As you acquire licenses, new ones unlock in a logical order to introduce new mechanics organically. 

Unfortunately, there are still some early-game grievances. For starters, you can’t store most bugs and fish in crates (plus they don’t stack). Also, convincing visitors to move in permanently is an investment and a half. They only visit for one day, and since you can only do one favor a day, you’re not exactly going to win them over immediately, and have to wait until RNG decides their return. As per tradition, these guys can ask for items that are very rare or remote, plus they have specific food preferences that aren’t tracked in any way, shape or form, as far as I could tell.

Fortunately, these flaws actually feel justified ONLY in Dinkum. In fact, it might be programmed this way on purpose. Shops aren’t open 24/7, and they are always closed at least one day a week. Because of this, you can—and will—actually make mistakes in Dinkum; your only penalty is reduced efficiency. Because of how Dinkum is structured, you can actually take the time to learn its ins and outs (it took me over ten hours to learn how to grow trees). You have time to do things, or nothing if you really want to. Any frustration I felt from Dinkum was because the instincts from other games like it took over.

In any case, Dinkum wants you to take your time, so keep that in mind if you do gaming as a job, and are required to beat everything in a timely manner. Dinkum is straight-up not meant to be steamrolled through. Plants take a minimum of a week to grow, and those Permit Points don’t exactly grow on trees either. If you undertake this endeavor, you better prepare to enjoy a slow life of leisure! It’s actually quite the experience for me. Whenever I boot it up, I never really have a plan. Sure, there are goals to work towards in the long run, but because there’s no viable way to gun for those, I’m forced to take each in-game day as it comes. There’s something wonderful about it.

One of the objective flaws that I’m sure have been pointed out is that the NPCs are souless. They’re so unremarkable that they have the same EXACT text as one another. However, I kind of believe that’s a good thing. Romancing isn’t an option anyway, so why make NPCs likable enough in the first place? Also, again, the lack of depth in your relationships just removes another mountain of daily rituals that you would have otherwise had to do. Besides, is it even realistic in other games like this? All you do is grind up their favorite thing (which you generally need to find out through trial and error or a guide), and gift it to them over and over and over again, until—suddenly—they have enough of that same thing like Clark Griswold’s boss in Christmas Vacation to want to marry you. Platonic relationships are better!

Another caveat that I’m pretty sure is just unavoidable even for Dinkum is the inevitable emptiness from having nothing left to do. Eventually, you’ll be flush with cash that you have no use for, with crops and resources by the thousands that you don’t need to sell, and enough Licenses to fill a wardrobe. I’m pretty sure this will happen no matter what. The fun comes from progressing to reach that point more than anything, and it’s a journey I’m more than willing to make with Dinkum. Lemme tell you… it’s gonna be long. 

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Current Verdict: 9.65/10

Dinkum is well worth the hype and price. It’s the Animal Crossing/Stardew Valley that actually manages to be what it says on the tin. I’m very much looking forward to seeing how it evolves over the course of its Early Access period, and I suggest you hop aboard as well, especially if you’re sick of those other games.

Usotoki Rhetoric Volume 1 (Advanced Review): Liar, Liar, Heard you Lie Sir

Aaaaah… shoujo. The manga term for romantic relationships, giant sparkling eyes, and hearts being set a-flutter. Every time I read a shoujo manga, I didn’t exactly like it, including some of the household classics. Well, maybe that’ll change, thanks to Ritsu Miyako’s Usotoki Rhetoric. I was offered an advanced copy of One Peace Books’ first published volume (you know, the small team built on The Rising of the Shield Hero and a dream?), and I took it. You’ll know why once I tell you its novel premise.

In Usotoki Rhetoric, Urabe Kanako exiles herself from her rural village, because everyone hates her due to her psychic power to hear lies. In the big city, she runs into a financially unstable detective named Iwai Soma. Naturally, he has her help him solve cases so he can make fat stacks. Presumably, they’ll fall in love.

Oops, I forgot to mention the setting: Japan during the Showa Era, i.e. the 1920s. If you’re a real weeb, then Usotoki Rhetoric will feel quite interesting. People have the old-school hair and the kimonos. It also makes sense for Kananko to be discriminated against, since people would’ve been more superstitious at the time. 

Unfortunately, nothing is perfect, especially if you’re not a shoujo fan. On the bright side, the art is more tolerable than other shoujos, where characters have gems surgically implanted into their eye sockets and chins that can impale someone. However, it’s still shoujo art, trading intricacy for intimacy. The humor feels identical to literally all other shoujo manga I have ever read. There are plenty of the “person says something stupid and begets an overeaction from someone else” trope, but being a shoujo, the energy and spontaneity is toned down a lot from what I’m used to in shounen. Also, the constant running joke of Soma being poor just feels kind of unremarkable.

Furthermore, as a caveat of reviewing just the first volume, the duo already seems—as the kids say it—dummy busted. Kananko’s power is limited only to people who lie on purpose, and when dealing with criminals themselves, it’s not really that vexing. So far, they run into the perp immediately, and it’s only a matter of acting accordingly. Meanwhile, Soma is—you know—a detective. He latches onto small details and is actually more competent than his pockets would lead you to believe. As it stands, Kananko just seems to be an insurance policy.

So far, Usotoki Rhetoric is set up to be an episodic mystery series. They solve a case, and since malt shops weren’t invented yet, they just move onto the next one. They vary wildly in urgency, from attempted arson on a child to petty theft. I was hoping for a murder case, but that does not occur in this volume.

As far as characters are concerned, there are only three mainstays: Kanako, Soma, and Soma’s friend, Hanasaki (I think that was his name?). Well, if you know your shoujo, then you might as well have met them. Kanako is that weak and awkward girl who has to get used to not being hated for being unique. She starts to get more confident in this volume alone. Soma is handsome and aloof. He’s kind of a troll, and his willingness to swindle people in between cases—such as by using Kanako so he can read minds as a street performer—is supposed to juxtapose his hunkyness with some flaws. Of course, if you’re familiar with a lot of shounen and seinen, he’s still a saint by comparison to some OTHER people. 

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Current Verdict: 7.5/10

This volume of Usokoti Rhetoric lays the groundwork for what could be a decent mystery series, but that could easily fall apart if the cases don’t get complex enough. The portrayal of Showa Era Japan feels quite minimal to the point of seeming entirely irrelevant. The main characters’ relationship isn’t cringy, but I’m not exactly attached to them either. I’m sure shoujo aficionados would love Usotoki Rhetoric, but I am simply not that kind of person.

Frieren: Beyond Journey’s End is Exactly What it Says on the Tin (First Impressions, Volumes 1 & 2)

The combination of slice-of-life and fantasy seems to be a dream come true; basically, it’s a look at everyday life in a fantasy world, which is probably what a lot of us want. However, I’ve only seen it as a recipe for disaster. They’re slow, with boring characters, and fetishize women as much as any trashy isekai. Despite this, I had high hopes for the popular new manga, Frieren: Beyond Journey’s End

In Frieren: Beyond Journey’s End, the titular elf and her entourage have just defeated the Demon King. In the aftermath, they go their separate ways. Years later, and Frieren’s comrades die of old age, while Frieren still looks the same. 

Unlike other manga of this type, Frieren at least tries. In case you couldn’t tell, the main theme of the manga is death, which is particularly poignant through an elf’s perspective. Almost eighty years pass in the first volume alone, and the abruptness of the timeskips shows how little time that is to Frieren. More on that little aspect of the story later.

The main goal for Frieren is to head to the now-former site of the Demon King’s castle to perform a séance that’ll allow her to speak to one of her companions, Himmel, from beyond the grave. Because of this, the bulk of the manga is the typical, episodic, slice-of-life—well—slices that permeate this type of story to—well—permeate. Here comes the transparent honesty: I didn’t enjoy a lot of Frieren.

One reason is that I just simply don’t understand the theme of death. Of all the things humans have made overly complicated in this world, death remains the one, objective, simple truth. To quote what I’m sure is an old meme: “people die when they are killed.” While I do get the whole thing about Frieren not really knowing her old companions well enough during her original journey with them, I didn’t exactly care. Also, despite death being such a time-honored topic, it really doesn’t get to be as poignant as you’d think; a lot of the time, it just boils down to a running joke where someone says something in reference to a long passage of time and Frieren commenting on how it isn’t long at all. 

Something I will give the manga is that the demons are cut-and-dry cruel. They’re so cruel, that they trick people by playing the waifu/husbando card to gain humans’ trust, and then turn around to kill even more people. However, there’s a flipside to this. Once you learn this information, any plot twist to the effect of “the evil-looking guy was evil the whole time?!” is no longer a plot twist but something you’re made to expect. 

Slice-of-life is all about laid-back, grounded, nuanced characters. Even as someone who doesn’t always get hooked on this genre, part of me wonders if the cast of Frieren even qualifies by said genre’s standards (which they clearly do since people LOVE this manga). Frieren herself is basically a deadpan loli who cries a whopping one time at the beginning and then remains deadpan for the rest of the two volumes I read. She’s supposed to learn the meaning of life by watching everyone die of old age, which is another one of those weird human quirks that I don’t get at all. Also, it’s very explicitly explained that she’s insanely powerful, which makes any instances of action in the manga completely moot.

Her former companions basically have the same tired tropes, and this being their aftermath doesn’t really make them less tropey. The other lead protagonist is a fledgling mage named Fern who, well, exists. She learns magic, and gets really good at it. Say it with me: “Which means any instances of action in the manga are completely moot!”

To add to how flat Frieren feels, the art is flat as well. The setpieces are your typical Game of Thrones-type world which can easily be mistaken for medieval Europe if you take out the elves and dwarves. Also, the character designs are just… meh. Not even the demons look particularly sexy, which is really saying something.

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Current Verdict: 7/10

I really wanted to love Frieren: Beyond Journey’s End, but these two volumes didn’t sit well with me. It’s a case similar to Horimiya, where it takes a viewpoint of the human condition that I—as a man with autism—do not feel. Even with that being the case, there’s probably better you can do. 

Two First Impressions of Two Psychological Manga

I initially come off as someone who only likes happy, fluffy stuff. And while that is generally what I gravitate toward, I do get that variety is the spice of life. I love a good, dark drama; the problem is that there aren’t a lot that satisfy both conditions. But for some reason, I’ve found manga to be my most enjoyed medium when it comes to enjoying the darker facets of the human psyche. And to show how insane some manga can get, here are two examples. Note that neither of these appear on BookWalker’s search suggestions, meaning only one thing: THEY ARE NOT FOR YOUNG’UNS. For fairness sake, both reviews are based on the respective mangas’ first two volumes. 


Back When You Called Us Devils

In this messed up manga, you have the most generic-looking kid imaginable: Yusuke Saito. Apparently, looks are deceiving. He’s been coming down with amnesia, but it isn’t long before some people show up who claim that he was a very, VERY horrible person in his past. 

And I mean horrible. Basically, the most messed up things you can think of, Yusuke allegedly did. I don’t even want to write the words for them, so here’s a basic TL;DR of his crimes: Goblin Slayer Episode 1. No, that’s not hyperbole. I have a good enough grasp of reality and fiction to not get messed up by it, but that doesn’t mean it won’t mess you up.

The main conflict is to get Yusuke to remember everything he did. Fortunately, helping him is his childhood friend who also happens to be one of his alleged victims: Aizawa Yojiro. Since Aizawa actually knows Yusuke, the process is simple: go to the places relevant to his past and jog his memory in said places. The story is fun (albeit a bit messed up), and I’m curious to see where it goes.

The hardest sell of Back When You Called Us Devils is no doubt the characters. If you couldn’t tell, everyone is basically evil. It doesn’t take long for you to find out that Yusuke is indeed what his victims claim him to be, but it feels very unrealistic for a kid to just be like that without the full story. Aizawa is Mr. Ends-Justify-the-Means, and does not hesitate to commit equally bad crimes if he darn well feels like it. Even Yusuke’s favorite victim, Akari Ichinose—whom he supposedly murdered (they have yet to show her dead body, which is a classic trope in pretty much all media)—is pretty messed up as well. She had some bizarre relationship with him where she lets him do whatever he wants to her and hopes it breaks him somehow? It’s something I can’t really describe, honestly; you’ll have to read the manga to find out!

The art is what it should be for this type of manga. It has a sketchy style, and the character design gives me a very 1990s manga vibe for some reason. Thankfully, a lot of the expressions are relatively subdued; a very rare design choice in this medium. Overall, it looks great.

Current Verdict: 8.5/10


My Dearest Self With Malice Aforethought

This manga ended up being, by sheer coincidence, similar to Back When You Called Us Devils; the main protagonist, Eiji Urashima, is also haunted by a dark past that’s about to bite him in the butt. But unlike the other guy, the reason is pretty well-known: he’s the son of LL, a serial killer. Eiji has been able to live a normal life, but he suddenly starts experiencing time-skips. The reason for this is B1, a split personality that seems to be more-or-less following in his father’s footsteps. Eiji now must find the truth behind, well, himself.

Dearest Self ends up, arguably, being more suspenseful than the other manga. Back When You Called Us Devils is built entirely around the anticipation of learning Yusuke’s past, the suspense being in us not knowing information. Here, however, we are fed new information relatively quickly. After all, we’re seeing the consequences of B1’s actions in real time. And every time we’re given that new information, it has the same “Oh crap” feeling that makes suspense good. There’s also a lot more action to boot.

The characters are, sadly, not too spectacular. Eiji is your typical thriller protagonist, where he starts off as super timid, but ends up becoming more and more like B1 as he’s forced to do uncouth things in order to find the truth. The most likeable character is this one loli whose name I actually forgot… oops. Basically, she’s that weird girl who’s super big-brain and knows how to do a lot of unconventional stuff that just so happens to be helpful in plot progression.

The art, for the most part, is much more modern than Back When You Called Us Devils. The eyes are very detailed, and there are a lot more instances of crosshatching and distortion effects. The faces are a bit more exaggerated, however.

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Current Verdict: 8.65/10


Conclusion

These were both very fun, and dark manga that will probably never get anime adaptations. Of course, Naoki Urasawa can eat these for breakfast. But at the very least, these will do fine to tide you over if you’re waiting on more Asadora! to release. In fact, that’s basically why I decided to read these in the first place. Since both are finished in Japan, I should be able to put out full reviews of them sometime next year!

ASHIDAKA – The Iron Hero: More Like “The All-Caps Hero” (First Impressions, Volumes 1 and 2)

I’m not one to normally read a new series just over a year after serialization. My first impressions of ASHIDAKA – The Iron Hero consist of the first two volumes, but that could end up being half or two-thirds of the story. A lot of manga, especially battle shounen, tend to get axed as swiftly and mercilessly as a Danganronpa character. But sometimes you gotta live life on the edge, and by the edge, I mean invest early in something that could easily get cancelled even after a cliffhanger. 

In ASHIDAKA – The Iron Hero, the world is full of robots called droids. Fortunately, people in this world are naturally born with two cybernetic arms coming out of their shoulder blades. However, because we HAVE to have racism, anyone who has more than one pair of arms is considered to be in league with Satan, and are persecuted. The titular Ashidaka (whose name is thankfully not in all caps like the title) is named after the Moses of this world, and he inevitably ends up on a mission to take down Mecha Satan (henceforth known as the Centipede). 

The immediate issue with ASHIDAKA is that it kind of dumps a ton of crap on you at once. It jumps right into combat when you don’t even know how anything works yet, you get a Biblical lore dump, Centipede destroys Ashidaka’s hometown that you’re expected to have an emotional attachment toward over the course of five minutes, and he’s roped into some secret Anti-Centipede resistance. Yeah, it’s a lot. 

There are also some things that seem inconsistent to me, but it could be because of either the fast pacing, or the mangaka didn’t put much thought into the story. For example, why are people racist against those with four or more arms when the specific count has to be a hundred in order to be Satanic? I feel like that was just thrown in there just to be symbolic for the sake of symbolism. There’s also someone who’s a massive jerk to Ashidaka exactly one time for what seems like nothing more than shock value. Maybe if the manga runs long enough it’ll get to flesh this stuff out.

Another sad thing is that the writing is pretty bare-bones. It’s not as copy-paste as Kimetsu no Yaiba (which I may or not be saying out of spite against Kimetsu no Yaiba but I digress), but it’s enough to where you could probably read the Japanese version and more-or-less know exactly what’s going on. It’s a real shame, since it looks like it has potential to have a pretty good story moving forward.

The big plus with ASHIDAKA is definitely the arms. Usually, only one character in a series would have robot arms, but for that to be the standard for everyone in the world makes it a bit more interesting. There are many types of arms, along with a whole bunch of rules that will likely be amended on the fly because battle shounen love doing that. At least they look cool; that’s what matters most!

Unfortunately, that doesn’t help the characters. Similar to Musashi from Orient, among others, Ashidaka is a case of a “shounen protagonist in a seinen world”. He has absolutely zero rationality, and will throw a hissy fit if anyone dies for any reason, even if it’s for the greater good. He aims to find a less costly way of fighting, but that’s definitely not going to come into play for a while.

Supporting him is Geji, who is a bit more composed, even if he is super abrasive. And honestly, that’s kind of it so far. There’s several people in the aforementioned resistance movement, but they all consist of extremely basic tropes. At least they look cool?

Speaking of looks, ASHIDAKA is decent enough in the art department. The fights are flashy, but it can be tough to tell what’s going on since everything has robot parts.

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Current Verdict: 6/10

ASHIDAKA – The Iron Hero is nothing spectacular so far. But hey, I only read two volumes. Hopefully, it’ll get better in the future.

Peach Boy Riverside: Not Your Grandma’s Momotaro (First Impressions, Volumes 1-3)

This was a spur-of-the-moment decision for me. Normally, I tend to have a bulk of blog posts ready to go well in advance. But at the start of this year, I really dropped the ball. I started a lot of reviews but had no intention to post until the respective series were finished, like The Owl House for instance. I decided to pick up Peach Boy Riverside for three reasons: it’s by the creator of Miss Kobayashi’s Dragon Maid (even if the artist is different), it’s getting an anime that I can hope to ride the hype of, and it’s about the legendary Momotaro… to an extent. 

In Peach Boy Riverside, Princess Saltherine (henceforth known as Sally) wants to go on a journey, despite her overprotective dad. Fortunately, a pretty-boy named Mikoto shows up and sweeps her off her feet. The thing is that he’s someone who came from a peach, and killed a bunch of ogres (yes they localized the name “oni” for some reason). 

Despite how shoujo the manga looks, Peach Boy Riverside ends up being very shounen, and surprisingly edgy. It’s pretty normal stuff for the most part, but when Mikoto gets serious, he gets all “SAO-villain-y” and has upside-down hearts in his eyes. 

To be brutally honest, the manga up to what I’ve read has been a pretty typical shounen fantasy. It starts off with being completely aloof, then Sally is suddenly like “I’m going to end all racism!” The Momotaro aspect isn’t even evident, beyond the whole “boy who fights oni” thing. The world doesn’t feel defined enough to even tell if it’s an alternate Japan or a straight-up fantasy realm.

And, of course, I wasn’t particularly fond of the cast. Mikoto is the bread and butter of this thing, because pretty-boys are popular and he’s super strong. He is kind of an ass, which sets him apart from other men of his ilk, but that doesn’t make him any more remarkable. In addition to him is Sally, who is pretty much your typical power fantasy girl, and Frau, a bunny girl who’s basically one of those tragic waifus that you’re supposed to fry buckets for. Volume two introduces a female ogre who ends up being named Carrot after going through the whole shounen “from bad to good” thing, but so far, she’s merely been the peanut gallery.

The art, sadly, is not by Coolkyoushinja, but someone else who’s nowhere near as good. The manga has a very basic, standard look with very “stock”-looking character designs across the board. The action looks nice, but even that is outclassed by other series.

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Current Verdict: 7.35/10

Peach Boy Riverside isn’t awful, but it’s not that engaging right now. Mikoto being a creep, and the unsubtle social commentary, are more-or-less what this manga is running on, and it could peter out at any moment. I recommend it if you like TenSura, since Mikoto is the same type of character as Rimuru.

Horimiya: Realistic to a Fault (First Impressions, Volumes 1-5)

As someone who’s been more into manga than anime, I’ve frequently heard people discuss manga that deserve anime adaptations. And in those discussions, Horimiya has consistently come up. It didn’t look too interesting to me, but when it actually got its anime adaptation confirmed, I read a bit in order to see what the hubbub was about.

In Horimiya, a girl named Kyouko Hori seems like a typical high school girl, but has a secret life where she has to take care of her entire house (baby brother included). Her life changes after a chance encounter with the seemingly stoic Izumi Miyamura, who is actually some kind of goth dude or something. Since they both have secrets, that gives them some sense of commonality, and they decide to become secret friends.

To be honest, I don’t get the big deal with Hori’s secret. Miyamura’s I get, because of the dress code and all that. But why does Hori have to keep her thing a secret? “Oh my gawd, she’s a responsible, upstanding citizen who cares for her family. How disgusting.” I’m not saying it’s easy for her to support her household while going to high school, but I don’t get why she has to keep it a secret. 

Also, I have no idea if this is a romcom or merely a rom. The reason is that nothing in Horimiya is actually, you know, funny. There are definitely jokes, but a lot of it is really bog-standard. The manga uses a lot of the “text box tells you what’s supposed to be funny” thing; I have no idea what it’s called. It’s where the character is like “Why is this guy acting weird?” and the text box points at that person saying something like “Has no idea that they’re the reason why he’s acting weird”. Yeah, I dunno what it is. Sleepy Princess in the Demon Castle and Dragon Goes House-Hunting use this technique a lot better, mainly because those manga have actual comedy in them (Ohhhhh snap). 

At the very least, they don’t beat around the bush with the romance. However, that doesn’t make their relationship any less cringe. They practically confess their love to each other as early as volume two, but try to pretend like they never said it. I guess the positive is that they are actually dealing with their own emotional anxiety instead of being like “Why did I feel weird holding his/her hand? I DUNNO MAN!”, but it still left me unwilling to give any of my spare rats’ asses to them. 

What really made me not care about their relationship was Hori and Miyamura themselves. Like I said before, I have no idea why she can’t tell anyone about her family situation. I get that teens are judgmental, but she can’t even tell her teachers “Sorry, my grades kind of suck because I’m forced to care for my younger brother all by myself.” Miyamura is a bit more tolerable, since his tattoo thing can be a big deal. The running joke of his “feminine” traits don’t make him much better.

There are also other characters and I don’t like them either. From jealous Ishikawa to… also jealous Remi, everyone in Horimiya has basic romcom tropes, with little-to-no personality. “Eeeeeeh but that makes them realistic,” you argue. I’m sorry, I don’t understand why people think subdued characters are more human. In my experience, REAL teenagers are much louder and bombastic than the cardboard cutouts in most slice-of-life series. I’ve even seen grown men and women playing around like children (well, specifically on Twitch but it’s still an example), and I sincerely doubt that anyone can actually grow up to be THAT boring in real life (and if you do, I feel sorry for you). 

The art of Horimiya is just about as flat and subdued as the people in it. If you told me that this was a redrawing of a web manga á la One Punch Man, I would not believe you. The characters are only distinguishable from each other due to their hair, but they would easily blend into a crowd of other series’ characters their age. The facial expressions feel like they’re from a how-to-draw-manga book, and have no impact because they’re all “realistic” looking.

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Current Verdict: 6.25/10

This is something I could’ve only brought upon myself. Horimiya is probably good for a romance, but I simply hate romance with every fiber of my being. I wanted to check it out because of the anime hype, and now I know that I’m going to be very mad during the January 2021 anime season when everyone I follow is going to be Tweeting about how great the anime is and make me even more stressed out than I already am on social media—*huff huff* Anyway, I recommend Horimiya if you deeply care about human relationships.