The Promised Neverland Full Series Review

Weekly Shounen Jump manga often get bashed for being the same thing over and over again, with a different coat of paint. But sometimes… sometimes, a Jump manga will attempt to break free of the mold while still embracing the core values of Jump and its demographic. The Promised Neverland (published in English by Viz), is one such manga.

The children of Grace Field House are as happy as can be, living under the loving eyes of their caretaker, Isabella, while waiting for their adoption. It’s just a bit weird that they have to take tests, and that they have numbers tattooed onto their necks, and that the house is surrounded by walls, and that they never hear from the kids who go out to get adopted… Yeah, something’s off with this place, and the ones who find out first are the three smartest kids in the house: Emma, Ray, and Norman. What they find out is that the kids are all livestock being bred for consumption by a race of terrifying demons. Naturally, they put on their thinking caps and figure out how to get everyone out safely.

So, in short, The Promised Neverland is amazing. Instead of screaming “FRIENDSHIP!” and brute forcing their way out, these kids have to use their wits to fight, or- more often than not- strategically retreat from combat. It is incredibly suspenseful, with new plot twists waiting just around the corner. It is amazing how it’s able to capture that familiar Jump feeling, while exploring uncharted territory for the magazine. 

However… small spoiler: the escape from Grace Field House is only the first arc. After this, we begin to find out about the world that The Promised Neverland is set in, and it only gets more complicated from there. I know that critics have exclaimed that the whole story goes to sh** from here, as it becomes more about figuring out what the hell is going on than about conducting stealth operations. And to be honest… I kind of felt the same way for a while. The manga was still good, but it didn’t have that magic from the first arc.

Fortunately, things pick up when it enters its climax. Once the puzzle pieces finally start fitting together, it becomes just about as intense as it was at the beginning.. It’s a real shame that you have to go through a pretty big chunk of inferior content to get there, but if any part had to suck, be glad that it’s the midway point! There’s no doubt that critics hate the ending, but that’s to become expected of pretty much any Jump manga, especially a popular one like this. As far as most manga go, The Promised Neverland feels satisfying enough, as far as resolving plot threads is concerned.

As for characters, er… this is where The Promised Neverland is at its most Jump-like. Even though Emma is among the smartest kids from Grace Field, she’s about as abrasive and reckless as any Jump protagonist. Fortunately, Ray and Norman are much better and smarter than her. The biggest problem with the cast is that it gets pretty large over the course of the story, with some minor characters not being that memorable. There are even a lot of characters whose names I can’t remember.

The art is what brings it all together. The Promised Neverland is drawn in an elegant, storybook-like style that can go from beauty to terror rather quickly. The designs of the demons are phenomenal, even if a lot of them look the same. The panel flow is also a key factor in building suspense; something that the anime sadly lacks due to the nature of its medium.

But if there’s any truly divisive flaw with The Promised Neverland, it’s Emma. If you couldn’t tell from this being a Jump manga, she’s a bit of a Mary Sue. Late in the series, it becomes really easy to succeed in the ultimate goal, except that it involves committing xenocide on the Demons. Since she’s such a good person who’s willing to forgive an entire race that’s indiscriminately bred and eaten human beings, she jumps in (or Jump’s in, rather) and tries to offer a more hunky-dorey solution. I’ll admit, it’s annoying, but hey, I also like lighthearted junk at times.

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Final Verdict: 8.9/10

It’s not perfect, but The Promised Neverland is a great manga; definitely one of the better ones in recent days of Jump. It genuinely tries to do something that isn’t mere pandering to testosterone-y boys (like Kimetsu no Yaiba), and while it stumbles, it definitely succeeds to some extent. The manga truly has its own identity. I recommend it to any shounen fans who want something just a tad different.

Luigi’s Mansion 3 Full Game Review

Luigi’s Mansion is one of those series that I love to pieces, but cannot play well to save my life. In my years, I’ve only managed to beat the original with one of the worst ranks (something that you need to go out of your way to be so bad at), and never even finished Dark Moon. So, I was in for a rude awakening when a fellow associate (who’s just as bad as me) and I played through Luigi’s Mansion 3 for Nintendo Switch.

The premise, as always, is pretty simple. Mario, Luigi, Peach, and a couple of toads are invited to stay in a five-star hotel called the Last Resort, which is managed by the big-haired, hoity-toity Hellen Gravely. Turns out that she and the hotel staff are all ghosts working under- surprise, surprise- King Boo, and now Luigi has to save his friends again.

It didn’t take long to realize that this is the best game in the Luigi’s Mansion series thus far. First off, the Last Resort has an amazing atmosphere, and the ghosts are as brimming with personality as they were in Dark Moon, if not more (for example, each boss ghost has its own unique animation when you defeat them). This is further enhanced by the suave soundtrack. While not something I’d listen to in my free time, the soundtrack sells the hoity-toity atmosphere of the hotel really well. 

Furthermore, with only one titular “mansion” again, this game returns to the Metroid-vania format of the original classic. There’s a lot of incentive to backtrack to grab goodies, even if E. Gadd yells at you to go toward your objective. Unfortunately, the actual game progression is a bit linear, but it’s still better than the mission-based format of Dark Moon.

The Last Resort has some of the best level design in the whole Luigi series. Each story of the hotel has a unique vibe to it. From the fancy lobby, to the overgrown garden suites, this place has it all; even a movie studio and a natural history museum! I’d sleep in a lot of places in this game if they weren’t haunted. They pulled out all the stops with the creativity in this one.

The gameplay of Luigi’s Mansion has been constantly evolving, and here it is at its peak. Not only do you have the charge-shot with the flashlight, but sucking up ghosts enough will allow you to repeatedly slam them on the ground for a brief time, doing more damage to them than ever before. And you better get used to it, for now the littlest mooks have a whopping 100 HP, and they only get chunkier from there. There’s also a shockwave you can activate, by pressing the triggers together, which pushes ghosts back and can easily be followed up with a stun. It also allows Luigi to jump, and you will need this to avoid certain hazards.

The whatever-it’s-called that lets you reveal invisible objects returns, and it’s accompanied by a host- a ghost host- of new powers. For starters, you obtain a plunger that you can fire ahead of you. Due to the power of levers and fulcrums, you can suck on the plunger when it’s stuck to something, which enables you to pull heavier objects that you couldn’t pull otherwise.

But of course, the biggest new addition is Gooigi. When obtained, this guy can split off from Luigi and slip through bars and stuff. He dies in water, which is pretty much how they stop him from being OP. Gooigi can be controlled by a player 2, instead of leaving Luigi out like a sitting duck. The game is definitely more fun with a second person to be Gooigi, but be wary of player 2’s skill level, for Gooigi will sometimes have to fight tough battles all on his own. Fortunately, you don’t get an instant game over if he dies, and he can spawn back in really quickly at any time. Player 2 can also choose to warp back into Luigi at any time in order to not have to do extraneous tasks such as walking. Just be extra careful with whom you play with, because occasionally, Gooigi will have to save Luigi from certain death, which gives your friend the opportunity to not save Luigi just to be a troll.

Unfortunately, all of these mechanics are given to you within the first hour and a half of the game. After this is a whopping ONE upgrade, which is obtained practically at the end of the game, and is only used three specific times. This game definitely has the worst sense of power progression in the series.

Another flaw is that there is some required backtracking (i.e. padding). There are several instances where you have to go back to a previous floor and go through it again with no new mechanics (the second time takes you to a new room, but it’s like two minutes long). It’s annoying and destroys the pacing, but it’s not as bad as some of the stuff they pull in the Paper Mario games.

But hey, you’ll have to backtrack to all the floors anyway for the Boos. Finding Boos requires you to go to a room in a completed floor and examine the right object, similar to the first game. Gooigi vibrates in response to a Boo’s presence, plus, a room with a Boo will play a sick pipe organ tune to clue you in as well. But Boos are extra stingy this time. You only get one shot to examine the Boo’s hiding spot, and if you get it wrong, it’ll go to a different room and hide there. Pay close attention to Gooigi’s vibrations, and once you find them, the combat is the same as Dark Moon (except that you get to repeatedly slam them into the floor in an “Ora-Ora!” style). 

As is with series’ tradition, there’s money. TONS OF MONEY. But in addition to money, there are also five gems per floor. Most of these can be found on the very first visit to the floor, except for one that requires a later upgrade. A number of them are pretty stinking clever, but as long as you’re an experienced Luigi-er, it shouldn’t be too hard. There is apparently a true ending, but I have no idea what the condition is, besides presumably collecting every gem and Boo. Oh, and there’s a point of no return at the end of the game, and the game autosaves once you go through it. Make sure you copy your save file or make sure you have everything you need!

In terms of difficulty,  the game is about as inconsistent as a Super Mario game. Most of it is pretty tame, but sometimes it likes to thrust instant death traps in your face (looking at you, floor 10). Health pickups are pretty generous, but almost every attack does a fifth of Luigi’s HP, making him perhaps the most frail he’s been in the series. Also, the difficulty spikes right at the end of the game for some reason. The only time me and my associate died was during the final boss (and yes, it made me salty to not have a perfect run). While the penultimate battle is one of the best in the series, the final boss is a much poorer note to end the game on (which I’m probably only saying because it killed our perfect run).

On a last note, I must say that the graphics for Luigi’s Mansion 3 are amazing. Sure, I miss the survival horror look of the original. But this game expands off the cartoony style of Dark Moon and uses the Switch’s superior hardware to create some great moods with the lighting effects.

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Final Verdict: 8.85/10

Luigi’s Mansion 3 is a great game, but it’s not one I’d play again. There’s also the Scarescraper and Scream Park, but we felt content just beating the story mode (also, based on how it was in Dark Moon, the Scarescraper is rude). I recommend it to fans of the series, or anyone who’s wanted to get into it.

Nicola Travelling Around the Demons’ World First Impressions (Volumes 1-2)

So, it’s St. Patrick’s Day, and I wanted to make a post that would fit the theme. Seven Seas says that this manga, called Nicola Traveling Around the Demons’ World, felt like a European children’s picture book. European folklore > Irish folklore > St. Patrick’s Day… that’s close enough, right?

In this manga, the titular Nicola is found in the middle of the Demon World by some dude named Simon. They then decide to travel together. 

That’s it. That’s the whole premise.

Nicola is basically Yotsuba&! meets Somali and the Forest Guardian. It’s more like the latter, what with humans being discriminated from literally everything else in the world, but it has the much lighter tone of the former. 

Each chapter is a short story, which usually involves antics between Nicola and Simon, and Nicola doing good deeds without even trying. It’s a very sweet and heartwarming manga, in a way that’s not as superficial as If It’s for my Daughter, I’d even Defeat a Demon Lord.

Since Nicola and Simon never stay in one place for too long, they end up being the only characters that show up consistently. Nicola isn’t anywhere near as much of a liability as Somali, plus she has the spunk of Yotsuba. Most notably, she can use magic, which is rare, but can only produce flowers. 

If Nicola is Stan Laurel, then Simon is Oliver Hardy. He spends most of his time making sure she doesn’t do anything stupid, and that’s about it. He is a merchant of some kind, but his heart isn’t quite a golden idol, given the fact that he’s babysitting a kid with no pay.

The art is what makes Nicola very appealing. There’s hatching everywhere, and the characters are all very cartoony and expressive. It’s basically The Girl from the Other Side‘s general idea for a style, but used in a way that’s not as unsettling.

Current Verdict: 8/10

Nicola is no Yotsuba&!, but it’s definitely a good, cute read. It doesn’t have any fanservice, so even little kids can enjoy it. If you want a jolly fantasy romp, then join Nicola on her travels through the Demons’ World.

Top Five Quaintest Spots in Walt Disney World

Walt Disney World is a great place to be, but you gotta make the most out of their amenities when you don’t live in the local area. But you know, in this day and age, there’s- as Elton John would say- “more to do than can ever be done” in life. Sometimes, it’s worth going to Disney just for the brief reprieve from all the noise. In this post, I’ll list off the best spots to do nothing in.


5) Wilderness Lodge Lobby

Disney’s Wilderness Lodge is one of the best-themed resorts on Disney property. This massive log cabin made out of real, dead trees towers almost endlessly. This place is filled with insanely accurate Native American motifs and huge totem poles. There’s nothing quite like crashing on one of the many sofas (preferably in front of the ornate fire pit), and lull off to sleep with the unending raucous of the Whispering Canyon Cafe in the background. If you can find the secret room on the second floor, you won’t be sorry.


4) Outside Davy Crockett’s at Fort Wilderness

Are you sick of standing around Fort Wilderness waiting for the Hoop-Dee-Doo to let people in? Well, don’t worry; there’s a way to sit around instead! Davy Crockett’s has a first-come-first-served set of comfy rocking chairs that you can recline on all day (or until someone wakes you up).


3) Boardwalk at the Boardwalk

The Boardwalk is one of my favorite Disney Resorts. It has the great atmosphere of an early Twentieth Century boardwalk, but now with good service, good food, and the FDA! It has a gorgeous view of the lake area and the neighboring resorts. Grab a pizza by the window if you want. Just don’t think you can laze around here at night, for street performers and other events will turn this relaxing place into a rave.


2) Pandora… at Night

Pandora in the Animal Kingdom can be enjoyed at any time of day. But it’s particularly special at night. If you wait from about dinner time, depending on what time of year you go; it gets dark later in spring and summer. As dusk turns to nightfall, you’ll see the plants slowly begin to glow one by one. When they do, chillax on an Alpha Centauri Expeditions patented bench and gawk at Pandora’s multicolored splendor while you laze off. The Wind Traders shop also has a nice atmosphere, but it gets cramped in there easily, so be wary.


1) Elvis Beach at Polynesian Village

This isn’t the official name, but it is the sole place in Disney’s Polynesian Village where they play some good ol’ Hawaiian-inspired, Elvis Presley tunes. Lounge in a hammock or a beach chair, and gaze out at the Magic Kingdom across the lagoon. And if you stay in one of the bungalows hanging off the coast, then you’ll be able to relax knowing that you now have no money.


In conclusion, Walt Disney World is truly a place where anything is possible. Despite the massive crowds, insane planning needed, and very pricey food and merch, it’s more than possible to relax and soak it all in. In fact, I think the people who DON’T do that once in a while miss the whole point of being there in the first place. So, if you ever find yourself hoofing it over to Walt Disney World, give yourself some time to take a chill pill.

There Was No Secret Evil-Fighting Organization (srsly?!), So I Made One Myself! Volume 2 Review

Last time on There Was No Evil-Fighting Organization (srsly?!) so I Made One Myself!, Kimemitsu Sago gains some phenomenal cosmic power. He decides to use those powers to form both a crime-fighting organization, as well as said organization’s enemies, which he fashions out of telekinetically manipulated water. He meets up with a rich chuunibyou named Shiori Kubaragi, and she helps fund the project. They name their group Amaterasu, and set themselves up in a bar that they buy and name Ama-no-Iwato. They recruit the Buddhist fanatic Touka Hasumi, the cocky Shouta Takahasi, and a monkey. After a battle against a large water blob of Sago’s creation, the CIA catches wind of what’s going on…

…as well as some aliens. Specifically, one alien, named Lonalia Linalia Baba-Nyan. Despite her name, she is neither a cat nor an old lady; she’s a straight-up elf loli. On her world, demon Lord’s are an endangered species, and she yearns to fight a real calamity-type one instead. So, she goes to our world and catches wind of Shouta fighting a water blob, and ends up getting roped into the whole thing.

The big irony with her character is that, despite being a fantasy person, Earth’s lack of magic makes her unable to actually do anything magical in the first place. It really showcases how cynical modern society is (or maybe it’s just a way to keep the series relatively grounded). 

In other news, the occult is experiencing a big boom thanks to Sago, with Tokyo’s population getting a big boost due to tourists. The police and other investigative organizations are getting involved too, and it naturally becomes a big issue for him.

Unfortunately, Secret Organization seems to still be stuck on the exposition-heavy writing. Once again, words- and not action- govern the progression of the plot, making it still pretty tedious to read. It’s a real shame, considering that the actual scenes, as opposed to the montages, are where the story is at its best.

At the end of the volume is another episode with Nicolas Stallone, the CIA agent from before. I assume that his role will be limited to these bonus chapters, until he ends up getting roped into the main story later. It just stinks that his sections are the most tedious of all.

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Verdict: 7.5/10

There is some charm to Secret Organization, but in execution, it’s really tedious. Like I said in my Ascendance of a Bookworm post, I don’t have the time or money to read just anything. I gotta pick and choose what I want the most, and sadly, I might have to abandon Secret Organization someday. But hey, if you love it, more power to you.

Is It Wrong to Try to Pick Up Girls in a Dungeon? Volume 13 Review

Last time on DanMachi, Bell made it to Level 4, which increased Hesita Familia’s overall rank to D. This means only one thing: Fetch quests! Now, they have to go to the Dungeon every day, get to a new floor, and come back with a bunch of crap to prove that they actually did it! Today, they enter Floor 25, a beautiful, watery paradise. However, on this floor is an enhanced version of the rare moss huge, which has gotten stronger by gaining EXP from other monsters. It deceives the party and they get separated from Bell. Bell meets a new Xenos mermaid named Mari, and she helps him reunite with his friends in time for him to fight the kids huge head-on. He uses a new combination of Fire Bolt and Argonaut to one-shot it like a boss. With their new victory, the team begins to head out of the Dungeon. But on the Floor 18 town, someone pops up saying that there’s been a murder! This would be setup for an arc where Bell is framed for some BS reason. But fortunately, the witness saw conclusively who did it: an elf named Gale Wind…

…whom at the time, I had completely forgotten was Lyu’s adventurer name! I don’t remember much of her backstory (even though it hasn’t even been a year since I read earlier volumes. Or, heck, it might be a marketing ploy to get you to read the Lyu Chronicle spinoff), but apparently, she killed some people, and that’s why she was working at the bar (i.e. to hide). Key word “was”, for she’s also vanished at around the time of the murder. That’s not incriminating at all.

Meanwhile, Cassandra has another prophecy, this time one where everyone dies. She more or less spends most of the volume perseverating on it, which doesn’t offer any help.

Of all the characters here, Lyu is the one who gets the character development this time. Unfortunately, this is probably one of the weakest character arcs in DanMachi up to this point. This series wasn’t too great on originality, but her backstory felt particularly checklist-y (professional term) to me. I didn’t feel any strong emotions this time around, which is weird, given that I’ve known Lyu much longer than Wiene from the previous arc. You probably get better context on this whole thing if you read the Lyu Chronicle stuff, but that feels really… jerkish, especially to me, who already has enough crap to be spending money on, and cannot work spinoffs into my budget. 

Heck, even the boss battle in this volume felt like torture porn more than anything else. DanMachi is admittedly a series that’s fueled by it, but- I don’t know- something felt off about it this time. The cliffhanger ending at least shows some promise for this new arc.

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Verdict: 7.8/10

I’m sorry, but this is probably one of the weakest volumes of DanMachi thus far. Lyu’s backstory felt meh to me, and there really wasn’t that much going on. But hey, every long-running series has its bumps in the road. Plus, whatever arc immediately followed the Xenos was destined to feel underwhelming anyway. Let’s just hope that this is the ONLY bump in the road for a while.

Combatants Will Be Dispatched! Volume 2 Review

Last time on Combatants Will be Dispatched!, underpaid Kisaragi employee Agent Six is sent as a spy to a fantasy world, so that the company itself can conquer it later. He goes with a sassy pretty-girl android named Alice, and they set up camp in the world. They meet the gropable royal knight, Snow (who isn’t as morally correct as she seems), along with the princess, Tillis. Six and Alice get paired up with a chaotic chimera named Rose, and a wheelchair-riding weirdo named Grimm (but hey, both are cute girls). The Demon Lord’s army attacks, but Six manages to hold them off easily, thanks to Kisaragi technology (patent pending)! However, doing so cost him too many Evil Points, and if he goes back home now, he’s in for a rude awakening from his supervisors. So, he chooses to stay (and grope Snow some more). 

After a brief chapter to re-acquaint us with the girls, we find that the town is running short on water, and they can’t get any new water because Six changed the rain machine’s password to something lewd. Fortunately, the neighboring kingdom of Toris has some water crystals that Tillis is going to negotiate for. The problem is that the prince of that kingdom is a real perv, so Six and the others are to accompany her. 

They plan to have Snow flirt with him so they can catch him being a perv. But of course, Snow’s a greedy woman, and she intends to fully get with the prince. It really showcases what a horrible person she is, and it’s hilarious (what’s even more hilarious is that the guy denies her advances). All this is just the beginning of the antics in this volume!

New Kisaragi agents transfer to this world from Earth, but we only get introduced to one of them, Tiger Man. He’s a grrrrrrrreat character whom I want to see more of, but he seems to be someone who’ll only pop up once in a while. We get introduced to a new Demon named Russell, but he’s perhaps the least interesting character so far. At this juncture, Combatants‘ biggest issue is introducing lovable characters other than those in the main group, especially compared to existing volumes of Konosuba, such as the tenth one, which made Iris of all people into a new Best Girl.

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Verdict: 8.75/10

This is a great volume of Combatants Will Be Dispatched!, but whether or not it’ll stand up to Konosuba is still up in the air. In the afterword, the author implies that our protagonists will be more heroic, which would admittedly be kind of a cop out, especially since scummy protagonist’s are this guy’s forte. I guess we won’t know until the next volume drops!

Plunderer First Impressions (Volumes 1-3)

Fanservice and edginess have always been a point of contention in the anime community. Good thing the Winter 2020 anime season will grace us with Plunderer, a series that has both. Today, I will cover all of the source manga material that Yen Press has published thus far.

In a world where you’re born with a number indicating the amount of times you’ve done something, and can command anyone with a lower number than yours, moe-blob Hina seeks out the Fabled Ace of the Waste War… for some reason (probably has to do with her mom getting sucked into a black hole). She finds this Ace, named Licht Bach, but he’s a super edgelord and leaves the scene after saving her life (told you he’s an edgelord). 

If I were to describe Plunderer at this juncture, I would call it a modern take on old-school battle shounen manga, like InuYasha, YuYu Hakusho, and Ruroni Kenshin. Its artstyle, which I’ll get to later, is a big reason, but it’s more so because it shares the “lead female protagonist is a damsel in distress” trope with the aforementioned manga . As a side note, those manga are- ironically enough- among my least favorite battle shounen of all time. I am aware that modern manga can treat its women as objects to “protecc” in the same way as the older mangas, but Plunderer‘s execution felt particularly nineties to me (just to clarify).

Fortunately, Plunderer does have some modern flare to it. Usually, most battle shounen manga (especially those older ones) have no real destination in terms of a narrative at the beginning, but Plunderer introduces intrigue during its first volume. The most notable mechanic is the Ballot system. These are items with their own pre-assigned values that add to their owner’s, and they’re where Licht gets his power. The female lead also has one that- based on its number- is far stronger than his, but it doesn’t get any use yet. It’ll likely be used as a Deus Ex Machina later.

But like I said earlier, Plunderer also has fan service tropes. Our main protagonist, Licht, has a count of -1000 thanks to how often he gets rejected by women. The reason? Because he likes to look up their skirts. And in good ol’ battle shounen fashion, he’s also a “righteous dude” who will protect ALL the waifus, especially from random sleezes who will try to use the number system to sexually assault them (well, except for when he’s in his designated “PTSD edgelord phase”).

His main waifu is Hina, the aforementioned moe-blob. Similar to InuYasha‘s Kagome and Kenshin‘s Kaoru, she ends up being a passive character for Licht to save. She might get powers of her own later, but it’ll probably never amount to much of anything. 

The other waifu, Lynn May, doesn’t fair much better. She’s a moe-blob in the military, and a wholly incompetent one at that. She ends up tagging along when Licht stands up for her in front of a more… d***ish officer. Literally everyone around her makes fun of the shortness of her skirt, making her another mascot to sell the manga.

Jail Murdoch, one of only two other male leads, is pretty much the Vegeta or Piccolo of Plunderer; he starts out as an enemy, and becomes a frenemy not much later. Yeah, it’s a pretty bog-standard cast for the most part. 

But if there’s one thing that I love in a battle shounen manga, it’s art. While Plunderer has a very nineties look in it’s character design, the panels are full of life and impact. Fights are especially good, even if the characters don’t put much thought put into their tactics.

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Current Verdict: 8.75/10

It may sound like I was criticizing Plunderer throughout the bulk of this post, but that’s not quite what I was doing. I, personally, am loving Plunderer so far, but that doesn’t mean I won’t acknowledge that there are some things that would tilt others. I’m not going to be the type of reviewer who will conveniently omit any possible flaw that their favorite things have, for the sake of being “objectively right”. If you like battle shounens, you should have no problem enjoying Plunderer.

Pokemon Shield Full Review

PREFACE: Due to this being an update of a first impressions post, some content will be similar to the original post. There are also some spoilers.


You’d think that with eight whole generations of Pokemon, Game Freak would be out of ideas. However, the latest installments, Sword and Shield, prove that Pokemon still has a fire going, even if it isn’t necessarily blazing white-hot.

So, the premise of both Sword and Shield is a return to form; no more having to “make the Pokemon League” crap (although it was pretty interesting conceptually). In this instance, your rival character, Hop (who, unfortunately, still chooses the Starter with a disadvantage against yours), is the younger brother of the Champion, and said Champion gives you your Starters. You and Hop also have a run-in with some weird Pokemon that is immune to all attacks, and promptly shrug it off before the two of you head off on your adventure. But hey, Gyms are back! Thank Arceus! 

Every new Generation feels like it has a billion new mechanics and changes, so it’s overwhelming to talk about stuff… Gah, I guess I’ll just go off of whatever comes to mind first. Let’s talk Pokemon Centers. These things baby you; allowing you to buy each type of healing item other than Full Heals, and REVIVES before your first Gym Badge. But other than that, these are the best Pokemon Centers ever because they EACH come with a Name Rater, Move Reminder, AND Move Deleter; no Heart Scales required!

On the field, Gen 8 borrows from Pokemon Let’s Go!, and shows wild Pokemon in the overworld. However, it’s a bit confusing. While some appear visibly on the field, there are still old-school random encounters, except those tend to have completely different Pokemon. Intuitively, the invisible Pokemon are ones that are too small to actually be seen above the grass, which makes sense, but it’s still annoying (and sometimes, Pokemon that are larger than the player still somehow manage to hide themselves in there). Also, the Pokedex yet again does not have the Habitat List from Black and White 2. Instead, the Pokedex tells you what Pokemon you can catch in a given area, but it only shows one area at a time, meaning that you have to catch EVERYTHING as you go along in order for it to actually show the next place. Furthermore, it only shows Pokemon that you’ve encountered once before, so it doesn’t help when you’re looking for that last Pokemon in the Pokedex.

Another noticeable thing is that all party Pokemon naturally gain battle EXP together from the get-go. Also, there’s the Pokemon Camp ability, which allows you to play with your Pokemon and cook Curry (which is this game’s version of the crap you make with Berries in past games, and it’s just as convoluted as ever). This gives them even more EXP and increases their affinity towards you. So far, it seems that they at least got rid of the EXP boost from affinity, but kept the more luck-based perks. I’m sure you’re looking at this and thinking, “Oh my God the game’s even EASIER than ever! 0/10!” I thought that too, but this game’s actually proven to be reasonably difficult. You really need to know your stuff (fortunately, they still have the Battle Info button for noobs). Even with the bonus EXP from catching Pokemon (which I’ve done pretty liberally), fighting most Trainers, and using the Camp, I’ve been cutting it close. Even when I ended up getting overleveled by around the seventh Gym, and having my team catch Pokerus, it still proved to be a worthy adversary. They finally designed those Pokemon-helping mechanics around the actual challenge factor (as long as you don’t grind). Speaking of Pokemon-helping mechanics, you also have Poke-Jobs. These are accessible from the PC and are basically Merc Missions from Xenoblade 2. You send out boxed Pokemon for a set period of time, and they come back with a chunk of EXP (with bonuses for the Types specified on the request). This will be important for breeding tons of Pokemon at once.

Overwhelmed yet? Well, there’s also the addition of Wild Areas. These are where Pokemon becomes a true JRPG; they are vast, open, and have tons of Pokemon of wildly varying levels and draw points to get items from. The most important materials are Watts, which are obtained by visiting glowing red Pokemon Dens and pressing A on them. These can be exchanged for items, such as the new/old TR items. TRs are like TMs of old, use it once and they break. They are much more common, and generally contain better moves (seriously, most of the TMs are going out of their way to give you crap moves), plus they can be obtained multiple times, such as from Pokemon Dens…

…which segues into the BIGGEST (pun intended) change made in Gen 8, Dynamax Pokemon. Inside some Pokemon Dens are Dynamax Pokemon, giant versions of regular Pokemon who are much stronger than regular ones; so strong, that four Trainers need to band together to take one down. So that means that you have to subscribe to Nintendo Switch Online and connect to the Internet and fight them alongside some randos, right? Fortunately, no; you can play offline and you’ll be joined by some fairly competent A.I. trainers. When fighting against Dynamax Pokemon, you’ll be able to Dynamax the Pokemon you chose to fight in these battles, turning them gigantic as well. Dynamax is basically a fusion of Mega Evolution and Z-Powers. When your Pokemon are Dynamaxed, their HP gets a big boost, and their moves are modified. Offensive moves become a much stronger move of the same type, and leave a free effect like a multi-target stat buff on your team, a multi-targeting debuff on the enemy team, or a Weather effect, and Status moves just become a stronger version of Protect. Dynamaxing lasts for three turns before it has to recharge, so coming out swinging isn’t always the best. A lot of battles were decided by me timing my Dynamax so that the opponent’s would run out while mine was still going. Overall, Dynamaxing is by far the most gimmicky and least necessary mechanic in the game, but they made a good decision in restricting it to Pokemon Dens and Gym Battles.

There are two big problems with this mechanic. One is that the fights against Wild Dynamax Pokemon get ridiculous later on in the game. After 3-Star difficulty, they get shields that need to be broken by hitting it X number of times. Fortunately, breaking it lowers their Def and Sp Def by 2 levels, so it makes the rest of the fight easy. Unfortunately, the later Dynamax Pokemon also get up to 3 turns in a single round, and can wipeout your entire motley crew as a result. What’s worse is that the 5-Star ones get TWO shield phases. The problem is that battles have to be won in ten turns, and two shields guarantees at least four turns wasted. The whole thing ends up boiling down to your Pokemon’s levels and the type advantage, unless you can actually get humans to help you. The other issue is the Gigantimax gimmick. This is an ability that specific Pokemon can have to get new forms and unique move effects upon Dynamaxing. The problem is that you have to know which Pokemon can do it, and then you have to catch them in a Dynamax battle. Yup, it’s not good enough to catch the Pokemon itself. I even had two Pokemon with Gigantimax forms, but since they were normal catches, I couldn’t do anything about them. It’s a really dumb mechanic, and the unique moves don’t even have interesting animations, unlike the unique Z-Moves of Gen 7.

Gyms are back and, well, the same, really. They build up Gyms as this whole extravagant thing, just for them to be the same. The problem with this is that you basically have to go through a whole extra step for no reason. When you enter a Gym, you now have to go to some receptionist and change into a tokusatsu uniform before actually starting the Gym in earnest. Fortunately, the Gym Missions are among some of the best in a while. Gym 3 revolves around catching wild Pokemon, Gym 5 puts a fun twist on a normally aggravating type of challenge, and Gym 8 is the first Double Battle Gym since Hoenn, with battles revolving around the power of weather effects.

In addition to the Gyms, the way they handled the Pokemon League is probably the best in the series. In Gen 8, it’s the Championship Cup. This tournament format makes it so that you fight characters that you’ve encountered regularly; characters who’ve been through the same trial as you. It really is a gauntlet, because after that they make you fight three of the Gym leaders a second time. It really showcases how much you’ve grown as a trainer, especially for me, who found myself able to one-shot Dynamax Pokemon that I previously had trouble with.

But unfortunately, the Gym Leaders themselves have taken a downgrade again. In Gen 8, most of them are once again one-note characters that you talk to a single time outside of the Gym, then fight back inside the Gym. Out of all of them, two are interesting: Opal, who is just really funny and creepy, and the 7th Gym Leader, whom we’ll discuss in a bit.

In my first impressions, I- for lack of a better word- “shat” on the cast of characters in Gen 8. However, I take that back now. While all the characters, like your rival Hop, privileged pimp Bede, and Professor assistant Sonia, start off as the typical one-note, uninteresting characters that have been peppering the series as of late, they become some of the best we’ve had in a long while. Each of the aforementioned characters go through big changes during the story and their arcs, and by the postgame, you’re like, “Sh**, these are like completely different folks now.” I really hope that the next Gen 8 game is a sequel, like Black and White 2 are for Gen 5, so that you can see how far they’ve come. 

Team Yell is our new mischief-making group this time around. Despite their similarities to Best Team Skull, they’re pretty unremarkable, and only seem to serve as justifying the game walling you with NPCs at the exits of towns (which seriously needs a new approach; it’s getting old). But if they have any saving grace, it’s their boss, Piers. For the first time since Gen 1, the leader of the designated group of thugs is also a gym leader. But unlike Giovanni, Piers becomes a straight-up protagonist after you beat him, which is really cool.

With Piers being the Piccolo of the game, the role of the main antagonist lies elsewhere. And unfortunately, this person is probably my least favorite character in the game. WARNING. This next part is the most spoilery in this whole review! If you don’t want to be spoiled, skip to the next paragraph, but even then it’s not a big spoiler, because if you’ve played ANY RECENT Pokemon game, you already know who the main antagonist is. The big bad is Chairman Rose, the guy in charge of Galar’s whole power grid. This makes the third generation in a row, from Gen 6 onward, where the big bad is someone with high political influence in the world and are in charge of some big R&D department. He’s at least more subtle this time, versus Lysandre’s “humans should die” schtick at the beginning of Gen 6, or the OPENING CUTSCENE of Gen 7 clearly painting Aether as suspicious, but the pattern itself is what tipped me off for Rose, and it’ll probably tip you off too (if I didn’t just spoil it for you).

Let’s discuss cutscenes next. These have been a replay-killer in Pokemon for a while, and it was OBNOXIOUS in Gen 7. In Gen 8, it’s at least been far better than Gen 7, but still kind of bad. The Poke Ball tutorial is still forced, but they at least not bother telling you to weaken it first (which sounds like a rude beginner’s trap in hindsight). However, to be honest, the cutscenes here aren’t actually terrible. With the more cinematic camera angles and more expressive character models, the cutscenes have a lot more personality. For example, the cutscene that introduced the Starters is a bit overly long, but it gives off a subtle visual cue of their Type matchups, to save from people actually having to tell you in a forced tutorial. Also, to make the game more anime, bosses offer comments during battle. While they are cool and will no doubt give later fights much more emotion, you can’t skip them, and are onscreen for what feels like ten whole seconds. Curiously, there is a setting to skip cutscenes. However, it is a toggle to automatically skip all cutscenes, not a button prompt to skip them, which is kind of stupid. Most modern JRPGs at least give you a button prompt… I guess in Gen 9, then.

Next, I’ll give my impressions on the new Pokemon. Thankfully, they actually made them pretty common out in the wild, unlike Gens 6 and 7, where you’d be hard-pressed to find actual NEW Pokemon. Regional Variants return, but this time it’s not limited to Gen 1. The best one I’ve found is a Ground-Steel version of my boy Stunfisk, and it’s freakin’ great. But as far as the new-new Pokemon, a lot of them are really cool. Unfortunately, the Starters are a downgrade. While they have great designs and are still powerful, they are marred by all being single-types. To be fair, it helps so that you don’t have to worry about finding something cool with a matching type as much, but it still bugs me. Gen 7’s Starters are still my favorite for now. Meanwhile, the Legendaries look like recolored Gen 2 dogs, but they’re not terrible. 

The most stressful thing is trying to build a team of Pokemon I haven’t seen before when I don’t know what they’re going to evolve into, and the thing with Gen 8 seems to be that the Pokemon either have super reasonable or super BS evolution conditions. Most new Pokemon evolve on level up, and the game seems to be designed so that they would evolve right when they’re about to fall behind on your team if you were to use them as an official team member. However, there’s things like the new Yamask (screw that thing). Despite how easy it is to farm evolutionary stones, there’s almost nothing- at least not new Pokemon- that require them. It’s better than Gen 5’s “nothing evolves until you reach the Pokemon League,” but it doesn’t help that my bag has a bunch of useless stones in it.

My biggest complaint in the game is probably Galar itself. This is no doubt the smallest region in the series thus far. I admit I’m spoiled on Xenoblade’s big, grandiose worlds. But in addition to the small size of Galar, it also lacks substance. Routes are short and lack personality, and towns are so small that Tales of Vesperia’s towns seem huge by comparison, which sucks because the towns actually have the most charisma out of anywhere in Galar. The dungeons have also taken a hit as well. Despite them giving you an infinite-use Escape Rope, the dungeons can be gone through in less than twenty minutes each. They’re also small in quantity too. There’s NO VICTORY ROAD either, and the Route 10 that’s there instead is nothing like Gen 5’s, that’s for sure. In addition to all that, they still haven’t fixed the recent issue of NPC dialogue never changing; I’m still having people wishing me luck on my Gym Challenge even after I’ve already become Champion. 

The soundtrack is a downgrade from Gen 7. A lot of it felt kind of underwhelming. There wasn’t a single time where I stopped to soak in the atmosphere of a given area. Gen 7 still has the supreme soundtrack of the series in my opinion, with Gen 5 in second. If there are any good tracks, it’s the major boss themes; the themes of actual characters that you fight, like Bede and Team Yell’s loli mascot, Marnie. They also bring back Gen 5’s “music change when the Gym Leader has one Pokemon left,” and it really sells the intensity of those battles.

As for the visuals, the Switch has made Pokemon look like a true JRPG, or to be more specific, those new-fangled “animu” JRPGs, with cel-shaded anime kids, vibrant colors, and amazing lighting effects. This is definitely the best-looking that Pokemon has ever been.

Lastly, let’s discuss the thing I’ve been concerned about the most: postgame. For some reason, they haven’t gotten it right from Gen 6 onward, and it still seems to be the case here. Other than the designated Game Freak superboss, the postgame give you a single sidequest, like most recent games have done. In this quest, you spend the whole time going back to older areas and fighting whatever’s there, and your prize is the Legendary that’s on the box of the game you’re playing. Although the villains of the quest are funny, there are no new areas that open up, and even worse, THERE IS NO LOOKER. Looker has been a staple since Gen 4, and he’s one of the best characters in all of Pokemon! AND HE’S NOT HERE FUUUUUUUU- 

Anyways, finishing this sidequest opens up the “Designated BS Competitive Battle Area Where That You Challenge Out of Curiosity, Lose in 5 Seconds, and Realize that the Team that’s been with you Through Thick and Thin Sucks,” and it’s actually the easiest in the series. The battles aren’t just easier; it’s also easy to grind because you rank up by winning a total number of battle, instead of consecutive battles. I’m still not a fan of competitive, but hey, it’s there for those who want it.

You know what, for the sake of completion, I should touch on Gen 8’s competitive battle scene. The following information is all from an associate of mine who follows the competitive scene of Pokemon very closely. First off, Hidden Power and Toxic TMs don’t exist, which greatly limit what you can do to round out your Pokemon. Also, battles are apparently timed, with animations not pausing to run down the clock. Also, the lack of National Dex makes it so that you’re stuck with whatever’s in Galar, and that could make certain Pokemon significantly more dangerous than before. I also read an article saying that Dynamaxing is banned in competitive (which I would believe given how whiggety-whack it is), but I don’t know if it’s true. But hey… none of this is my problem!

As for the rest of postgame, you basically get to rechallenge the Champion Cup at Wyndon as many times as you want. In it, you merely fight random Gym Leaders and get a reward after winning; you don’t even refight Leon at the end. It’s good for grinding, at least, making it a big improvement over Gen 7’s NOTHING.

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Final Verdict: 8.8/10

They seem to be continuing the path they tread in Gen 7: amazing gameplay, user-friendly mechanics, and great difficulty, but a poorly built region. I feel like they’re either on the cusp of making Pokemon a tried-and-true JRPG series and not just “kiddy crap”, or completely ruining it once and for all. I guess we’ll have to see what happens then. But in the meantime, Pokemon Sword and Shield are nonetheless a wildly good set of games.

Edens Zero First Impressions (Volumes 1-5)

Hiro Mashima’s Fairy Tail was the fourth manga I ever read. Although I was still sensitive towards fanservice at the time, and exclaimed “Mashima!” every time something stupid happened, I still loved its pacing and youthful energy to pieces. But in 2017, I- and many others- finished the series disappointed. The plot became so convoluted that it went beyond its own standards of suspended disbelief, and not even the fights were fun anymore. But none of that backlash would stop Mashima from creating a new series, Edens Zero (published in English by Kodansha Comics), not even a year after Fairy Tail‘s ending. Let’s see if it’s any good.

Shiki is an orphan boy who lives with robots in the abandoned theme park, Granbell. When a human girl named Rebecca appears, the robots try to execute her; he saves her and they escape into space.  However, all of this was an act to get Shiki off the planet. This is the start of their epic quest to find Mother, who is basically a genderswap King of All Cosmos from Katamari.

A lot of people complained about Fairy Tail for making a drinking game out of the word “friendship”, and yeah… I’ll admit that it did get redundant. That redundancy still carries over to Edens Zero, now in the form of a meme where Shiki tries to touch everyone he sees like Patrick Star at a jellyfishing convention. I admit, it does get kind of annoying at times.

There’s also a lot of that Mashima “WTF is going on?”. Volume 1 ends with a brief, 20,000 year time skip, then volume 2 starts with a cute space girl telling the reader that time holds no meaning in Edens Zero. Then, our heroes end up on this planet that’s fifty years in the past, while the rest of space is still in the present. Plus, there’s all this intrigue surrounding the Demon King that raised Shiki, and what Mother’s role is in the story. In the afterword, Mashima’s stated that he’s improvising Edens Zero more than Rave, but not as much as Fairy Tail, which puts it right in the middle in terms of story planning. It’s impossible to truly tell what happens at this juncture. Even though it seems that they’re one MacGuffin away from being able to start the final arc (after five volumes), it IS still a battle shounen, and those always find a way to not end, even if it would’ve been within reason to.

Characters are always the bread of battle shounen (with art being the butter), and Edens Zero has some seriously whole grain bread. Shiki is your average, dumb shounen protagonist, but he has the power of gravity on his side. His ability doesn’t just affect mass; he can also change its direction, bringing himself away from opponents, or bringing those opponents closer to his fist.

Rebecca is pretty much Lucy from Fairy Tail, except she’s a space YouTuber- called a B-Cuber- and goes on this whole quest just for more subscribers. Happy makes a return from Fairy Tail, except this time he’s a robot that turns into guns. They also recruit a young professor named Wiesz, with his ability to modify any machinery in a flash, and Pino, a cute loli-robot that can use an EMP to stop machinery in its tracks. A cute Best Girl named Homura tags along; she’s super powerful, but has the hilarious quirk of speaking her thoughts out loud without meaning to. There are also some good antagonists, but most of them, so far, are throwaway villains, with the more interesting looking ones merely being teased (such as the new leader of one of Fairy Tail’s Dark Guilds that’s managed to survive into the space age).

Oh, and if you looked at any artwork for Edens Zero and thought you saw Best Girl Erza Scarlet, you’d be wrong. That’s the space pirate Elsie Crimson. She seems to be just as brawn-over-brain as the beloved Erza, but she hasn’t done much in the story at this time. 

Mashima’s art is as good as ever. He’s always been great at drawing cartoony, expressive characters (especially cute girls), and the sci-fi setting lets him try some crazy new ideas. The action scenes are as flashy as always, even if there isn’t much emotional tension early on. But there is still a lot of that Mashima fanservice, and it’s amped up by the designated sexy, body-tight clothes of the future.

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Current Verdict: 8.7/10

Edens Zero is great so far. If this manga doesn’t get axed, and actually ends on a good note, it’ll likely surpass Fairy Tail in every way. I highly recommend it to any battle shounen and Mashima fans!