Dead Dead Demon’s Dededede Destruction: Independence Day with Anime Girls

Over four years ago (before the blog), I read through Inio Asano’s manga Goodnight Punpun. It was a bit pretentious, and VERY edgy, but for some reason, it was really good. Something about the panel flow and the unique artstyle of Asano (which we’ll get into later in this post) made Punpun a very hard-to-forget experience. So of course, I decided to start his newest “experience”, Dead Dead Demon’s Dededede Destruction.

In Dead Dead Demon’s Dededede Destruction, the world is ending. A mysterious flying saucer has appeared over Tokyo, and everyone is in a state of panic. However, instead of focusing on the politicians and the military side of things, this manga instead focuses on Kadode Koyama, and her very strange friends, who just try to go about their lives.

Just like Punpun, Dead Dead Demon has some phenomenal and unique art, which forms the backbone of the whole experience. Asano complements hyper-realistic backgrounds with cartoony, caricatured people. Seriously… a lot of them look really, REALLY weird. Also, the panel flow is as sporadic as it was in Punpun, and contains a lot of desktop-worthy two-page shots. 

It didn’t take long for Dead Dead Demon to have the same strange sensations that coursed through my body during Punpun. Despite the whole alien invasion, Dead Dead Demon is—bizarrely enough—more lighthearted than Punpun. Well, at least compared to Punpun. There’s still stuff like hints of an illicit relationship between Kadode and her teacher, as well as the fact that Kadode wants the aliens to win, while one of her friends wants to be a dictator when she grows up. All that, along with a pervasive sense of misanthropy.

For the most part, Dead Dead Demon is—of all things—a CGDCT: Cute Girls Doing Cute Things. Like I said before, most of the manga is focused on the civilian side of things; the obligations of society don’t just freeze up because of an alien invasion (even if they did freeze over a virus). A lot of the chapters are just the girls hanging out, and well, that’s about it. Would this manga be a typical CGDCT if there was NO alien invasion? Yes, definitely, absolutely. Call it superficial, but that seems to be the nature of Asano’s work; after all, would Punpun be so unique if its main character wasn’t drawn as a bird-stick-figure-thing?

Another issue with Dead Dead Demon is the fact that it has overly on-the-nose writing. I had a similar problem with Punpun, where a lot of the characters seemed to be overly aware of how the world worked. One example is a scene where a character uploads a clickbait article to social media, and goes into some huge poetic speech about how he’s starting a cyber war and plans to be tried as the greatest criminal in all of humanity. I get that clickbait posters are definitely aware of what they’re doing, but it’s not natural to go into such a clearly pre-written speech off the top of their heads (it’s as if the manga is pretentious). 

Although a lot of the chapters are typical CGDCT interactions, there is some semblance of an overarching plot, even if it’s mainly in the background. Most of the main story is told through news reports and various signage. Things pick up at volume three, which follows a tragic event, and ends with the main cast’s graduation. We also get to learn about the aliens and their perspective during the incident. Eventually, we learn the true nature of the invasion and relevant parties involved. Unfortunately for me, it didn’t help that I waited months at a time for new volumes through Viz, as I most likely forgot what was going on. However, as I’ve made clear, you don’t read an Asano manga to know what’s going on; in fact, you read them just to enjoy being confused in perpetuity. It also ends very unceremoniously, which will likely leave you wondering what the point of any of it was. Going off of Punpun, that’s just another part of Asano’s brand.

I tend to not like characters in a CGDCT, and not even Asano can make that an exception. I found a lot of the girls to be pretty bland. In fact, (spoilers until next paragraph) one of the main characters is killed off early on and I felt like it was merely a means to get you to sympathize with the others. For a mangaka who was genuinely good at portraying a tortured soul, I found this to be kind of a downgrade from Punpun

Fortunately, I did enjoy one of the characters: Oran. She’s this snot-flinging moe blob, who happens to be the aforementioned girl who wants to be a dictator when she grows up. She’s a real sociopath, and would be the subject of much controversy if this manga’s upcoming anime adaptation gained enough traction in the community.

Similar to Punpun, the manga hard cuts to many other individuals, but I don’t find them to be that interesting, especially not compared to that cult leader guy from Punpun. The only other interesting character is this one kid who happens to be one of the aliens in the guise of a human. They’re just cool, man.

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Final Verdict: 9.3/10

It’s superficial. It’s ham-fisted. It’s pretentious. But man, despite all that, Dead Dead Demon’s Dededede Destruction is so damn good! I wouldn’t be surprised if some critics consider Asano a hack; in fact, I’d believe them. However, when compared to eccentric writers such as NISIOISIN of Monogatari fame, I’m much more willing to respect Asano, since he’s a talented artist and doesn’t just vomit words while intentionally committing writing sins. I recommend it to fans of Punpun, as well as anyone who wants a unique take on the slice-of-life genre.

P.S. back to Disney again after this. Next post on May 20th!

Tchia: New Caledonia’s Time in the Limelight

It’s rare for indie games to get a lot of press, and Tchia is one such case. It’s had trailers presented at all of the most prestigious gaming events, and acclaimed magazines like Game Informer have been dying to sink their teeth into it. I wanted in on it as well, and now, it’s finally here. I played it on PlayStation because I didn’t want to make an account on EGS essentially for just this game (and I don’t play games often enough to justify the free weekly games quirk).

In Tchia, the titular character is enjoying a life on a secluded island in a fictitious archipelago vaguely based on New Caledonia (but we might as well call it New Caledonia anyway). However, some military guy shows up and kidnaps her dad, taking him to the castle of Meavora, a malevolent god who cosplays as the Michelin Man. Well… time to get him back I guess.

So, this is an open world game, and open world games generally don’t have much plot, in order to account for freedom. I always need to throw that disclaimer out there, because a lot of people still complain about open world games for not having a plot. ANYWAY… it’s a pretty basic, harmless story, but we’ll elaborate on the specifics later in the post.

Of course, what the devs really poured their souls into is the worldbuilding. Well, I call it “worldbuilding”, but what I’m referring to is a presumably painstakingly perfect recreation of New Caledonian culture. Giving them the benefit of the doubt here (since it means their heads if they actually got any of it wrong), they do prove that Disney aren’t the only ones who can really sell you a foreign culture (is it a hot take to say that Disney actually does it right? I feel like everyone assumes their cultural appropriators despite numerous documentaries that prove otherwise). Before even starting the game, they literally have a five page exposition that basically says “Hey, New Caledonia is here, and this game is heavily based off of it!” 

As someone who—not to toot his own horn—likes being exposed to other cultures, Tchia is quite engaging. For starters, it has a beautiful and cozy look to it. The characters look very Pixar-y, and the world—despite not being all 12800p, is really breathtaking. The soundtrack takes you to those islands, and it even breaks out into a full song with lyrics whenever you spend a long time sailing on the sea. There are also rhythm-based music minigames, although you can disable the actual gameplay element if you want. Overall, the devs of Tchia did an impeccable job of making New Caledonia seem like a cozy and welcome place.

What makes Tchia stand out is its gameplay, inspired by Breath of the Wild and Super Mario Odyssey. Once you are told to gather the first MacGuffins, you’re free to theoretically go wherever you want, and tackle objectives in any order. In fact, some collectibles are required for story progress. 

Maps are essential in open world games, and the one in Tchia is… interesting. While it marks a lot of points of interest on the map, it doesn’t exactly mark YOUR position. It marks your last known location, which is set to a new position by examining signs, and you just have to go from there. Fortunately, Tchia has a built-in GPS like a bird, for there is a command for her to give you a vague idea of where you are. You will want to use your compass and the pin feature a lot (although it can be enjoyable to wander aimlessly in this particular overworld). There is, of course, a mechanic to reveal all points of interest in a set area, and it might be my favorite ever; you literally climb up to the designated locations and scream. Tchia comes with both GPS AND echolocation!

The other big thing about exploration is the Soul Jump mechanic. Tchia can possess organic matter (as well as rocks, lamps, and jerry cans) and control them. The physics for this mechanic are amazing. When leaving something’s body, Tchia keeps the momentum that it had at the moment of the button press, meaning that if you charge forward with—say—a fast animal, Tchia will go flying out of it as if she was shot from a cannon. She can also perform a Soul Throw, where she somehow jumps out of something and flings it forward at the same time. The Soul Meter drains while in possession of something, and it only regenerates up to about the first half of the meter. You’ll need to rely on food stands throughout the world and storable food items in order to keep yourself topped off. Tchia also has a ukulele to play simple Soul Melodies on. These can change the time of day, and summon animals to possess. It’s really easy to remember what does what, because the letters that represent notes spell out a word that you can generally link to that power-up. There’s also a free-style mode that is insanely more involved, meant for the musically inclined who want to jam out at their leisure.

There are many collectibles and minigames in the world of… Neo New Caledonia? Wait, that’s just New New Caledonia… Anyway, there’s a lot, from fruits that increase stats to pearls and trinkets that are used as currency. Challenges include time attacks, rock balancing, and Totem Shrines.

When it comes to difficulty… Well, that’s for you to decide. The devs say in that opening bit that they want anyone to be able to enjoy Tchia. You can even set it so that you can’t die. However, if you want a challenge, then Tchia delivers in some regards. One big thing is that your stamina is also your health; you can die by climbing a tree if you really want. This makes those Stamina Fruits really valuable. The game gets really, REALLY easy if you go after optional upgrades, so masochistic gamers might want to do a minimal percent run.

There are also enemy camps containing the Maano, which can only be damaged by throwing lamps and jerry cans at them. These can get ugly. The enemy A.I. are very alert, and if you possess something, any movement makes them suspicious as well. After the halfway point of the game, bigger and badder bases spawn in. They don’t only contain more Maano, but they also sport Sentinels which can see you from just about anywhere and shoot lasers. I personally don’t blame you if you enable invincibility, because they can be quite difficult and would otherwise alienate people who just want to embrace New Caledonian culture via Tchia.

Speaking of that, I almost feel like having the conflict as well as the combat arguably detracts from what the game wants to be. There are numerous examples of tonal whiplash throughout the game, where you go from doing a really cozy musical sequence to seeing a baby get swallowed whole. The fact that they made a toggle for literally being invincible shows how arbitrary having any combat ends up being. The other thing is that the combat, mechanically, is arguably tedious. The Maano aren’t just hawk-eyed; there is also no stealth grass like in other games with similar combat. Also, the mobs themselves are even MORE lacking in variety than Breath of the Wild, and furthermore, there is no way to get creative with fighting them whatsoever. Additionally, the inability to see enemy positions on the map in any way makes some of the particularly large bases really annoying to clear. Just pray that you get certain optional Soul Melodies that make taking out the bases significantly less tedious.

With that being said, I also feel like the cast isn’t the strongest. Sure, the cutscenes are Pixar-levels of expressive and memorable, but that doesn’t mean the people onscreen are on that level. For the most part, Tchia herself and a certain race of mythological beings are the only characters I like. Everyone else feels like a half-assed plot device. They tend to be exposition dumpers, like Tres or Kevere. There is also Louise, a friend who becomes a lover over the course of five minutes with no organic buildup at all. Someone literally tries to shoot Tchia dead—with a SHOTGUN—and then she helps them cook crab for dinner. Meavora is also not too interesting. They basically take the Western approach and make him one-dimensionally evil, what with his appetite for infants, and the modern look of his city echoing yet another allegory to colonialism that seems obligatory in any media featuring marginalized ethnic groups.

One more minor complaint I have is that the devs very much misname Tchia’s postgame as “endgame.” It is, by definition, the postgame; it’s set after the final battle, and there are additional objectives to do as well as the rest of the collectibles. It supposedly replaces remaining enemy bases with a new type of mob, but since I beat all of them before rolling credits, I never got to see those mobs and don’t know if they’re any different. Again, it also kind of sucks that there aren’t too many ways to play the game. Most of the joy comes from its unique atmosphere, as well as trying your own custom challenges, such as traveling the whole perimeter of an island without touching the ground as a human… or recreating ‘Through the Fire and Flames’ in the ukulele’s freestyle mode.

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Final Verdict: 9.25/10

Tchia might’ve been a better game if it went all-in on the cozy, idyllic New Caledonian lifestyle. However, the game we got instead is nonetheless one of the best I’ve played this year. It might be lacking in a variety of playstyles, but it’s still probably one of my favorite open world games simply because I don’t play games often enough to feel tired of the genre. While it will likely be forgotten due to how our society works, I will certainly not forget about Tchia. I recommend it if you want a nice open world game that scratches the itches but doesn’t eat your time like the triple-A ones do.

Momo Arashima Steals the Sword of the Wind: Finally, a Japanese Percy Jackson!

Not to sound politically correct here, but as far as “representation” is concerned, I firmly believe that Oni: Thunder God’s Tale is the gold standard (ignoring the fact that it’s under the radar and not enough people care about it). If you read my review, you’ll see me fan-gush about how amazing it is. It’s a near-perfect first impression of Japanese culture that hits all the right notes, while being fun, engaging, and not political. It was only natural that I would be unfairly scrupulous to Misa Sugiura’s Momo Arashima Steals the Sword of the Wind, since I’m particularly passionate about Japanese folklore. As Yzma said with cucumbers in her eyes: “This had better be GOOD.” 

By the way, Sugiura is a YA author who typically writes romances. This isn’t a bad omen whatsoever.

In Momo Arashima Steals the Sword of the Wind, the titular character lives alone with her mother. Momo is constantly caught seeing yokai, and is made fun of because ordinary people can’t see them. One of these yokai is a fox with sick drip, named Niko, who desperately wants to tell her something, and he gets that opportunity when Momo is attacked by a shikome. Turns out that her mom is Takiri-bime-no-mikoto, a kami who sealed away a secret portal to Yomi. Now she’s dying… great. Only one thing to do: go on adventures!

So, I’ve built up this book to be awful. As I waited for it to be available at my local library, I ran through countless drafts where I criticized every mistake Sugiura would make. 

However, much to my surprise, Momo Arashima… actually kicks ass?! For clarification, my entire basis was on the description, more so than Sugiura’s lack of experience in urban fantasy. The description of the book implies that it sells out in every possible way, Westernizing the names of all Shinto terminology; yokai are “demons”, the shikome as a “death hag”, and whatnot. That description is BY NO MEANS true to the actual content within, where Sugiura thankfully retains the original names of all relevant entities (except for some occasions where she refers to yokai as demons anyway?). Sometimes, it pays off to go in blindly, because a bad description can blind-side you instead.

We’ll get back to the portrayal of Shinto mythology in a bit, because—well—regardless of how well that’s handled, Momo Arashima is not perfect by any means. It starts off the same generic way as pretty much every Western urban fantasy ever, from Percy Jackson and beyond: Momo is different and people make fun of her for it, and then she inevitably learns self-worth while out to save the world. It’s basic and cliché, but by nature, it gets more tolerable the further in you get.

First off… I hate it when someone blindsides me with something about Shinto I don’t know! I honestly didn’t think a ROMANCE author would’ve actually put in this much research. One of the main things that caught me off guard was this “other” portal to Yomi. The only one I know of is Yomotsu-Hirasaka, which is a real landmark in Izumo. The portal in this book, on the “Island of Mysteries?” I had no clue! It could be made up, which would be fine because Shinto basically NEEDS creative liberties, but I wish I knew whether or not it was. 

Of course, the million dollar question is how well Sugiura handled the aspects that I DO know of, specifically that of yokai and kami involved with the story. I’d say that it’s… slightly above average? Don’t get me wrong, Sugiura does sell them pretty well; tengu are motorcycle gangsters, for instance. However, she’s not exactly Rick Riordan or Xiran Jay Zhao when it comes to raw creativity. However, that’s fine, mainly because it’s slim pickings with this particular theme when you don’t factor in manga at all (if only media from Japan actually counted as representation of Japanese culture). Sugiura’s depictions aren’t perfect, though, but we’ll get to that when I discuss characters. She also references a lot of characters and stories who don’t appear at all and have no relevance to the plot. Surplus info like that might be overwhelming. On top of that, there’s a chance that Ainu mythology will come up in future books, which is a creative risk that might not be worth it. Japanese mythology is absolutely crazy, and when introducing it to Western audiences who have no prior knowledge, simplicity is best. In any case, Momo Arashima should turn a normie American fifth grader into a budding weeb.

I also think that Sugiura should’ve made occasional anime references throughout the story. Now, you might be thinking “But Japan isn’t just ‘the anime place,’ you moron. It’s got a rich culture that’s been around for millennia and that’s the main focus of the book.” Yeah, I know. I used to be that Western guy who only saw Japan as “the anime place.” However, I’d still argue it’s better for a writer to use anime references in an urban fantasy based off of Shinto, especially for a Percy Jackson-like. Anime and Shinto have an important relationship with one another. Historically, franchises such as Gegege no Kitaro have been vital for preserving these most ancient traditions. However, the omission of anime is not the worst thing that could happen.

So, that’s my two cents with the ideas that Sugiura had for Momo Arashima. However, ideas are only half the battle, and—well, like I said before—she’s no Riordan. After the initial high of realizing that the book doesn’t outright suck, it’s not exactly a masterpiece either. I did find it to be an engaging read and was reluctant to put it down at any given time, but the prose wasn’t the greatest thing in the world all the same. It gets the job done but the mental images I had when reading never quite felt complete. The humor is also hit-or-miss, and the chapter titles—which sound snarky and funny enough—lose their luster when you realize that they are just lines of dialogue from said chapter. 

The characters are a case where one bad apple spoils the bunch. Momo herself isn’t the worst of the god-awful trope that I described before. However, she is very angry a lot of the time, and while that sounds bad I can’t exactly blame her… considering a certain someone she travels with.

Whenever I dislike a character, it’s generally because they feel like they have no soul. However, the male lead, Danny, is actually a rare time I’ve found a major protagonist to be detestable. First off, he’s of the “childhood friend who dumps the main character in order to get in with the snobby bad kids” trope that would normally be present in some middle school drama. He actively insults Momo just because she’s pegged as the village idiot. He ends up getting roped into her quest because he can magically see yokai, and contributes virtually nothing. In fact, he makes things worse. He doesn’t ever take anything seriously, no matter how urgent it gets; it’s all a game to him. Of course, there’s the part where he opens up and you’re supposed to sympathize with him. However, his backstory actually makes him worse; he’s pretty much a bunch of aged tropes from the 1960s. He’s also used as an allegory to racism… kind of? Sugiura doesn’t go in the same direction as Traci Chee’s We Are Not Free here, but in a way, the lack of committing makes the few mentions of race in the book seem like shock value. Ultimately, Danny’s case of being an Asian adopted by White parents doesn’t really affect his character arc at all.

Fortunately, the two kids have a hard-carrying friend in the fox, Niko. Unlike Danny, he does almost everything. If it wasn’t for him, Momo and Danny would’ve died twelve times over. 

So… this is where it gets awkward. While I want to commend Sugiura for not completely selling out on Westernizing Shinto… Well, take note for me saying “completely” there. She doesn’t make the egregious mistake of referring to yokai as a whole as “evil”, but that word still exists in the book’s vocabulary. Specifically, it is used to describe the first main villain: Shuten-doji. He is the antagonist of Raiko’s story, which is one that I read only once in one of my research books, so this was a time where I really felt like I was experiencing a Shinto character for the first time. He’s… not great to say the least. He’s just a generic Saturday morning cartoon villain with no pizazz. 

Sidebar: Experiencing Shuten-doji at least taught me that I mistakenly assumed that the leader of the oni who inhabited Onigashima in Momotaro’s story was the Oni King. Nope, I actually looked up Shuten-doji and it seems that he is the de facto and canonical leader of all the oni. To be honest, I feel like a classic White guy for making such a critical mistake.

Unfortunately, I don’t know if Sugiura is capable of or wants to make nuanced antagonists. In addition to Shuten-doji, Momo inevitably confronts her grandfather, Susano’o. While Sugiura’s portrayal of him is really great and iconic, it’s also very by-the-book; she consciously pulled only the bad parts about him (and omits Kushinada for some reason? Are readers expected to assume that he conceived Takiri by taking a shower like his dad did?). I don’t really like that at all. I always saw him as a misunderstood kid. He pulled pranks on his pompous twin siblings for attention. Also, he was banished simply for mourning his mother, who was already dead by the time he was born. You can relate to never being able to meet your mother, right? That’s just mean. Speaking of his mother, we get a sneak preview of the true villain of the series, who is—quite naturally—Izanami herself. There’s not much to go on, but based on what I’ve seen in this book, Sugiura will likely make the Western mistake of attributing her to Satan.

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Final Verdict: 8.5/10

It’s not perfect, but Momo Arashima Steals the Sword of Wind is a good enough series opener for me to tentatively want more. It kind of sucks that—as far as I know—this isn’t a New York Times Bestseller (considering the hot garbo that tops that chart all the time). Seriously, between this and Oni: Thunder God’s Tale, why can’t Shinto hit it big in the West outside the hardcore anime community? Beggars can’t be choosers, I guess. I’d recommend Momo Arashima (and Oni) if you wanna get a crash course in Shinto (and don’t want to read manga for some reason).

BABYMETAL’s Fourth Album Almost Gave Me an Existential Crisis

So… I know I have normally rescinded doing single review posts of an album, as opposed to my much better bi-annual highlight reel. However, when writing the first one for 2023, the blurb for BABYMETAL’s newest full-length—The Other One—ended up being more than a blurb. It was a diatribe that went on for at least double—if not triple—the length of all the other blurbs on that post. A lot of it was also… quite ranty. However, I still did want to touch on this album, since I don’t think the target on my back that I got for being one of the band’s critics was big and obnoxious enough. I’ve had a long history of trying to understand why and how they are the statistically most popular Japanese metal band in the entire world, to the point of being considered the face of Japanese metal as a whole. As a weeb, I want to love them, but struggle to do so.

Before getting into the proper review, I must contextualize the band for anyone who somehow hasn’t heard of them. Regardless of what I think about them, a lot of my all-time favorite Japanese metal bands owe their existence to BABYMETAL. The reason is because BABYMETAL invented the idea of fusing idol pop with metal in the first place. This was a novel idea at the time, and it paved the way for far better forms of the same idea to follow. The Other One is their first new album in four years, after a “hibernation” period or whatever.

Initial impressions were good when they released the first single, ‘Divine Attack – Shingeki’ (not related to the metalcore idol group Shingeki). It was as basic as expected, but it hit the right notes without having the chorus be overly infectious. Would I finally be able to unironically love a BABYMETAL album?

The answer to that is: it’s complicated. Positives: the songs are, for the most part, quite good. They are as heavy and catchy as ever. However, The Other One presents a stark change in the band’s sound, where they veer from their idol silliness toward a concept album that supposedly doesn’t play by the rules. As someone who has been open to changes in the styles of bands (and gave Oceans of Slumber’s Southern rock album a perfect score)… I’m not sure I welcome this change. I’ll admit that I had initially considered this a power-metal-influenced album going off of the pre-releases, which is very much not the case now that the full thing is out. However, they still feel as underwhelming as ever, perhaps moreso without the kawaii nonsense; a textbook example of jack-of-all-trades, master-of-none. Sure, it shows that “they’re grown women who aren’t idols any longer,” but at this juncture they kind of become Schrödinger’s Sellouts. What I mean by that is that their new shift is both selling out and not selling out at the same time; they sell out by making a more “normal” sound that’s more accessible across the board, but they also don’t sell out by showing that they are capable of different ideas outside of their established image. It’s an argument that could go on for an eternity. 

Maybe it’s just because I don’t listen to metal 24/7. Other reviews and people on Reddit could easily attribute each track not just to specific subgenres, but to the sounds of specific BANDS, and specific SONGS by said bands. Maybe I’m not music-y enough to tell that the one song “starts off with Architects-like drumming but with riffs from Gojira” or whatever. Honestly, I don’t even know if I want to be able to do that. Do people really enjoy looking at music that way?

Another disappointment is due to the press and myself. There’ve been rumors of them recruiting a third vocalist to replace the girl who left in 2018, and well, those are still rumors. I myself had figured that they were going to hire a dedicated unclean vocalist; something that could greatly help the band’s style. It would’ve been a brilliant move to have the pre-release singles with just the two, then—at launch—change them to rerecorded versions that unexpectedly rip our faces off with the new vocalist. However, that still remains a pipe dream (NOTE: This post was published mere hours before the actual third member was hired). For some reason, people think the two current vocalists are goddesses. Well, they are, but only as a given since they’re women in the metal industry. I know that it’s disrespectful to put women in metal on a tier list, but on the witness stand, I’d stand by my claim that BABYMETAL’s singers are kind of mid in the long run. I’m tone deaf, so I can only go off how they sound on a superficial level. Both of them always came off as lacking in pitch-range and versatility.

I must call myself out on one thing: I kind of have an inflated, unfair expectation of what Japanese music should be. A lot of the music down there is very eccentric and fuses subgenres as a given, to which I basically came up with this motto: “Japanese music is basically avant-garde by default.” As such, I get mad when a Japanese music artist sounds more bog standard. I admit that The Other One will force me to question how much I really like not just Japanese bands, but any band I love that has generally stuck to one style. The Other One almost spits in their faces; they can do all of these crazy, intricate things that defy logic, but are they really that talented if they can’t do something “normal” with equally good results? Would, say, Brand of Sacrifice still be great if they abandoned the Berserk themes, synthesizers, and just did classic blood n’ guts deathcore? Should that even be a metric to measure musicians on? THANKS GIRLS YOU’RE THE BEST.

Still reading? Yeah, this post became a mess, didn’t it? Part of that was from me making the mistake of looking up press releases related to the record. One thing I’ve noticed in a lot of articles is that the band was getting praise for abandoning the idol look; such as Metal Hammer saying they have “shaken off the ‘novelty’ tag” in a positive light. When I listened to this album in full, I was like “Yeah it’s still mid, end of story.” However, I really spiraled when trying to understand the reasons for The Other One‘s acclaim. This is BABYMETAL, the band that turned the very definition of metal on its head… yet they get praised more than ever for being normal? I was tempted to go into conspiracy theory territory, with crackpot theories that the press wants to belittle artists who go out of left field. Maybe what they’ve published don’t even reflect what the human beings behind-the-scenes really think. 

Fortunately, I shouldn’t have to be so jealous of their fame for much longer. For whatever reason, it looks like this decade will be the one where a number of those tragically underrated Japanese metal bands will break through into the global mainstream. BAND-MAID, the group that seemed the closest to achieving this, has toured with Guns N’ Roses, and even opened for The Last Rockstars, a supergroup composed of Japan’s most famous and important rock pioneers. That makes them mainstream now, right? In any case, Broken by the Scream has had their first overseas gigs, hanabie. has been booked for numerous festivals—including the coveted Aftershock—while Lovebites recently returned with their new lineup (and even got acknowledged by the almighty Metal Hammer), and Gyze—now Ryujin—have signed with THE Napalm Records. All of these bands will probably still be in BABYMETAL’s shadow for the time being, even with these achievements, but they’re slowly creeping in on that world conquest.

~~~~~

Final Verdict: 7.5/10

This band is one of the reasons why I sometimes hate having autism. Loving them has become a way of life as natural as breathing. No one questions BABYMETAL’s greatness, and anyone who does is clearly wrong, and gets choked out immediately by people such as Rob Zombie. The Other One isn’t bad by any stretch of the imagination—I’d argue it’s great even—but on the metric of how popular the band is, the score I’ve given certainly doesn’t seem positive. 

I think I just need to give up. Temple Grandin once said that she needed to accept things about neurotypical people that she didn’t understand, and people’s undying love for BABYMETAL is one of those things. Maybe I’ll give them another chance if they hire a death growler, but for the time being, I shouldn’t milk my vendetta with them any longer. The bottom line is this: nothing by this band sets my heart aflutter. End of story. I myself can’t adequately explain why, and that’s just the way the cookie crumbles. 

I of course recommend Lovebites, BAND-MAID, Broken by the Scream, hanabie., Shingeki, Utsu-P, Ryujin, and other powerful Japanese metal artists over BABYMETAL. May their Fox God have mercy on my soul I guess.

Xenoblade Chronicles 3: The One Where They Pull a Steven Universe

Lately, I’ve decided to only follow three types of RPG no matter what: Pokémon, indie titles, and Xenoblade Chronicles. While X was… something, the two main installments of the franchise have more-or-less cemented this as one of Nintendo’s best I.P.s ever. As such, it’s natural for Xenoblade Chronicles 3 to be priority one for me. It’s been five years since we had a new one! Without further ado, let’s play it and pray that it’s good.

The premise of this game will sound very confusing if this is your first Xenoblade, but fans might be even more confused! Xenoblade Chronicles 3 begins when some kids gather in what looks a lot like Colony 9 from Xenoblade Chronicles 1 to celebrate a party, when they crash into… Alrest from Xenoblade Chronicles 2?! Then all of a sudden, we are graced with Aionios, a world that is—in classic Xenoblade fashion—locked in a never-ending war: people from Keves vs people from Agnus.

The plot starts off simple enough, if you don’t read into things too hard. It stars a Homs named Noah, a High Entia named Eunie, and an Machina (I think?) named Lanz. They, along with everyone else in the world, are born soldiers. Basically, it’s your classic military-sci-fi anime setup. A mission to investigate an unusual source of ether starts your usual, epic JRPG story. TL;DR, they run into three other kids from Agnus, and an evil anime guy named Moebius. In a pinch, Noah and one of the Agnians—a Gormotti girl named Mio—fuse together and become Stevonnie—I mean—a being called an Ouroboros. Oh, and after the encounter, Moebius projects a red infinity symbol into the sky, which makes the entire world the six kids’ collective enemy. Their only hope is to band up and book it to the Monado-looking sword thrust into the world’s butthole.

Something immediately noticeable is how much darker the game starts. Even though they both have a big event at the beginning that sets the tone, the Xenoblade games have generally felt pretty damn whimsical. However, Xenoblade Chronicles 3 starts off quite depressing. The opening area is drab and overcast, compared to the Tolkienian grassy fields from the previous installments. It’s fitting, since we have the whole thing with kids being grown in test tubes to be killing machines. Of course, once the journey begins in earnest, it becomes happier and more Xenoblade-y.

I don’t know if this is a hot take, but this game might have my favorite narrative of the series. The fusion aspect is kind of the love letter to the series, and makes for amazing dramatic irony for those who have knowledge, while still having the right emotional hooks to get you invested early. You have the full roster of six by the end of the first chapter, which gives you more and more time to fall in love with them. The cutscenes are noticeably longer, but I found them more cinematic and engaging, plus there aren’t as many cutscenes that feel like filler.

However, as much as I’m praising the story, I kind of feel like that series knowledge kind of carries it. Many aspects of the game, from mechanics to setpieces, scream the notion that Aionios is a fusion of the original Bionis and Mechonis with Alrest. This is legitimately interesting… but you have to know this ahead of time to have said interest. Without that in mind, Xenoblade 3 starts out as a bit of a broken promise. When the cast becomes Ouroboros, they are hunted down by both Keves and Agnus, which screams: “Oh boy, morally ambiguous plot where we have to kill our friends!” However, there is a way to free the other Colonies that only Noah can do. If you don’t like storylines where you get to save literally everyone, then this game’s narrative will probably not be your speed. Sure, there are many moments to keep you on your toes, but there needs to be some amount of early hookage (professional term) on the player’s part for it to mean anything. 

It doesn’t help that the worldbuilding is kind of… weird. The rules are simple: people are born in test tubes, and kill enemies to feed these machines called Flame Clocks. They all die if the Flame Clock of their respective Colony runs out, but they die anyway after ten years. This ten year thing is also bizarre because it is not clear AT ALL how characters age. Noah and Co., for example, are almost ten years old, yet clearly appear to be in their late teens; they aren’t born that way either, since flashbacks show them as much smaller when they were kids. Also, some characters look like they’re in their twenties. Additionally, it’s inconsistent how much control the Flame Clocks have over people. Noah and Mio, even before Ouroboros, had conscious thoughts and feelings (i.e. hating war). There’s also a straight-up brainwashing feature of the Flame Clocks, and the bad guys would have an edge if they simply… used it. 

So, before discussing the cast, I need to bring up the age old debate: dub vs. sub. I’m pretty sure most people and their grandmas have played the dub, and a few weebs—normally myself—stick with the original Japanese voice actors. However, since I didn’t know when I would replay this game, I decided to do something different. I alternated between dub and sub each sitting. That way, I can really compare and contrast.

It goes without saying that the English dub is excellent. The cast is, as always, European, which I definitely prefer over American dialect. Well, there are some American voice actors, but they’re pretty sparse. I greatly preferred the Japanese audio in Xenoblade 2, since it’s significantly more anime than the rest (and they’re already pretty anime as it is). With that game going down the laundry list of anime tropes, especially with the Rare Blades, I stuck with the sub, especially since I heard that dubs tend to not understand the tropes on a cultural level. In Xenoblade 3, the Japanese cast is also really good; no one knows how to convey anime better than the professionally trained seiyus from the Land of the Rising Sun itself.

The cast is something they generally tend to get right, and the characters of Xenoblade 3 are no exception. From Keves, we have Noah, Lanz, and Eunie, while the representatives of Agnus are Mio, Sena, and Taion. Let’s go over them all.

Noah is your typical military sci-fi anime protagonist; a kid who’s born into war yet hates war at the same time. Yes, he’s one of those “I don’t want to kill anyone even if it’s the only way we don’t die” people. He seems like one of those goody-two-shoes types, but he has some interesting dialogues when it comes to his job as an Off-Seer; someone who plays a flute to honor the fallen. Lanz is Reyn, but less meme-y; he’s still a lovable oaf, though. He’s a meathead, but is loyal to the death. Best Girl Eunie is the sassiest High Entia you’ve ever laid eyes on. Her dub actress is admittedly really good, since the British insults are far superior to any others. Just be forewarned that there’s a moment early on where she has a big WTF moment, and—in classic JRPG fashion—she writes it off as nothing when asked why she’s suddenly clammed up, and no one else bothers to press her even though it’s something VERY PERTINENT TO THE OVERARCHING PLOT.

From Agnus is Mio, who is basically Noah but from Agnus. She hates war just like he does because some girl from her childhood always spat philosophical stuff about how their enemies are people too and whatnot. Best Girl Sena is, quite noticeably, a Blade, which is confusing since the weapons are also called Blades; obviously, I mean she’s a Blade from Xenoblade 2. Anyway, she’s also a big musclehead, and is a VERY different beast depending on her voice actor. I prefer her Japanese voice, since it suits the moe persona that she was clearly intended to have, whereas she’s very… wrong-sounding in the dub. Taion is very dense, but he’s smart and deductive.

These games tend to ham-fist ships (except in the case of Pyra vs. Mythra), and… well, if you couldn’t tell, Xenoblade 3 telegraphs them REALLY hard. In case you couldn’t tell who was destined for whom when describing the main cast, the other four have Orobouros forms as well. You can try to draw Mio with Sena, or Lanz with Taion, but it won’t change anything; the worst part is that there are troll interactions that imply ships that can never be. 

A glaring flaw with the main six is that—for the first time since Xenoblade X—there is no playable Nopon. Tagging behind are Riku and Manana from Keves and Agnus respectively. They are great, as always, but it still sucks that you can’t play as either of them. The dubs tend to be universally better for Nopon because they localized their dialect to be an endlessly charming form of grammatically incorrect English. Riku, who has an uncharacteristically deep and masculine voice in the dub, sounds ridiculous and incredible. His dub actor is probably one of my favorites in the series.

Beyond the main crew, there are WAY more characters, including Heroes, whom we’ll discuss later. The game keeps up the tradition of characters named Vandham… but takes the Xenoblade 2 route and kills him immediately (this is not really a spoiler; he’s from the first chapter). Both Agnus and Keves have a load of people with their own thoughts and feelings.

There is also a large assortment of villains. Moebius, incidentally, is not a person, but rather the true form of the Consuls. The Consuls are Ultraman cosplayers who have their own distinct personalities, even if their names are just letters of the alphabet. The best Moebius actually has a full name: Triton. I won’t spoil why he’s so great… just be excited for when he shows up. Unfortunately, his dub actor has one of the worst performances I’ve ever heard. I don’t know what the casting team was going for, but the result doesn’t match Triton’s character at all.

Overall, the cast is solid, but the dub vs. sub verdict is kind of up in the air on this one. I liked some dub actors more than others, while the Japanese cast is more consistent. However… as great as Riku is, I think I’m going to have to give it to the sub. The biggest advantage to playing Xenoblade in general dubbed is because they always had a tradition of working in voice clips that would become memes in the community, and to be honest, I have no idea what lines in Xenoblade 3‘s dub were meant to be memed on. So, with memes unaccounted for, I will decree—for the time being—that the Japanese voice cast is better, albeit by a slight margin! Look… I really don’t like Triton’s dub. At all.

Anyway, onto gameplay! For starters, exploration is more-or-less unchanged. You run around, fight enemies, and collect loot. Collectibles have unique icons in the overworld, already giving you an idea of what they are before you pick them up. There are also containers that, well, contain useful items. You can even find dead soldiers whom Noah is able to send off, increasing your Affinity with the area.

I was really worried about how the overworld would shape up, since I thought that Alrest from Xenoblade 2 had some weak spots. Aionios in terms of design takes some getting used to, admittedly. What’s notable is that the world is divided into several regions, within which contain many areas of their own. Because of this, the landscape can change biomes very abruptly and with no rhyme or reason. This mish-mashy look feels intentional, because it just so happens to suit a world that would be a product of two worlds’ fusion.

Overall, Aionios is large and fun to explore as it opens up. Outside of quests, there’s a lot of ground to cover; it achieves the perfect bifecta of scope and density. Of course, it isn’t short of spectacular vistas. The only real disappointment is that you never get to explore the iconic Urayan Mountains that make up most of the game’s cover art; they talk about it a bunch, but it’s just flavor text (Agnus Castle is pretty lacking as well). Okay, I guess the fact that not every Colony on Aionios is actually accounted for is a flaw too; they are also flavor text.

In any case, fast travel is really easy because you can travel to discovered landmarks, as well as various rest stops, and even the graves of defeated Unique Monsters. You can also set the time of day for when you arrive, in case there’s something time sensitive that needs to be taken care of in that area (which is an ironic feature, since the in-game time is virtually unused in this installment).

Speaking of rest stops, many of these will be encountered in abandoned Ferronis hulks throughout the world. You can use some juice harvested from ether channels that you can find pretty much everywhere to reactivate them. They have exclusive loot, and a fabricator that randomly spits out items if you feed it money. There are many types of rest stops, with different and important abilities unique to them. At campsites, you can cook learned recipes for a temporary buff. Visit canteens and order their food to unlock new recipes. There is also Gem Crafting, which is WAY simpler than in Xenoblade 1. This time, you just feed it the materials and there you go. Also, Gems aren’t exactly items. Once crafted, a Gem sits in your Gem box(?), and can be equipped to anyone and everyone at once. Crafting better versions overwrites the previous versions as well.  You’ll occasionally find random bits of information throughout the world. This can unlock topics to discuss at the canteen or campsite, and doing so can trigger new quests.

Another advantage of more biomes means more music! Each area has its own theme, and like I said, there’s a lot of them. As expected, Monolith delivers on all fronts. From atmospheric to epic, they do it all (although they lean on the former a lot in this one; some gamers might not approve). Although the Unique Monster theme might not be my new favorite (vs. the one from Xenoblade 2), the special theme for Chain Attack is adrenaline-pumping goodness.

For the first time since Xenoblade X you have a job system. For basics, the cast can change jobs, and naturally, characters can master that class’s Arts as their rank grows. However, there are some complexities to say the least. Only the OTPs have access to each other’s jobs at first, while the others unlock them over time by fighting alongside the job users. When changing a job, you can set specific Arts and Skills that were mastered by ranking up in the job. There is also job compatibility to worry about, which affects the growth rate of the job. Although, you probably want to max out everyone at all jobs regardless, don’t you?

It surely can’t get more complicated in a game where all six party members fight together, can it? WRONG! Inevitably, there are more jobs than the starting six, and this is where Heroes come in. Heroes each have a Hero Quest, which—yes—are basically Rare Blade quests from Xenoblade 2. Upon completion of the Hero Quest, you can recruit that person to fight as an autonomous seventh party member. Additionally, one character inherits that person’s job, with everyone else eventually following suit through the same method as unlocking jobs to other characters.

What makes this mechanic interesting is that a lot of Hero Quests are tied to freeing Colonies that are off the beaten path. This results in—yes—skipping entire towns—quests, Affinity Charts, and all—if you don’t do these. The game implies that there is a huge risk to freeing the Colonies, but all it really does is increase the amount of spawn points for mobs of the respective faction. The Colonies are small and numerous, but thought was put in to give each a memorable design that stands out from the rest. There aren’t as many quests per Colony, but this works to their advantage as well, because it feels like each Colony has its own self-contained story that gets full focus throughout the game.

Now that I’ve discussed Hero Quests, I can now discuss the Heroes as characters. At first, there isn’t a lot going for them when introduced. However, the real character development comes forth during their second Hero Quests, the reward of which increases the maximum rank of their respective job from ten to twenty, and at rank twenty, their Talent Art turns into a Master Art that can be freely set at your leisure. The main six also have special quests to give them closure that they otherwise wouldn’t have, and this, naturally, increases the maximum rank of their own starting job.

After playing every Xenoblade game at least once, my motto became this: your first time playing a Xenoblade game will always be your first Xenoblade game, meaning that they tend to change things up so much that even veterans will face a high learning curve in each game. However, I found that Xenoblade 3 rewards past experience moreso than previous installments, since most of the basics carry over. Obviously, you have your auto-attacks, which are self-explanatory, and a choice of three Arts, and a Talent Art that builds up from various actions. Furthermore, your starting formation already has the ability to do a complete Break>Topple>Daze combo before you’re taught the mechanic. Oh, and in case you’re new to the series, it’s a staple mechanic where you knock enemies over so that they’re helpless; the only change is that Topple can be followed up with Launch and Smash Arts OR Daze and brand-new Burst Arts. Both forms of Arts recharging come back as well; the gang from Keves has their Arts refill over time like in Xenoblade 1, and the gang from Agnus through auto-attacks like in Xenoblade 2. Also, the ability to use Arts right when an auto-attack hits comes back from Xenoblade 2. An important change to note is that YOU CAN FIGHT WHILE SWIMMING. THANK YOU, MONOLITH!!! Boy, going back to older installments after this will be tough to say the least.

There are some new standout features. As said before, you have all six characters fight at once. Furthermore, you can switch who you’re playing as mid-battle. ALSO, Healer-type characters are the only ones who can revive allies. ALSO ALSO, there are Fusion Arts, where you use a regular and mastered Art simultaneously. Due to the removal of the Party Gauge, the Chain Attack meter resets after every battle, meaning that you can’t store an almost full charge for a tough fight.

Speaking of Chain Attacks, the ones in Xenoblade 3 are perhaps simpler than Xenoblade 2, but still more complex than in the original. When initiated, you choose one of three orders. Each character can use an Art (or a Fusion Art if possible) to build up Tactical Points. When the Tactical Points are at least 100% full, a Chain Art is performed, granting the chosen order’s bonus effect for the duration of the Chain Attack. There are all kinds of bonuses from using specific Arts and with whom, so… get experimenting. Inflicting Break>Topple>etc. still works in battle, and fortunately, all positional bonuses are guaranteed regardless of where your party is standing. Also, Heroes have their own special abilities in Chain Attacks. 

In case you forgot, certain pairs (i.e. OTPs) can fuse into Ouroboros. In battle, they have access to really powerful Arts for the duration of the Heat Gauge. You don’t want to fuse all the time, though, for using Fusion Arts increases the Interlink Level, and at Level 3, Ouroboros Arts gain their really awesome bonus effects. Each Ouroboros has its own Soul Tree, where it can learn new Arts and other helpful abilities with SP gained from battle. Eventually, Ouroboros can participate in Chain Attacks by completing an Order from both members of the pair, or by having a Level 3 fusion active when you trigger the Chain Attack. You will also unlock alternate forms of the Ouroboros, each with their own ENTIRE Soul Trees, with the ability to share a skill with the other form. This essentially means you have a grand total of TWELVE CHARACTERS to manage.

You’d think that having full party participation would make this game a cakewalk, right? Well, once you enter the second region, Xenoblade 3 takes the kids gloves off, making enemies spongier and nastier than ever to balance out your extra manpower. For the most part, it’s standard fare; regular mobs aren’t so bad as long as you’re on their level, while Unique Monsters and bosses offer the bulk of the challenge. However, with so much more going on than ever, I daresay this is the toughest installment yet. Even with a balanced team, aggro management can be all over the place; I’ve had non-tanking members be ganged up on by the entire opposition for what feels like no good reason at all. Also, of all the mechanics, I’ve felt that raising the Interlink Level is a bit touchy. It doesn’t always increase when you use a Fusion Art; in my experience, it seems to go up every two or three uses, despite what the tutorial tells you. 

However, as difficult as the game is, it’s easy to overlevel if you do certain quests at the earliest opportunity before advancing the main story (leveling down via Rest Spots isn’t available until after beating the game). The A.I. is also—still—not the best. While they’re pretty good in normal situations, they tend to fuse willy-nilly, which makes it more difficult to get off those Level 3 Ouroboros fusions. You eventually unlock a setting to control ALL fusions yourself, but that only increases the amount of control memorization and omni-awareness of the battlefield on your part; a panic fusion can get you out of a tight spot, so trying to reach that Level 3 might be greedy.

Of course, being a 1st party Nintendo game, Xenoblade Chronicles 3 has several DLC installments that are immensely helpful and punish anyone who plays through the game at launch. For starters, they unlock two new Heroes, Ino and Masha. Ino is one of the best characters in the game, and more importantly, she has a Break Art that can be mastered at Rank 10. This solves an issue where you only have one Break Art for a long portion of the game, which makes it impossible to have a full Smash combo without creating an imbalanced party due to limited Arts options. Masha… is kind of bad. She’s a great character and Hero, but she also introduces a crafting mechanic. It’s a gacha system, where you get Accessories with randomized buffs, and randomized stat improvements each time you upgrade them.

The problem is that all the hundreds of materials you’d be collecting naturally are useless here; the only way to get them is through Challenge Mode, the other part of the DLC. The standard Time Attack is as it’s always been. However, the interesting new mechanic is the Archsage’s Gauntlet. This is a roguelite, but fortunately, it isn’t as demanding as most games in the genre, at least not in Normal Mode. Here, you have to fight waves of enemies with one party member, while buying Heroes who are distributed at random in a shop you access between rounds. There are also Emblems, sold at random, which give bonuses that can be upgraded by buying the same Emblems multiple times. Your performance in your run rewards you Blue Noponstones, which can be used to get permanent Emblem Upgrades, as well as the necessary materials for Masha.

I honestly don’t like this, because it makes Xenoblade Chronicles 3 almost as bad as Xenoblade Chronicles 2 for completionist grinding. The Accessories from Masha aren’t really necessary, unless you plan to fight the superbosses, which completionists need to do anyway. However, the base game is grindy for completionists as well. The worst task by far is to get every Rank X Gem, which requires tons of very rare enemy drops, and there’s no shop to trade large amounts of common drops for rarer ones. It’s still more reasonable than in Xenoblade 2, though. You can actually craft Gems out of order, meaning that you can just focus on the Rank X ones alone. After that, it’s simply a matter of finding the highest level Unique Monster of the appropriate enemy types, and use Burst Combos over and over again to force them to drop materials in addition to what they drop on defeat. Uniques also have the highest chances to drop very rare items.

~~~~~

Final Verdict: 10/10

I am honestly astonished by how amazing Xenoblade Chronicles 3 is. I wish I could get 100% completion, but alas, the march of time isn’t allowing it. Maybe it’ll be something I come back to on occasion, while waiting five more years for a Xenoblade 4 (or Xenogears HD remaster). For now, though, Xenoblade Chronicles 3 has become my favorite game of all time. There, I said it.

PS: I’ll cover the upcoming DLC campaign in its own post, since I presume it’s a separate game like Torna.

Pokémon Scarlet & Violet: Is The Series Great Again?

The Pokémon series has suffered ever since its transition to the 3DS. With the exception of some spinoffs, opinions have gotten more and more divisive. It wasn’t until January 2022 when the series was saved by Pokémon Legends: Arceus. It changed a lot of mechanics while maintaining the franchise’s core philosophy: gotta catch ‘em all! It also has a decently seamless open-world design, and rudimentary JRPG mechanics that lay the groundwork for greatness. In that same year, GameFreak—in that classic Japanese overworkiness—had already released a new generation: Pokémon Scarlet and Violet. This is an important installment for the series, for it will ultimately cement whether or not Pokémon as a whole is great again, or if Arceus was a fluke. I decided to play Pokémon Scarlet, since I realized I’ve played the latter installments of dual Pokémon games way too often.

In Pokémon Scarlet and Violet, you sign up for the prestigious Naranja Academy. Time to catch Pokémon and make some friends, such as a mysterious red/purple dinosaur that possesses superhuman strength. Oh, and go to school.

I don’t mean to go critical right off the bat, but… I really don’t like the school theme in these games. While it’s neat that the Pokémon school has a real purpose for once, it’s the exact antithesis of what you’d want in an open world game, which emphasizes freedom. For a Persona-like Pokémon spin-off, school would work, but not here. In fact, the school seems like an afterthought, since as soon as you get there, they skip months of in-game time just so their workaround for the school setting in the open world game kicks in: the Treasure Hunt. This is an independent study where all students leave school and do literally whatever they want, as long as it leads to them finding their true calling. It’s a cool idea, but it would’ve been just as good of an idea to have your character think there must be more to this provincial life, and heads out into the great wide somewhere. Unfortunately, in order to be able to keep playing after you beat it, your character never finds their “treasure”, meaning that you’re to be left an empty shell after all that transpires.

Fortunately, if there’s a good side of the story, it’s that of the antagonists in Team Star. Instead of a criminal organization, you have a group of students who were just misunderstood. They are perhaps the most relatable Team in the entire Pokémon series. The other thing that stands out is having the box-art Legendary—Koraidon/[Insert Boxart Legendary from Violet Here]—as a permanent traveling companion. This sandwich-guzzling fiend is just cool, whatever it is. Although there aren’t many scenes where you interact with it, this is still perhaps the most intimate relationship that the player can ever forge with a Pokémon.

The characters in Pokémon have been getting better… right? Well, it’s kind of hit-or-miss this time. The teachers at the school are pretty great, although a lot of your interactions with them are entirely optional. Your rival, Nemona, is… alright. They definitely gave up on making your rivals jerks, but this time, her quirk is an obsession with battling. There is a whole backstory with her (that you don’t get until after beating the game), but I don’t believe it justifies her addiction with beating people up. This dude named Arven is pretty cool; he has a heartwarming story where he wants to find legendary herbs to cure his dog. The headmaster of Naranja, Clavell… I mean, he’s okay, but he doesn’t hold a candle to Clive, who aids you in your battles with Team Star. Clive is just the coolest, and I’m not at all doing a bit to pretend that I don’t know that he’s obviously Clavell in disguise, because he’s not. He’s Clive. 

Unfortunately, that’s about it for positives. Everyone else has been more dumbed down than ever, which stinks because their character designs are up to snuff as usual. The Professor, Sada, is just someone who phones in on you every so often regarding one of the major questlines, and that’s about it for a while. The Gym Leaders, due to structuring mechanics, have been downgraded once more. You don’t even see them outside the Gym, not once, which sucks because a lot of them are actually really good going off of what little you see of them. I mean—come on—one of them might as well be the famous V-tuber Gawr Gura!

Before we get to gameplay, I must address the one thing that GameFreak will clearly never learn: graphics. Man… they cannot make good environments! There’s numerous bad textures, lag, pop-ins, and whatnot. What’s worse is that character animations have taken a step back as well; almost to PS1-era jank. Movements are stiff and awkward, plus the textures are even inconsistent. While important characters look fine enough, a lot of NPCs have bad textures and pudgy fingers that look like they’re from two console generations ago. GameFreak needs to learn from Nintendo and Platinum Games, who have made beautiful games using the Switch’s inferior hardware. At least the Pokémon themselves still look good. Heck, the crystal texture from the Terastallize ability is straight-up gorgeous. If they can make something like that, then why can’t they follow through with everything else?

Fortunately, Scarlet and Violet are so damn amazing and addictive that you probably won’t notice the bad graphics for too long. Right off the bat, there are more quality-of-life improvements than ever. The U.I. is easy, the map has SO many details, nicknames can be changed at any time from the Pokémon menu, moves can be freely relearned from that same menu, and battles are even faster than ever. Pokémon Centers are just kiosks now, meaning no more loading zones just to heal or shop. However, the biggest, most important improvement of all is… THAT THEY FINALLY GOT RID OF THE TEN MINUTE POKÉBALL TUTORIAL! NOW IT’S JUST TWO TEXT BOXES THAT TAKE THIRTY SECONDS TO READ!

Of course, the elephant in the room with Scarlet & Violet is its full open-world map. While I bet there’ll be a lot of memes along the lines of “Is this Pokélder Scrolls?”, the region of Paldea doesn’t quite hold a candle to its open world contemporaries, especially Breath of the Wild. However, Paldea is easily the best region that the Pokémon series has ever had in and of itself. There’s tons of slopes, ledges, bodies of water… it only took three years for GameFreak to finally do it right! It’s a truly beautiful world… well, it would be if they understood the hardware, but you know what I mean.

There is a LOT to do in Paldea. For starters, there’s Pokémon, Trainers, and loot pretty much everywhere. There are also hidden Gimmighouls who give you their coins (that are really important for a specific purpose). Most importantly, however, are the three major quest lines. You not only have the classic Gym challenge, but you also have the five Titan Pokémon and the five admins of Team Star. It’s a lot, but for the first time, they can be tackled in any order.

Towns are the best they have ever been, at least in a long time. Each has unique characteristics, and thoughtful designs that make them feel live-in-able. I was concerned with them at first, since the early ones didn’t have good shop variety outside of food (which is a whole other thing). Fortunately, the later towns start having really powerful shops; you’ll be able to buy competitive hold items and even Nature-changing Mints, which you would otherwise have to grind BP. Unfortunately, they have something I really am torn on: Gym Tests. Instead of a puzzle room with Trainers, each town with a Gym essentially has the town become the Gym. It’s a cool idea, but I feel like some of them are just padding. 

The Team Star bases kind of suck, gameplay-wise. Basically, you assemble three Pokémon with an advantage over the Type that Squad uses, then mash R. It can only be hard if you don’t have an advantage, but they give you tons of time to defeat enough enemies. I can appreciate the streamlined process, but it still feels like a waste of time when there is almost no chance of failure. The boss fights themselves are great, at least.

The Titan Pokémon are the most straightforward. You go to their location and fight them twice, that’s it. The second time is fun because Arven assists with a friend of his own. Your reward for each is a new field ability for your steed. Unfortunately, the Titans don’t show their level, meaning if you get bodied by one, there’s no way to gauge if it was your fault or if it was just too strong.

Battling Pokémon is easier than ever. In addition to touching them in the overworld, Arceus mechanics return in full force. You can hide in the grass, and throw your lead Pokémon’s Pokéball to engage in battle. Also, like in Arceus, you can strike Pokémons’ backsides to give yourself a free turn. Do you not even want to bother fighting but still want XP? Simple! Just press R to send your lead Pokémon on a murder spree, where it’ll instantly destroy any opposition in its way, provided that it has the proper advantages. 

Unfortunately, TMs have been nerfed. They’re all back to being single-use again! That means doing an entire playthrough all over again just to teach a Pokémon Earthquake—Psyche! TMs are consumables, but they are REALLY easy to come by. They are lying just about everywhere in the world, and Pokémon also drop materials with which to make more. You can track up to five TMs whose materials you need.

In battle, everything is pretty much the same. Well, except for the latest gimmick: Terastallizing. Aesthetically, I love it. Pokémon become crystal, and it looks really pretty; like they’re unleashing their inner Magical Girl. Mechanically, it might actually be my new favorite gimmick; it’s not too broken, but can turn the tide if used wisely. Basically, what it does is change the Pokémon to its Tera Type, and give a STAB bonus much bigger than regular STAB. This is a meta mechanic for numerous reasons, such as changing the Pokémon’s type to something completely different in some cases. Also, all Tera Types are pure Types, meaning that this state can potentially erase a Pokémon’s quad-weaknesses. Just have fun building a competitive team around this, because the mechanic to change a Pokémon’s Tera Type requires farming for an obnoxious amount of Tera Shards.

Tera Raid Battles are also a big improvement over the Dynamax ones. The A.I. for people who have no friends is more competent, and the fights themselves are faster. There is no limit to Pokémon that can faint, but it does run down the time limit, which is not a limit on turns taken, but a literal clock that trickles away in real time. These battles encourage fast and smart plays, and the faster pacing complements this a lot. Unfortunately, they are kind of buggy, at least solo. Stuff happens so fast that the game can’t seem to keep up with it; sometimes a fainted Pokémon will continue to act, or it will faint while it still has health left. Still works better than Skyrim, at least.

My biggest concern with the transition to open world was that Scarlet & Violet would be a repeat of Gold & Silver: abysmal level scaling to account for doing things in any order because apparently programming enemies to grow dynamically with the player is impossible (obvious sarcasm there). Does that actually happen? Well… sadly… kind of. There is a clear recommended order to do things in, and as a result, your journey will be all over the place, with difficulty being anywhere from really challenging to a mind-numbingly easy victory. Nuzlockes are a must if you want actual difficulty, maybe even hardcore nuzlockes since the games give you so many free items in the overworld—including Ethers and Elixirs! However, that would of course ruin the sense of discovery in a new generation of Pokémon. Additionally, nuzlockes can be unfair, since unwittingly running into something above your pay grade will cut your run short, and you have to start the whole game all over again. I thought that asking Nurse Joy for advice would clue you in on the intended path, but she seems to recommend random events, regardless of if you’re actually capable of taking it on or not. The descriptions of some of these objectives can give you hints on the pathing, but the key word is “some”. It doesn’t help that the actual intended path makes absolutely no sense from a game design standpoint. Boy, I’m sure doing a good job making these games look appealing, aren’t I?

Well, I might as well commit. Furthermore, the cooking mechanic is worse than ever. I feel like they become more excessive and complicated with each Generation. On the positive side, the minigame is fun. You basically have to painstakingly build a sandwich piece-by-piece with the added challenge of no drop shadow. However, the foods themselves are where it gets excessive. There are hundreds of sandwiches, among other cuisines, sold at the many, MANY eateries and food carts throughout the world. The buffs from them apply to specific Pokémon Types, making each buff situational. The real kicker is that every item has several buffs and they’re distributed across the foods like a hodge-podge with no rhyme nor reason. While you don’t need these at all unless you want to min-max, it’s still sad that cooking in Pokémon has never once felt practical for core gameplay. There is also a washing mechanic for when Pokémon get dirty. However, I had no idea about this mechanic for the vast majority of the game, and when I used it for the first time, none of my party actually looked dirty. What doesn’t help is that some Pokémon don’t even want a bath at all, and there’s no way of knowing which ones that applies to!

Also, when I said that the school felt like an afterthought, I meant it. Although, that’s definitely because I’m biased against all school-based mechanics in videogames. Unfortunately, taking every single class is actually worth it. All you have to do is answer various quiz questions, and you get rewards for passing each class’ exams. The classes actually give you good hints on game mechanics (especially if you’re not a Pokémon veteran), plus the history class actually helps with foreshadowing and worldbuilding. Speaking of building, you can also build your relationship with teachers through special events (indicated by an exclamation mark over their rooms), thus allowing you to… fuse higher-ranked Personas? Well, you do get various rewards for seeing these events through to the end, and more time with the teachers whom I praise so much is definitely a good thing.

If there’s one thing that’s both a blessing and a curse, it’s that they have a really good selection of new Pokémon. I ended up shuffling my team a lot in my playthrough—mainly because I didn’t plan on replaying either of the games in the near future if at all—but also because a lot of the Pokémon are really good. They have great designs and work well in battle. Also, one other collectible in the overworld consists of thirty-two black stakes. They come in four sets of eight, and finding all of a set awards you with a Legendary Pokémon. That’s FOUR Legendaries that you can obtain before the credits roll!

However, there is one Pokémon in my playthrough whom I ended up feeling at odds with. So, spoiler warning for a whopping one Pokémon that was probably announced or showed off in the leak: Toedscool and Toedscruel. This is a Ground-Grass regional variant of the Tentacool family. Toedscruel is really fast and boasts the same great special defense as Tentacruel. It also learns Spore. However, its ability is what makes it really awkward as a team member: Mycelium Might. This ability gives it minus priority when using status moves, but those moves ignore abilities. This sounds great, but I feel like there are almost no situations where this works out in its favor. It doesn’t ignore Safeguard nor Misty Terrain since those aren’t Abilities, and I presume it won’t work when Uproar is in effect for the same reason. I also used Spore on a Pokémon with Vital Spirit. While the move successfully puts it to sleep, I learned that Vital Spirit also checks if the Pokémon is somehow put to sleep anyway, and thus makes it wake up immediately after the turn ends. The minus priority also means that Toedscruel’s opponent can attack, and potentially one-shot it since it’s physically squishy (quad weakness to Ice doesn’t help either). As a Spore user, it’s still great for catching Legendaries, but Mycelium Might is too situational for the minus priority to feel like a good trade-off. Who knows, maybe Chuggaaconroy will prove me wrong when he plays through these games on his channel in ten years.

In any case, another plus with the newcomers is that I feel like their evolutionary conditions aren’t as BS as Galar. I remember having to look up almost all of the evolution conditions for Sword and Shield. This time, however, I only looked up a few, and those cases were actually ones where I was doing the right thing but I just didn’t do it enough times. Most of them evolve from level up, and pretty early too. Unlike the usual throwaway early game Pokémon, a lot of these very quick evolutions are really good, including the new Wooper’s evolution. The only late boomer is—as tradition—the new Pseudo-Legendary. Fortunately, it’s no Hydreigon (and I hope nothing ever will be).

I always have to discuss the post-game last, because—well—it’s the last part of the game, and the post-game content of Pokémon is always VERY important. You start by fighting every Gym again (without having to take another test, thankfully), and they’re way harder. After that, you can unlock a boss gauntlet that refreshes daily. Once this is unlocked, beating enough 5-star difficulty Tera Raid battles will unlock EXTRA difficult battles indicated by black crystals; you WILL need a team of four human, M.L.G. gamers to take these on.. You can also catch a second instance of the box-art Legendary, which mainly serves to trade to someone who owns the other game and help complete each other’s Pokedexes.

Hey, that’s a perfect time to complain about Gen 9 not being Arceus! You don’t get the other box-art Legendary, you don’t get the other two Starters, you don’t get Link Cables… Nope, you’re back to completing the Pokédex the old fashion way: by—*gasp*—socializing with people, and hoping they like Pokémon (which is really hard for adults since a lot of them are still very harsh on the series). Boy… Arceus was really great.

With that little aside out of the way, there’s a bit of a caveat at this juncture. Every single time I think I’ve done all the post-game content, there’s something I miss and never find out about. This time, I’m dead certain that there’s more than what I wrote above. Scratch that, I KNOW there is because… sadly, I was spoiled of it in the thumbnail of one of Tom Fawkes’ stream VODs (however I still would’ve had a feeling based on the Scarlet Book (or presumably Violet Book?) containing Pokémon that you don’t see in the endgame). Anyway, as of this post’s publication, I have not started this remaining post-game content. I have a feeling that it might actually be an Oracle of Ages/Seasons situation where you need to beat both to unlock whatever this content is; if I’m right, then that’s just mean. If the prerequisite really has anything to do with playing the other game as well, then that would be kind of BS, since these are probably the longest main games in the series and I doubt a lot of adults would even have the time unless they were gamers by profession. Also, the target demographic—kids—would probably not be able to convince their parents to spend over $100USD on both games. Whatever it would’ve been, however, I would not want to discuss it due to spoilers, so it won’t change the review anyway. 

~~~~~

Final Verdict: 9.35/10

Pokémon Scarlet, despite its ugliness and other issues, has perhaps been the greatest main series Pokémon experience I’ve ever had, at least since my nostalgic days of Black & White 2. It does a LOT right for the series, but sadly, I don’t think it’ll save Pokémon from its critics. People’s obsession with 8k 240fps graphics are already enough to give Gen 9 a bad reputation, but knowing the Pokémon fandom, they’ll take any flaw with these games and balloon them to make it sound like GameFreak are gaming blasphemers. In any case, I highly recommend you play at least one of these two games, provided that you are capable of enjoying Pokémon.

CrossCode: Secret of Mana and 2D Zelda on Steroids

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Final Verdict: 9.95/10

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

Actual Final Verdict: 10/10

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

No. 5: Spectacularly Weird

If you’re an anime nerd, you’ve probably heard of Taiyo Matsumoto’s classic manga Tekkonkinkreet; it was made into a critically acclaimed movie after all. Of course, me being me, I instead gained an interest in No. 5, a sci-fi manga of Matsumoto’s that I doubt any Westerner would’ve even heard of if it weren’t for Viz’s recent omnibus publication; it didn’t get adapted, so it might as well not exist over here. I don’t even know what it’s about, except that I should expect it to be weird because Matsumoto is famous for weirdness. Well, when it comes to Japanese literature, I shouldn’t expect anything less, should I?

No. 5 is set in the distant future, where the peace is protected by the Rainbow Peace Brigade, an elite squadron of genetically modified soldiers. The best of the best are designated under the numbers one through nine, and they all answer to an old man in a pair of bunny pajamas. Things aren’t so peaceful, however, when the titular No. 5 kidnaps and flees with a strange woman for no apparent reason. He travels with her as the rest of the Rainbow Brigade hunts him down.

Lemme tell you, this manga is as weird as it looks, if not weirder. Matsumoto’s art is strange and extraordinary, operating under no rules whatsoever; sometimes it’s detailed, sometimes it’s cartoony, and sometimes you don’t even know what you’re looking at. What’s even better is that panel changes tend to jump from POV-to-POV several times per page, all to maximize your confusion.

To add to that confusion, No. 5 doesn’t exactly give you exposition dumps. All the characters talk as if you—the reader—already understand how the world works, and you have to adapt fast. Everything is context-sensitive, and I’m sure as hell I missed a lot of important nuances during my read-through of the manga. There was probably some allegory to the true meaning of being human in there somewhere, and it flew right over my head.

Fortunately, this is a case where you don’t really need to know what’s going on. I was pretty damn engaged with the story despite being confused the whole time. The reason is all in the aforementioned art. Matsumoto really knows how to keep an audience on their toes no matter what’s happening, and there’s always something happening. The plot is followable on the most basic level, but good luck figuring out the purpose of any of it.

Because of how confusing the manga is, I don’t exactly know what to think of the characters in No. 5. The titular character is a very hard-boiled ex-cop-type, who doesn’t seem capable of any emotion except hard-boiled-ness. Unfortunately, we don’t exactly get the full details on why he wants to protecc the woman, Matryoshka, like an anime nerd’s favorite waifu; when we get the full backstory, it actually skips(?) the time between No. 5 first meeting her and ultimately kidnapping her. 

It’s also not easy to tell why he loves Matryoshka so much, or rather, why everyone in-universe seems to loves her. You could argue that beauty is in the eye of the beholder, since she’s not the stereotypical ideal woman in terms of physical features. However… she’s kind of awful? She acts like the perfect picture of innocence, exclaiming everything she sees like a child, but it seems like she just follows whoever gives her food, as evidenced by a part where this one guy grabs her and she doesn’t resist at all. 

The rest of the Rainbow Brigade are even more confusing. We get into the heads of every one of the numbered people. It’s natural to assume that the ones who die earlier are less impactful, but it doesn’t really matter. I don’t get No. 9, who dies first, any better than any of the others. I feel like the most impactful ones are the No. 4s, two twins who create hallucinations, and No. 1, who is… well, I probably shouldn’t spoil him. 

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Final Verdict: 8.75/10

No. 5 is really something. It’s surreal and intense, and always leaves more questions than answers. If you want to experience a weird, old manga, then No. 5 will serve that purpose well. 

Monument Valleys 1 & 2: What If Fez and Captain Toad’s Treasure Tracker had Kids?

I had an inkling to play the Monument Valley games, but I didn’t go through with it because they were mobile games. One hour on them would mean one hour of iPad life, period. I recently regained interest in them when they were ported to PC, with new, upscaled editions that include all the DLC. So, yeah, here’s my review of Monument Valleys 1 & 2, assuming that they play similarly enough to justify a single review of both.

In Monument Valley, you are a girl named Ida on a quest for forgiveness. In Monument Valley 2, a young mom named Ro takes her kid to the valley so she can be a better mom or something.

So… these games are gorgeous. Each level has a unique look, with the only consistency being in the minimalistic, abstract, isometric style. The music is really calm and ambient, perfect for puzzle-solving. The music is also very dynamic, adding little bits of flair as feedback when you solve a part of the puzzles, and when you interact with the environment. The Panoramic Editions, naturally, have a lot of negative space, since they were originally designed for portrait oriented screens, but it feels like that this enhances the artstyle they were going for; the levels feel like parts of their own little universes, cut off from everything else. Sometimes, I sat back and soaked in the game’s whimsical atmosphere.

You might as well, since they are both quite short. Even with the added DLC, each game is easily doable in under three hours. Fortunately, unlike other big indie games of similar length such as What Remains of Edith Finch, the Monument Valley games are much cheaper when it comes purely to the proportion of content versus dollar. The Panoramic Collection Bundle is less than 15USD as it is.

In any case, the basic gameplay boils down to optical illusion-based puzzles. Some components in each level can be manipulated, as indicated by some little nubs or by having a faucet thingy attached to them. By arranging them just right, you can build bridges and open pathways straight out of an M.C. Escher painting. The mechanic starts off simple, but gets more involved as you go on. 

It sounds like the perfect game that requires inducing a migraine to beat, but it’s not. The experience with these games is really to be impressed by how well thought-out the levels are. Every single one of them feels iconic and memorable in some way, and boy, it must’ve been a real pain to program them. Most of the difficulty comes in just processing what you can interact with and going from there. The DLC chapters in the first game are probably the hardest, but even then, they aren’t too bad.

Overall, I feel like Monument Valley 2 is the better game. It has more of a story, and they really push the games’ artstyle in an even wilder direction. Things get much more abstract and weird. However, I almost feel like it’s the easier of the two. It might be because the game cared more about its story? I dunno, maybe I just got mad gamer skills (*sarcasm*).

Speaking of story, I might as well discuss the games’ narratives, or lack thereof. Similar to the aforementioned indie titles I’ve compared this series to, it doesn’t exactly take rocket science to understand what’s going on in either game. While light in dialogue, there are plenty of context clues that telegraph what the takeaway is, especially in the second game. Neither are groundbreaking, but you’ll probably cry if you’re the emotional type… especially in the second game. Gee, I wonder how much more ham-fisted I can be with the notion that the second game has a better story.

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Final Verdict for Both Games: 9/10

There’s pretty much nothing wrong with the Monument Valley games (he says as he gives them an imperfect score). They’re short, but are a better value than a lot of other games on the market. While they aren’t as puzzle-y as Baba Is You, they manage to be very novel in their own right. There’s no harm in giving them a try.

Dr. Stone: Sid Meier’s Civilization Just Got a Lot More Anime

Dr. Stone is one of those manga that was in the wrong place at the wrong time. It became exorbitantly popular (deservedly so) during its initial 2017 debut, even winning itself the 2018 Shougakukan Manga Award under the Shounen category. That same year, I got into the hype months before its anime adaptation was even announced, and it quickly became one of my favorite manga of all time. The anime was also very good for a TV anime, and I—along with many other people—watched it while it aired. However, it aired alongside Kimetsu no Yaiba. And as anyone who saw that nineteenth episode go viral and single-handedly put both the anime and its source material on the mainstream overnight, Dr. Stone—while still running for a perfectly respectable period of time afterwards—practically vanished off the face of the earth as a result. As the contrarian I am, I nonetheless committed to Dr. Stone, and—you know what—it’s still one of my favorite manga of all time. Let’s find out why.

In Dr. Stone, a boy named Taiju is about to confess his love to a cute girl named Yuzuriha. However, right at that moment, a bright light covers the earth, turning all humans to stone. Thousands of years later, thanks to his testosterone-fueled drive for the girl, he manages to break out of the stone shell, awakening in a world that has been reclaimed by nature. There, he sees his classmate, Senku, who promises to use his incredible wealth of knowledge to restart all of human civilization.

Dr. Stone is a science-themed adventure manga, which is a very unusual style for the shounen genre. But hey, the manga makes science fun. There’s a lot of cool and interesting things that happen throughout the story, and it’s all very engaging. The humor is ridiculously on point as well. However, Dr. Stone is a science FICTION manga, and thus, you can’t not have creative liberties taken. As many, MANY critics on the message boards pointed out back when the anime aired, the science isn’t 100% accurate. Sure, maybe some chemical or whatever took a bit faster than what it’s supposed to in order to finish cooking, but for the sake of pacing, would you want five chapters of waiting for a thing to be done brewing? There’s also the fact that Senku is literally reinventing the wheel when it comes to all this civilization stuff, so he won’t need to waste time making the mistakes that were made a million years ago because those people already made said mistakes.

Another criticism I’ve seen ad nauseum was the fact that it doesn’t go for any darker tones when the opportunities were present, and that “Dr. Stone would’ve been better if it was seinen”. Granted, Dr. Stone would be a GREAT seinen manga, but I think it’s perfectly fine as a shounen manga because of how hard it commits to being lighthearted. When presented with one of the potential dark questions regarding if it’s actually better to NOT bring back civilization, lest the world return to its old state of corruption and war, Senku literally says that he wants to bring back civilization because he thinks it’d be fun. Fun, that’s what Dr. Stone is at its core. THINGS DON’T NEED TO BE DARK TO BE GOOD *huff* *huff*…

Anyways, the characters are what makes Dr. Stone come to life. My boy, Senku, is insanely narcissistic and I love him. His cunning, as well as his tendency to count in increments of ten billion, make him one of Jump’s best heroes (or anti-heroes) ever. “BUT HE’S WAY TOO SMART FOR A HIGHSCHOOLER! THAT’S UUUUUUUNREEEEEEEEEEEAAAAALIIIIIIISTTIIIIIIIIIIIIIIIC!” you exclaim VERY loudly. I’m not going to get into the endless debate of the limits of suspended disbelief, but if you don’t like what you’ve read about Dr. Stone in this review, then it’s clearly not for you.

But hey, there’s still your fair share of idiots. After all, Taiju maintained consciousness for thousands of years on sheer force of will (“FORCE OF WILL?! ALSO UNREALISTIC!”). He’s always hilariously dumb, and his chemistry with Senku is great. Yuzuriha comes into the mix, but I’ll admit that she’s not too interesting outside of being super cute.

Fortunately, they aren’t the only ones who survive the apocalypse. There’s the super swole Tsukasa, who serves as the first major antagonist, and the charismatic pig-Latin-speaker, Gen. But in addition, there’s a whole tribe of primitive humans (whose existence gets explained). Among the villagers are Chrome, who is literally Taiju, but with a better knack for science. There’s also Best Girl Kohaku, a cute tomboy that you do NOT want to mess with, and the cute Suika, who literally wears a fruit on her head and rolls around in it. Later on is the rich boy Ryusui, whose talent as a navigator, coupled with his all-encompassing desires, make him a refreshing take on the greedy noble trope.

Of course, with Dr. Stone being a shounen manga, I have to put out the usual warning about the ending not being what you might want it to be. I have no idea what the manga’s state was at its end (I wouldn’t be surprised if it got axed), but… I would be lying if I said they didn’t jump the shark, even by Dr. Stone‘s own standards. At the same time, they almost make fun of critics who use the “realism” card, because you’d essentially have to know all the secrets in the cosmos to be able to declare if something is realistic or not. In any case, this manga is more about the journey than the destination. 

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Final Verdict: 9.85/10

The few hiccups in Dr. Stone don’t stop it from being one of my favorite manga of all time (although I’m probably the only human on Earth who gives it this rating). It’s a cute, non-cynical celebration of humankind and its evolution that actually shows some semblance of hope for once. I can’t really recommend Dr. Stone easily because of the kinds of buttons it pushes; you’ll have to decide if this is the kind of thing you’ll like.