Project Winter is Better than Among Us: A Rant

If you’re reading this, then the unthinkable has happened: One of the biggest gaming trends of 2020 has managed to stay trendy into an entirely separate year. Yes, even an uncultured swine such as myself has been aware of Among Us, the game that coined the term “sus”, which is a shortened version of the word “suspicious”. As to be expected, things that are trendy tend to be inferior to a more niche product of its ilk. In this case, an online multiplayer deception game known as Project Winter is significantly better, and I will detail why.

Just take my claims with a grain of salt; I have not played either game myself. One of my biggest gripes with online multiplayer games is that they’re considered so great, despite the fact that you need eight or more friends in order to play them at all. That kind of hurts what little confidence I have; it’s as if having over eight friends is NORMAL in life. Personal issues aside, I at least have some confidence in this post because I have watched many-a gaming video of both games, specifically those uploaded by ZeRoyalViking and ChilledChaos (who you should watch by the way because they have really good multiplayer gaming videos). 

How to Play

Before getting into the topic at hand, I must explain the basic mechanics of both games, just in case someone is as uncultured as I am. In Among Us, you are a bunch of little bean astronauts who are marooned in a base that needs fixing. They all must fix the various areas of the facility to win. However, there are two imposters who can kill crewmates. No one is able to speak while walking around in Among Us, except in two circumstances: either someone reports a dead body, or uses one of their limited uses of the Emergency Meeting button. This triggers a brief period where the players can talk to one another, and eject a player through voting; their only way to defeat an imposter. If the crewmates finish all tasks or defeat all imposters, they win. But if the imposters kill enough people so that there is one crewmate left for every imposter, then the imposters win.

In Project Winter, a group of people are stranded in a randomly generated frozen world. In half an hour, a giant blizzard will appear and snuff the life out of them. They must quickly craft, hunt, and repair in order to call a rescue vehicle to save them. However, there are two traitors in the group, who must try to stop the survivors’ efforts. Both traitors being felled DOES NOT declare survivor victory; the only way survivors can win is for at least one of them to escape. Traitors must see every survivor fall; even if they themselves die, it still counts as long as they bought enough time for the Mega Blizzard to finish off the survivors.

Among Us: Pros

Among Us is the more accessible of the two games. It can be played on pretty much any system, including mobile devices. That makes it so anyone can play! It’s also a lot simpler, since you don’t talk to people for that long. 

What makes Among Us fun is the lack of communication. Imposters must take advantage of what the crewmates know or don’t know in order to build abilis for themselves. Both sides have a good number of tools at their disposal. Imposters can use vents to quickly travel around the map (as long as they aren’t seen), such as getting a kill and quickly escaping the crime scene so that no one’s like “Uh I saw that guy walking away from the body”. They can also shut off the lights, or trigger a nuclear explosion that instantly gives them the win if two people do not stop it together, which also gives the imposters an opportunity to off two people. 

It would be too easy if imposters could just kill willy-nilly. Both imposters have a kill cooldown, and they need to try to act as “un-sus” as possible during that time. Crewmates also have access to cameras, which can be decisive evidence if a killer is caught in the act. Imposters can talk during the meetings to spread discourse among the crew. They can also stick with players for long periods without killing them in order to “marinate” them. Crewmates will need to be clever, and observe every insignificant detail of the players’ pathing; one of them could’ve used a vent (or you could be Ze who gets accused just by walking around).

Among Us: Cons

I don’t know if they fixed it, but one of the dumbest things in Among Us is the fact that the codes for private lobbies are constantly displayed at the bottom of the screen (and since Ze and Chilled have not moved their webcams from that spot, I assume the issue’s still there). That’s just plain dumb. 

As far as gameplay is concerned, things can get stale fast. I don’t know if playing Among Us is better or worse with experience. Rookies are likely to play with settings like Visual Tasks, which show animations to all players and can guarantee someone as a crewmate, or Confirm Ejects, which will tell you if you offed an imposter through voting. With those disabled, the game is more fun… or is it?

In an experienced lobby, there are so many nuances that are just understood that it almost puts an unfair advantage in favor of crewmates. Imposters usually spend time standing next to a task to “fake” it. But when you’re a veteran, you know the exact amount of time—down to the second—that it takes to finish a task, and there aren’t many that they can defend themselves with (like the asteroids or card swipe tasks). It’s also understood that the imposters will clarify whom the crew is voting against during a meeting, just so they can off a crewmate. Experienced players also have a system on when to vote and when to abstain based on the amount of people left, which can be used against them by imposters, but still makes games redundant.

There are also a lot of little “cheap” things that anyone can do. The Emergency Meeting button cools down faster than the Imposters’ kill button, but the Imposters’ sabotage ability is ready to go right after a discussion. With good timing, imposters can kill the lights or set off the reactor to where their cooldown is complete before the crew can fix those areas (since the Emergency Meeting won’t work during a sabotage). If they only need one kill (or two if both are still alive) in order to win at that point, then they win. The only way for crewmates to prevent a double kill is for one of them to mash the shortcut key for interacting with something in order to potentially report the first person’s body the instant before they themselves are killed, but it’s not always possible.

Crewmates also have annoying perks. They can stick together, making it impossible for imposters to win unless they get the rare “stack kill” (but even then, it’s possible to tell who did it because of subtle details with the server’s latency). The crewmates can also have someone camp the light fixtures, instantly fixing them as soon as they go out, disabling the imposters’ best tool. There’s also a rock in one particular map that someone can hide behind and catch someone using the nearby vent. Overall, I feel like Among Us can quickly devolve into the same thing over and over again. The whopping three maps don’t help its case either.

Project Winter: Pros

Unlike Among Us, everyone talks constantly. However, Project Winter has proximity chat; a piece of 21st Century technology that dynamically adjusts the volume of players’ voices in the call based on their distance. Things get more interesting thanks to the radio items. By pressing the CTRL key, you can talk to anyone who has the same color radio over any distance. Traitors also get a free red radio to coordinate on. 

Project Winter plays like Minecraft; you have to worry about hunger and warmth along with your actual HP. You can cook food, and craft weapons and resources. Every game of Project Winter requires you to fix two facilities located somewhere on the map. These can require sets of mechanical parts, electronic scrap, and gasoline, or batteries and buried pieces spread throughout the world.

What makes Project Winter fun for traitors is having to hold a conversation with the survivors, while also coordinating with each other over their radio. Imposters get better firepower and items through traitor-only boxes found throughout the map, but obviously, they cannot be seen opening them. The ideal strategy for traitors is to spread discourse among the survivors. While they can try to get survivors alone, it would look extra sus if they were the only one of two people to return to the hub area. If tasks are being done, they can try to sneak a sabotage on the repaired objectives. Unlike Among Us, traitors can still try to win even if caught. There is a voting system to exile them from the hub, but they can easily live off of traitor crates around the world. 

Nature itself will try to mess with the crew. Wild animals will attack, for starters. Also, random events will occur. They can scatter boxes throughout the map, or do things like make everyone go crazy, turning them into bunnies who look indistinguishable from one another (a perfect opportunity for a traitor to launch a surprise attack). While not nature-related, there’s also the possibility that an escape pod will spawn, allowing one player to abandon the mission and secure a win for themselves (like Ze did in that one video).

I’ll admit that Project Winter wasn’t at its best in earlier versions, but it gets a lot more depth with current patches. One notable addition is that of roles, special abilities that both traitors and survivors can have. You can have a scientist, able to bring a player back to life at a special area on the map (although that player will be muted), or a hacker who can open bunkers by themselves. There’s also the defector, a survivor who can open traitor crates; an easy alias for traitors to claim.

Project Winter gets even MORE interesting with its new Blackout mode. In the Blackout, there is only one traitor. However, that traitor can convert survivors to traitors in one of two ways: as a Demon, they can revive a downed player to convert them, and as a Whisperer, they can use an AOE attack to slowly fill up a traitor gauge and convert players. It’s a really good, long-con style mode that can go south for the survivors if the traitor manages to convert several people (although one of them could accidentally throw when they get converted for the first time by yelling out “They made me a traitor!” in a panicked stupor). There are also some scary new events, like darkness covering the whole map (except for traitors, who can see with “red vision”), and sending the spirits of all the animals that players have killed against them. Blackout also has the yeti, a neutral role who cannot be converted, and must merely live to the end of the game to win, even if it means siding with the traitors.

Project Winter: Cons

Since I obviously like this game better, there aren’t as many issues. One annoying traitor tactic is the ability to steal necessary parts to repair facilities and hiding them behind structures (which cannot be seen due to the fixed camera). There’s also the fact that dead players can use their chill ability on the traitors to send a message from beyond the grave. This isn’t necessarily a flaw, as dead traitors can also use this to spread discourse, but I doubt it was the dev’s intention for the dead powers to be used this way. Inventory management is also abysmal, even by survival game standards. 

The Most Important Ingredient for Both Games…

The thing with online multiplayer games comes down to one simple monniker: they are only as good as those you are playing them with. The digital world is full of toxic people. But even in private lobbies, you get bad games of Among Us AND Project Winter, even with your personal friends. This passage is probably because I’ve only watched YouTubers play these games. I get that they’re entertainment, but it’s annoying when they throw “for content” (even if Tay killing everyone because of Chilled getting her to write Ze’s name from beyond the grave was pretty hilarious). 

I’ll admit that a bad Project Winter match is worse than a bad Among Us match. Everyone in Ze’s group has good enough experience in Project Winter to know exactly what to do, yet Ze tends to be the only one who actually tries to help, even as a traitor! The others, even as crewmates, will just mess around, and sometimes consider offing someone for shits and giggles (however, I’ll admit that the one time Chilled made poison berries and stuck them in the community chest was pretty funny). It’s unfair for both sides, because the survivors would be losing a valuable person, or they could just get a lucky BS shot on a traitor. While it does capture that “survival drama” feeling really well, it’s annoying to see only one person (i.e. Ze) carry the game EVERY SINGLE TIME. 

Overall, Project Winter at its best is a really fun experience. There’s more opportunities for role-playing, which can be really fun if you have really good friends. The random maps make it to where you can’t just memorize everything like in Among Us, requiring players to not just play fast, but learn fast. And even if the traitors get a really good gun, it’s possible for a survivor to win with just punches (even if it’s unlikely). 

Conclusion

It’s pretty consistent in popular culture: the less depth, less thinking required, and more accessible something is, the more popular it’ll become. Project Winter takes a lot to get used to—but dammit—it’s better than Among Us by a longshot! Well, that’s another item on my list of popular things I don’t like. I think the lesson learned is that gaming is better if you have eight or more friends… Man, there goes my confidence again.

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

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

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

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

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

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

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

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

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

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

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

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Final Verdict: 8.75/10 

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

Dragon Quest Builders 2: The Best Minecraft Clone

It might seem like I was pretty level-headed during the Covid-19 pandemic of 2020, but if you knew me in my personal life, you’d see that I was anything BUT that. I had literal panic attacks on a weekly basis, and in the aftermath, I’m now having to be practically held at gunpoint to remove my face mask, as opposed to putting it on. In addition to Covid anxiety, I realized that I didn’t have enough videogames that don’t stress me out . But then, I watched NintendoCaprisun’s Dragon Quest Builders video series, and saw what a great, superior clone of Minecraft it is. It didn’t take long for me to start playing Dragon Quest Builders 2 (henceforth known as DQB2), in hope of destressing my Covid woes.

In DQB2, a character that you name wakes up on a ship full of the Children of Hargon, a religious cult that formed in the aftermath of some other core Dragon Quest game. When you escape, you wash up on an island with a girl and this vampire-looking guy named Malroth. Since you have nothing better to do, you decide to turn the island into a pimp-ass kingdom.

I wasn’t fond of the story in the other Dragon Quest game I played, which  was Dragon Quest XI, but DQB2’s story made me LIVID. It has one of the tropes that triggers me with next to no exception: dramatic irony. Almost immediately, the game tells you that Malroth is secretly a bad guy, and it takes up to 80% of the game to reveal it. It’s so annoying, because they constantly have developments like “Whoa, why can’t Malroth build things? Everyone else and their grandma can build but not Malroth! How mysterious!” 

It gets worse than that. Based on DQXI, DQB1, and this game, Dragon Quest seems to love following clichés to the letter! While some of the dialogue is charming (specifically in the second chapter), it’s just… boring. The worst offender is the third chapter, where they’re all like “There’s a traitor here!” and stuff. At a certain point, it becomes incredibly obvious who it is, but they still play it off as if they were a galaxy-brain Impostor in Among Us. If there was a way to pre-emptively sus’ them out, that would be cool, but it seems that modern Dragon Quests do not care for multiple outcomes (which is ironic because Dragon Warrior had a very famous alternate outcome). 

The cast isn’t much better; DQB2’s characters make DQXI‘s look like Monogatari protagonists! The only character with any real arc is Malroth. And while I’d say his existential crisis is at least done relatively well, there is one annoying feature that offsets any good they did with him. Throughout the game, an omnipotent being screams “Haha you suck” in his head, and for some reason, you cannot advance its dialogue. These scenes objectively suck, and I have no idea why they had this unskippable dialogue that wasn’t even voice acted.

Well, I’ve been complaining about this game for three paragraphs, so let’s get to the good stuff already! DQB2 has some of the best Minecraftvania gameplay that I have ever experienced. There are so many different things you can build, it gets overwhelming at times. There’s also a lot of options to make it easier than in Minecraft. For example, you can learn a charged swing with your Hammer to take out big chunks at once, or use the Bottomless Pot to create bodies of water. You have the ability to switch between first and third-person perspective, which makes a difference when it comes to building. While you can use the L1 and L2 triggers to lock onto a position and hold R2 to make a lot of blocks in a row, first-person gives you more reach with your cursor. Furthermore, if you see an arrow appear next to a block, you can hold R2 to rapidly build a line of about eight blocks in that direction.

Another advantage that the DQB series in general has over Minecraft is Rooms. Placing objects in a closed off space can create a Room with a function built into the game. These really help make your bases feel alive and organic. DQB2 introduces the Fanciness and Ambience mechanics, which is determined by what items are placed in each room. They also add Sets, which are smaller, but serve their own functions. Some of them need to be placed within a Room to make a specific type of Room. There are some weird nuances with how the game considers Rooms, though. I learned that you can make the walls of a Room more than three blocks high, but any wall decoratives will only be considered part of the Room if they’re placed within the first two blocks up from the floor. It also acts weird if you have any part of the floor raised vertically, even if you put a staircase in front of it. 

Furthermore, the game has a better sense of progression than in DQB1. In DQB1, you had four self-contained islands where you started from scratch every time, down to your stats being reset to Level 1. Although someone confiscates your materials when advancing to a new story island in DQB2, you at least keep your stats and tools. Plus, the mechanics you learn have a much more cohesive sense of flow than in DQB1. In DQB1, there’s no real rhyme or reason; you get automated defenses and ores and have to re-gather existing ores and it’s weird. In DQB2, it’s more organized; the first island teaches you farming, the second teaches you mining, etc. I loved how this sense of progression was handled… to a point. As cool as the automated defenses are, they’re very short-lived. You go through a whole chapter to get them, but after that, you use them in a whopping ONE mob battle on your main island, and they’re never used again. Mob attacks on your main island straight-up STOP at this point, making them quite unnecessary.

Villagers also have a much more important role. A lot of rooms can compel them to do automated tasks, like cooking, and it really makes them feel like they’re working with you instead of you being their lapdog. This is further showcased when you inspire them to build things entirely on their own. And you’re gonna need that; you build some seriously colossal structures in this game compared to DQB1. Villagers are also more helpful in combat, plus you can give them weapons (which is your incentive to create multiples since they no longer break in this game). It can get annoying to keep track of who has what, but that’s alleviated once you can build an Armory, where they can automatically equip whatever item is stored in a chest. Also, whenever your base takes damage in a mob battle, they rebuild it in the aftermath.

Saving these other islands is well and good, but it’s all a means to an end; finding people to help build your main island. Between story bits, you help them with all sorts of tasks on your island to make it the kingdom of your dreams. In these sections, DQB2 feels like a sandbox game. I love combining mechanics from multiple islands into the same area (you get a total of three sections to manage on the main island). There’s also a ton of optional tasks that are well-worth your time. 

In addition to that, there are Explorer’s Shores. These are procedurally generated islands with exclusive resources. When arriving at one for the first time, you are tasked with examining specific objects. This can get frustrating, but a certain tool makes it relatively painless to find these objects. The issue with this is that finding more of those resources after-the-fact is a pain, because the aforementioned tool only works when the item is on your checklist. It’s annoying because one of the rarest ores in the game is hidden inside poison swampwater, which you can’t see through. I’ve had to painstakingly drain the whole thing with my Bottomless Pot, taking minutes just to find ONE deposit of that ore. In any case, your reward is an infinite supply of a certain resource, which is really helpful, mostly because that saves an inventory slot. 

And you NEED inventory slots. Colossal Coffers are nerfed, but early on, you obtain a Bag, which serves the Coffers’ function in DQB1. The Bag has seven pages of items, but it fills up shockingly fast. Even when being conscious of my inventory, I topped it off by the time I finished the final area. And as nice as these infinite items are, you have to constantly be aware of getting those items normally, in which you’ll have to open your Bag over and over again to delete them and save that inventory slot.

This is where some of the game’s issues come up. I love collecting resources, but I constantly felt overwhelmed with DQB2. You DROWN in resources in this game. When you have villagers doing multiple automated tasks, you end up having to check a lot of chests to see what they cooked up for you. The farm area of my island was always full of literally hundreds of crops. The only good way to get rid of some of these items is throwing them in Supper Sets, but I ended up having too many even with those in place. Even then, you never run out of Gratitude, which is earned by providing for your Villagers. You spend then on new recipes, but for a while, I still found myself well into the quintuple-digits with nothing to spend them on.

The big irony is that there are some resources you don’t have enough of. One thing I hated was raw meat. You can’t plant meat, so you have to kill these demon bunnies (among other things) to obtain it. They are common enough, but you need a LOT in order to cook food, or feed your pets (which can add up fast). Other things can be gathered in good quantities on trips to Explorer’s Shores, but meat always eluded me.

Let’s discuss combat now. DQB combat is pretty simple. You only have a sword slash, and a spin attack, and that’s it. While it can still get intense when they throw in specific mobs, DQB2 is pretty easy. The game also holds your hand on boss battles, but it’s not like it’s hard to figure those out anyway. The hardest parts of this game are likely the start of the story islands, since you have little resources and food. I wouldn’t complain about the game’s ease if it weren’t for the issue with your resource inflation. You get so many healing items because there’s two common enemies that frequently drop Medicinal Leaves, and you don’t NEED any healing items on the main island. While some of the later Explorer’s Shores do have pretty tough boss monsters, they’re not hard enough to justify having hundreds of Healing Herbs, nor taking the time to set up a ton of spike traps and stuff. Maybe there are secret optional mobs, but I could never find any such thing.

There are two more big flaws with DQB2, the first of which makes replay value a hard sell. At one point in the game, you are abruptly ejected from your main island and have to go through an agonizingly tedious segment that takes over an hour at best. While a similar arc in DQXI at least gives you some kind of story bits (even if it’s not much), the arc in DQB2 gives you nothing. It does give you some better context for the situation at hand, but it’s not really necessary information in the long run, plus it doesn’t develop any major protagonists involved.

The other flaw is that completion is asinine. One aspect is getting 100% on items; blocks, decoratives, cooking, etc. This gets crazy, because some items are blocks that you can’t obtain by mining them. You need to remember to use a specific tool to swap those blocks with blocks in your inventory to actually obtain them. Not only that, but there are a TON of Rooms and Sets that you aren’t told how to build. Despite how many options you have, some of them are pretty obtuse. While you are told what some of these optional Rooms are via Tablet Targets, it’s still not easy. There are also two cases of having to build a specific “place” in order to learn recipes, and since they aren’t Tablet Targets, you get no indication of what exactly the game wants. You can never tell if you are missing a decorative, or if you don’t have enough of a decorative that’s already in the room. Sometimes, one of your NPCs will occasionally tell you the requirements for a specific room, but it’s not enough to account for all the Rooms. The fun is in experimenting with stuff (I ended up building a Sculpture Gallery by accident during a story mission), but with how little time I have in my life, I don’t know how willing I am to complete the Builderpedia guideless. Also, I’m pretty sure the game has at least one missable item.

This game seems to borrow from DQXI and have a very substantial post-game. The world becomes your oyster, and you can build to your heart’s content. Three extra Explorer’s Shores are unlocked, and you get two new perks that really open things up. The first and most important one is the ability to spend that excess Gratitude to obtain any item you’ve collected before. This is a really good feature, and it can help with getting uncommon resources, as long as you’ve found it once. You also unlock the ability to craft the final Hammer upgrade, which has a very unique property. Basically, if it destroys an object that would turn into materials (like trees turning into wood), it will instead make the object itself into an item. This doesn’t really open much up in terms of crafting, plus you’ll also have to have your regular hammer take up a quick select slot if you actually want the materials. If you’re going for completion, keep in mind that you’ll need to strike crops with this hammer, for there’s a separate, decorative version of every single crop (including the rare ones) that count as different items. It does make your options extremely overwhelming, but it’s still a cool feature, and definitely helps if you really want to pimp up your island.

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Final Verdict: 9/10

Dragon Quest Builders 2 isn’t perfect, but overall, it’s a fantastic game. If you want a game that plays like Minecraft, but with more depth and the fact that the stuff you build matters, then this is the game for you. But seriously, if you want to go for completion, then godspeed, buddy.

Trails of Cold Steel III is so Stressful I Don’t Know if I can Finish It (let alone the Series)

When I first saw the announcement of The Legend of Heroes: Trails of Cold Steel III coming to the Nintendo Switch, I was flabbergasted. They are all part of a continuous narrative, so why push people to play a game in the latter half of the story? Well, given how Cold Steel II ended, Cold Steel III is revealed to be a much more viable entry point than I thought. HOWEVER, I will be spoiling plot aspects of both previous games, as well as expecting you to know basic gameplay mechanics. Read my review of the first game if you are interested in the franchise. Unfortunately, if you couldn’t tell from the title of the post… I have some issues with this one.

When we last left our intrepid hero, Rean Schwarzer, he concluded his first year at Thors Military Academy by fighting a palette swap of the first game’s final boss that LITERALLY HAD NOTHING TO DO WITH THE OVERARCHING PLOT (sorry, still salty about that). With the war over (at least as far as Erebonia is concerned), what could possibly go wrong? Well, a year later, in a suburban town west of Heimdallr called Leeves, Rean becomes an instructor of a new Class VII to take on an old threat: literally Ouroboros again.

Cold Steel III comes off as fanfic-like at the start. In fact, things wind down so much that this is perhaps the slowest opening—narrative-wise—in the series so far. The war is over, people have graduated… if it weren’t for the flash-forward intro, similar to the first game, I wouldn’t have been willing to believe that III had a plot at all. Fortunately, it does do some good things, one of which is including tons of areas entirely new to the franchise. From Sutherland Province, to Crossbell (which has a lot of references to the Japan-only Crossbell games that Western players will be hopelessly confused by), you will be visiting locations that have been merely mentioned in previous games. Erebonia feels bigger than it ever did before! 

Furthermore, there are a number of new, big plot developments. Thanks to being able to experience Crossbell firsthand, we finally get to see just how much weight Erebonia has been placing on the small province. It is quickly made apparent that the war is far from over, and things ramp up like they never have before. We also get some much-needed insight on the Gnomes, Black Workshop, and Hexen Clan.

But at this point, the series starts to become more like its JRPG cousins, and by that, I mean it has more of the soap-opera-like plot twists that make no sense (For example (SPOILERS): Crow is alive, and George is evil (END SPOILERS)). Also, I realized that you can’t really get by with Cold Steel alone. I began to lose track of all the different terms and factions, and it got to the point where I was straight-up lost in the plot. Whatever they’ve been building up to is something that began since the first Trails of Heroes (or whatever it’s called). If I actually played all—what, ten?—of these 80+ hour apiece JRPGs, I’d probably have all the familiarity I need to truly understand the series.

New school means an entirely new student body, and new towns means entirely new NPCs. Since you’re expected to have grown attached to the cast of the first two games over the course of 160-200 hours, Cold Steel III has the hardest cast of characters to like. Fortunately, it does a good job of distributing familiar faces. For example, one of the new Class VII members is actually Altina from the second game. Also, the Principal is the sexy General, Aurelia le Guin. People like Alfin, Elise, Sharon, and more all appear (and Prince Cedric actually DOES stuff for the first time in the series). For the record, I ended up really not liking—or rather, not understanding—Alisa’s mom more than ever. While she always had a weird way of loving her daughter even though she seemed like a crappy parent, Sharon’s backstory (SPOILERS) that she actually murdered Alisa’s dad, Alisa’s mom knew this, and yet… raised Sharon as her own? God, even by JRPG standards that’s a leap in logic… (END SPOILERS)

In any case, a Cold Steel game is a Cold Steel game, and the new faces end up being loveable enough. Overall, it was hilarious to see Rean’s new students react to all the different tidbits about him, such as all the famous people (and women) he knows. Juna is an interesting case; she’s from Crossbell, which doesn’t exactly have the best impression of Erebonia. However, Altina and Kurt ended up being kind of underwhelming by the series’ standards. The former comes off as a PTSD waifu that the MC has to teach to “have a soul” through “wove”, and Kurt is basically a combination of Cold Steel I Rean and Machias. Also, a lot of the other students outside of the new Class VII were pretty unremarkable as well. Fortunately, my favorite quickly ended up being Freddy. Who doesn’t love a beady-eyed weirdo who cooks bugs?

Many Thors alumni appear in the game. We get to see the adult forms of the old Class VII, as well as other students. The thing that they all have in common is that they haven’t changed, and they’re all very physically attractive (seriously freaking adult Elliot is a smexy boy right out of Liberty’s Kids). Surprisingly enough, the OG Class VII still has some new stuff for us to learn, even after all this time. The game makes up for its low amount of total party members by having some of the old gang appear as temporary party members.

Unfortunately, I had some issues with the way the characters were handled (other than the fact that you get way too many character notes). Character development was all over the place. A lot of the time, it felt like the game actively disliked the main party members. Like I said before, old characters become guest party members throughout the game. However, they always end up at higher levels, with more well-rounded abilities, as well as the whole “temporary” thing adding incentive to use them. New players will likely gravitate to them just for the manpower, and it kind of undermines the actual new characters. You could argue that it’s symbolic; it shows that new Class VII has a long way to go before they can match O.G. Class VII, but it doesn’t help that there are entire in-game days that are spent entirely with members of the original gang.

Furthermore, I feel like they mucked up Reany-Beany a bit. First off, a major event happens in between Cold Steel II and III: the Northern War. You get to see a bit of this at the end of Cold Steel II, but it’s basically a hostile takeover of a country called Northern Ambria. It’s such an important event, and it’s mentioned so often that I thought it was its own game. I came to realize that the whole thing was made to justify re-learning Rean’s Spirit Unification (okay maybe it’s not the WHOLE reason), and it felt kind of weak.

Things have improved substantially in terms of audio and visuals. With this being the first game in the series released on PS4, the visuals have the stylized look that has become the standard for anime JRPGs. The models are all updated, and they look amazing. From the fabrics of clothing, to lighting, I can finally feel truly immersed in the world Zemuria. The soundtrack is around the same quality, but it feels much less intrusive than in previous games.

Before we get into gameplay, I must make a quick declaration. If you are marathoning this on PS4… BUY THE DIGITAL GAME FROM THE PLAYSTATION STORE. The physical edition of Cold Steel III does not give you the DLC, unlike the digital version (and MacBurn taught me that I NEED all fifty Zeram Capsules if I’m gonna beat all four of these games). The Switch version does have the DLC, but I read (on an Amazon question) that the fourth game will include the same save data carryover mechanic from Cold Steel II, but APPLIED TO ALL THREE PREVIOUS GAMES. Use these factoids to decide which version you want. If you do buy the game digitally, keep in mind that the stupid expensive deluxe edition only comes with exclusive cosmetic DLC, but none of the item-based DLC (yours truly learned that the hard way). So if you only want your fifty Zeram Capsules, buy the standard version. Also, it’s sad to say that Turbo Mode is no longer with us. Press F for respect. To compensate, you can use the Options button to skip cutscenes.


Daily Life

There is one immediate difference with your Orbment settings: the ability to have two Master Quartzes at once… sort of. The second Master Quartz slot is for a Sub-Master Quartz. Whatever Master Quartz is set to the Sub slot will be much weaker, but still immensely helpful, especially since there seem to be less slots for regular Quartz in this game. The cool thing is that you can equoi something as a Sub-Master Quartz while it’s equipped as someone else’s main Master Quartz without actually taking it OFF of that person. It helps streamline Quartz management and makes it a LOT easier to level up multiple Master Quartz at once. Another thing about Master Quartzes is that there are a lot of new ones (fortunately, Moebius is still in this game. Thank Aidios). Heck, there aren’t just new Master Quartzes, but new Arts as well. It was really jarring to relearn all of this stuff. In fact, it might’ve been easier if this was my first game in the series. 

Since we’re back at square one, we have to open slots on the Arcus units all over again. Fortunately, as long as you get Septium Vein as soon as possible, you can easily max out everyone’s slots. But… that doesn’t mean you’re done with Sepith. Not even close. All Quartzes can now be used at an Orbment facility to be upgraded into their rarer form with the usual stat boosts. You need three regulars to get a rare, and three rares to get a super-rare. That’s a lot, especially if you want more than one. Also, U-Materials are needed to this, making them more valuable than ever. The other thing is that you can trade rare Quartzes at the pawn shop to get one-of-a-kind Quartzes that are usually obtained in quests… including duplicates. I was able to get three Septium Veins pretty quickly (which only needs a rare Crest and a few U-Materials) and have the amount of money I normally have by endgame by the end of the third chapter. This is an interesting system because it makes you decide if you want to grind to get a powerful Quartz early, or wait until you get it for free. It’s a tough call, especially when you unlock the ability to obtain the Gem series of Quartzes, which are more broken than ever.

In addition to the usual junk, scenes called Sub Events now need to be sought out. They’re generally marked on the map, unless there are hidden ones I don’t know about. The bathhouse in the dorm always triggers one such event, so use it whenever it’s available. While some of them seem meaningless, I like doing all of them because it feels good.

Just because you’re an instructor now doesn’t mean you don’t have to worry about AP anymore. In fact, you also have to worry about the academy’s Campus Enhancement Rating. Basically, completing quests specifically related to the school (which have their own section titled “Branch Campus Quests”) as well as doing the aforementioned bathhouse events increases this number. AP and CER contribute to two separate ranking systems, which doubles the rewards as well as the stress.

Speaking of extra rewards and stress, reporting character notes, battle notes, and book notes now nets you rewards. As usual with the games, some Bonding Events yield character notes and some do not, making save-scumming a must if you want to get 100% (btw one person’s character notes are obtained out of sequence for no reason). I literally drove myself insane making sure I talk to everyone, and even with save-scumming for Bonding Events, I missed several notes. Since the final reward is most likely a Master Quartz, I will never get 100% in those either. Oh, and milestones also increase Campus Enhancement, making a THIRD thing I couldn’t 100%!

Bonding gets more complicated than before. In addition to your disgustingly limited Bonding Events, Cold Steel III adds Gifts. These are sold in various shops, and can be given to a specific character directly from the inventory screen. to increase your Bond with them. Some of these Gifts expire, so I’d make sure you have a pretty far wad of cash on you at all times. Also, the nakama power you get from bonding no longer goes to your link level; instead, it goes to a separate Bond Level, which measures just how 007 you are. Okay, maybe that last part was a joke… In actuality, increasing Bond Levels does… nothing? Kind of a disappointment. But at the very least, this new way of handling relationships finally gives an even balance between Rean and everyone else’s link levels.

Fishing has changed substantially. First off, instead of Angler Points, you trade specific species of fish for goods. Plus, you can buy upgrades to your fishing capabilities. “But fishing is easy in these games!” you think. Well, the mechanics are a lot newer and a lot harder now. The amount of fish you can get is based solely on your bait count (which can FINALLY be purchased for Mira instead of five U-Materials). When you fish, you must press the circle button when the arrow points to a specific line on the circle. The great thing about this is that you have to press the circle button when it lines up with a line that has blue, green, and yellow sections (in order of difficulty to hit). At first, I thought the smaller, yellow section meant rarer fish. But no, this part determines the rarity of what the fish drops, which I found to be a great improvement. Instead of mashing face buttons, you hold the circle button to reel the fish in. The line can break if you hold it for too long, especially if the fish is mad while you’re doing it. But since you’re able to catch such wildly different fish at once, knowing if you have caught all the fish you can at a given point in the game is next to impossible.

Recipes get a new upgrade as well. In addition to finding books, you are able to try a restaurant’s recommended dish. This allows you to learn new recipes that way too. But the best improvement is that you can have people cook from outside of your party! Now you don’t have to reorganize everybody just to make a specific Unique Dish.

If things in this game couldn’t get any newer, Blade falls by the wayside like any fad among elementary schoolers and is replaced with Vantage Masters. This game is… a lot. It’s basically Yu-Gi-Oh meets Triple Triad meets Pokemon TCG. It would take a whole separate review to describe the rules, and even then it won’t make sense to you. You just gotta experiment, and find those exploits that every card game has. But since there are now visible penalties to losing, save-scumming is recommended. 

Field studies return in the form of field exercises. They’re basically exactly the same, but the entire student body goes to the location. In addition to the quests you’ll receive, the students that come with you can give additional quests that go towards the Campus Enhancement Rating. Unfortunately, they follow a much tighter formula than the first game. Basically, you start Day 1 by going down the highway to receive your requests, then you do those requests, along with an investigation report, to finish the day. The bad guys of that particular arc attack at the end of the first day, and then Rean is forced to spend Day 2 fighting those bad guys with several Old Class VII members. While there is a little variance, I did not welcome this dip in variety.

Just when they couldn’t add any more to do, they did. Munk is now working at Radio Trista, Rosine is apparently a secret service nun (which is a scene I missed in the previous game?), and Vivi is a journalist. Munk wants material for his radio shows, which are obtained from NPCs that have Sub Event icons over them. Rosine wants the Black Records, which are found as treasures. Vivi wants photogenic, well, photographs of nature. Turn these in by calling them on the ARCUS, which can also be used to check mail and stuff.


Deadly Life

Many new mechanics are introduced right off the bat. One is the new Charm status effect. It’s like Confuse, except that they ONLY attack allies. Obviously very sexy and very dangerous. Also new is the Break system. This functions just like the Ys series and Octopath Traveler; hit people enough it reduces their defenses to nothing while stunning them for a turn. Inflicting Break will make enemies lose their next turn, guarantee item drops, and make every regular attack and Craft Unbalance them. 

Ever feel like you have too many Bravery Points? Well, now you can spend them on Brave Orders on any character’s turn. They don’t actually use that turn, so it’s objectively good to do. They provide all sorts of useful effects to the whole party, after all. Also, you can earn Bravery Points as turn bonuses now, as well as receive a bonus that lets you use Brave Orders for free. This makes it much more difficult to decide if you want to use Burst. Fortunately, using Burst does increase Break damage by 900%, making it a good panic button if you just need to Break something fast. An ideal strategy is to save up for Burst, use it at the start of a battle to Break all the enemies instantly, and then wail on them with attacks and/or Crafts to get the guaranteed Unbalance and gain back all five Bravery Points. But sometimes, the Brave Orders can turn the tide of a fight in an instant… which is why Overdrive is no longer with us.

I never mentioned the mechanics of breaking crates before, but it’s really important to do it in Cold Steel III, not that they weren’t great for grinding items in the previous games. In this game, breaking crates fills up a little charge meter. When it’s filled up enough, you can perform Assault Attacks, which greatly damage all enemies’ Break meter and give you a big advantage. The same actions that fill up the assault meter also restore CP, so make sure you always break stuff!

Mech battles are better than ever. Thanks to Mr. Schmidt, a whole slew of Panzer Soldats are now distributed to students. This means that *foams at the mouth* you get to fight with multiple mechs at once. The mechanics are largely unchanged, but it’s good to know that there are now consumable items that can be used specifically for restoring mechs. Fortunately, the EX Orb mechanic isn’t any more complicated than it was before; any EX Orb applied to Valimar affects the whole team.

The few changes that are present serve to make these fights much more difficult. Charge only restores 500 EP instead of the full thousand, for one thing. The most stressful aspect is how it handles partners. All selected partners alternate between each other. This means that you can’t have Altina spam her physical reflect shield and win every fight; you actually have to think now. My brain welcomed this change, but my heart sure didn’t. For the record, these take the place of practical exams, both on dedicated Panzer Soldat days and on optional battle during Free Days which increase Campus Enhancement.

Enemies get some new toys as well. Some can enter an Enhanced state, which comes with boosted stats at the expense of a weaker Break meter. YOU NEED TO BREAK THEM IN THIS STATE ASAP, unless you WANT your face to get ripped off. In fact, I died to the FIRST BOSS because my normal defensive plays just didn’t work. But as soon as I prioritized inflicting Break, I was able to do it. It gets much easier when everyone learns their S-Crafts. One helpful thing is that it seems like bosses can’t use S-Crafts unless they’re in their Enhanced state, allowing you to stop what are usually instant game overs.


Stressful Life

I knew it was a risk trying Trails of Cold Steel, due to the length and amount of missable content. The first two games felt manageable enough, but III pushed me over the edge. They really don’t want you to earn AP in this game. From Chapter 3 onwards, there’s a serious spike in the amount of quests with multiple outcomes. Some of them aren’t so bad, such as “win this tough battle”. But some of them are really arbitrary, such as a bike chase quest that doesn’t actually have you race with the bike but instead do a series of adventure game logic bull. Also, you will be expected to have knowledge of previous Cold Steel AND Legend of Heroes games (gee good thing they’re trying to get Switch players into the series STARTING with III), as well as some remote real-world stuff. In addition to that, some AP events feel like they require trial and error (unless I’m as dumb as a ignoramus). But hey, at least hidden quests are no longer a thing (which is ironic because this is the first time they actually warn you about them even though they’re all marked on the map)!

When I say it pushed me over the edge, I mean it. I mentioned this once on the mystery award blog, but I got autism. I’m gonna be real, when I had a rough time with AP throughout the series, I had an honest meltdown. It was about the level of a Getting Over It or Cuphead rage video. I would hit myself and the floor of my house, and it was not a good time. Normally, I wouldn’t be so salty about it, but Trails of Cold Steel IV has a true ending, and I probably need AP past a certain threshold to get it. 

“You’re not finishing a game?” you ask, “Filthy casual…” Look, I’m not a professional gamer. I rarely have time to game versus my other stuff, and so, I need to choose wisely. I need to choose something that won’t drive me to drink (since the real world is perfectly good at doing that on its own). I just don’t know if Trails of Cold Steel is worth it. What also made me consider this possibility was an even more obscure RPG, which has become one of my favorite games of all time: CrossCode. It’s tough. It has its issues (like really picky puzzle execution), but it’s a game that I can deal with. The combat is more fun to boot, and the combat was my one incentive to finish Cold Steel. Well, I still have my PS4, so if I want to finish it someday… it’ll be there.

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Current (Possibly Final) Verdict: 9.5/10

Trails of Cold Steel III is definitely the best installment thus far. However, things are getting more stressful than ever. Going into this series without a guide is suicidal if you want to get 100%, but I should at least be proud of managing as much as I could (Oh, and since these games are so niche it’s questionable whether or not there is a good enough guide to begin with). I come off as a hypocrite, potentially dropping a game I gave such a high score. I don’t want to undersell what a well-made series Trails of Cold Steel is, it’s just not the kind of game for me. With my new gaming-oriented schedule, I’ve been branching out the different types of game I play, but ones where you can miss a lot of stuff, on top of having to worry about getting a good ending, are not ones I can tolerate. Reading this, you’ll know exactly what you’d be getting into with Cold Steel. So, look at yourself and judge accordingly.

Crown Tundra Has Truly Legendary Levels of… Grinding (Pokémon DLC Review)

I’m a big Pokémon fan, but I’ll admit that the series has been incredibly inconsistent. Sword and Shield are games that do a lot right, while also doing some things bafflingly wrong, compared to previous generations. The very vocal critics on social media don’t help the series’ case either, especially nowadays. The Isle of Armor does make a lot of improvements over the core game, but we really can’t have a final say on Gen 8 without playing through its second wave of DLC: Crown Tundra.

In the Crown Tundra, your character boards a train to the titular location and finds itself confronting some person’s very energetic father. After whipping his butt, his disgruntled child uses the opportunity to skedaddle. You join up with dad, and he makes you catch some Legendary Pokémon.

This campaign somehow has even less story than Isle of Armor. Literally, the entirety of Crown Tundra revolves around catching Legendary Pokémon. A LOT of Legendary Pokémon. I don’t know if Sword has a different cast, but for characters, I got Peony and his daughter Peonia. Peonia is kind of a brat, but her father is a fun, energetic, wholesome guy. They imply that he’s related to Rose somehow, but I don’t care deeply enough about Pokémon lore to look into it.

Structurally, I think this is the better of the two Pokémon DLCs… to a point. At the start, Peony gives you three Legendary Pokémon quests, which can be done in any order (it’s been a while since they gave you that much freedom). They’re all introduced with a hilariously long title and a fanfare, giving Peony even more personality (although I think Looker has done the same thing once or twice?). 

The main quest is to help the Crown Tundra’s Legendary Pokémon, Calyrex, who possesses Peony in order to talk to you. I think this is the first time in the main series that you directly engage with a Pokémon. You also have a case where you have to pick one of two forms of Legendary Pokémon by planting a certain type of carrot to lure its steed, which further incentivizes spending the $180 on both Sword and Shield (with DLC) in order to get 100% completion in either game. Anyhow, Calyrex is a pure Pyschic-Type, and his steed is either Ghost or Ice-Type. Calyrex and the steed are an instance of a fusion Pokémon (the first since Gen 5), and it gets both of their Abilities at once. 

For the other quests, there is a return of the Regis. As expected, you have to solve riddles. They are nowhere near as obtuse as the Braille stuff in Gen 3, but in case you can’t solve one, Peony will give you some helpful advice (not that I actually used him because I was overthinking or anything >_>). Gathering all three regular Regis at the final door does not give you Regigigas, but a choice between brand-new Electric and Dragon-Type Regis. The third quest is the most interesting because you actually get to catch regional variants of Gen 1’s Legendary birds. They’re roaming Legendaries, but unlike in games of old, you simply just run into them as they fly around in the overworld and fight them straight-up; definitely an upgrade.

Unfortunately, they seem to be following Isle of Armor’s model of making incredibly grindy mechanics to actually give you bang for your buck. No matter what you do, 99% of your time on Crown Tundra will be spent in the Max Lair. It is both a fun and awful idea. Basically, the Max Lair is a gauntlet of randomly generated Max Raid battles. Your team (or just you if you play with A.I.) picks a path and fights whatever is there. You can run into berries or helpful people along the way; either a backpacker who can give you a selection of hold items or a scientist who offers a random rental Pokémon. You fight four consecutive Max Raid battles, ending with a random Dynamax Legendary Pokémon. The big plus is that the Dynamax Pokémon here are nowhere near as bad as in the overworld (mainly because they don’t have shields), but the fact that you have to fight four of them in a row is rough because the “if four Pokémon faint, you lose” rule applies to the entire thing instead of individual fights.

What spices things up is that everyone gets random rental Pokémon. These rentals are actually pretty good, and a lot of interesting strategies can come up. I imagine this mode is amazing with friends, but as a noob who doesn’t have friends or a Nintendo Switch Online subscription, well… Max Lair sucks. For starters, you can get a bad setup of rental Pokémon options versus the Pokémon you encounter in the actual dungeon. And while you can catch a beaten Dynamax Pokémon and switch it out of your team, the fifteen seconds you get to decide a path is nowhere near enough to optimize a root. And if you have A.I., one of them will always switch out for the newly defeated Dynamax Pokémon, even if you choose not to catch it, and even if it has a type disadvantage against a future opponent. Save-scumming works, but you eventually have to spend Dynite Ore for doing it too often. “What’s Dynite Ore?” you ask. Dynite Ore is your reward for playing Max Lair. Completing a run only nets you nine. NINE.  And to get the good stuff, including an item that gives your Pokémon its Hidden Ability, you need hundreds of the stuff. You do unlock an endless mode that gives you more Dynite Ore in exchange for not getting to keep any caught Pokémon, but I didn’t dabble in it. Overall, Max Lair WILL kick your butt, especially if you’re using A.I., and since you only have a vague idea of what Pokémon you’re up against, you won’t know if it’s worth save-scumming for a particular Legendary. The even better part is that you only keep one rental Pokémon at the end of a run. And guess what, some of the regular Pokémon you encounter are exclusive to Max Lair, which means you’ll still be playing through it even if you catch every Legendary! This also includes the opportunity to catch Ultra Beasts once you complete Crown Tundra, but I couldn’t find a single one in the attempts I made.

Other than that, I presume that completing both DLC campaigns unlocks the Galarian Star Tournament (since that’s how it happened with me), which is a repeatable team battle royale thing that will pit you and a partner against other Gym Leaders and characters. It’s easy if you have Hop, since he has his Gen 8 Legendary which can pretty much eat anything that isn’t Fire-Type. In other news, Peonia alludes to some weird woman who runs around at night, but I couldn’t get that to trigger. I tend to always miss some kind of post-game quest or whatnot in Pokémon games, so take this review with a grain of salt.

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Final Verdict: 8/10

While Crown Tundra is very small (and VERY grindy), I believe that it, along with the Isle of Armor, are a step in the right direction for Pokémon as a whole. They take the open-world mechanic of the Wild Area, but give it more variety and substance. Plus, the idea of putting dedicated sidequests in an area is cool. If they take these same ideas and integrate them into a future core game, then we might have something good. But of course, knowing the series’ trends, any new idea they implement will be discarded, regardless of how objectively good it is. 

Overall, I’m not entirely sure if the Expansion Pass is worth it. Obviously, you need it if you want completion, but both areas are still incredibly grindy. I kind of agree with the critics that the series hasn’t been the best it could be, but that’s mainly because I love Black and White 2 too much (maybe I’d do a retrospective on it if I had time or the willingness to erase either of my save files). Well, with Pokémon, I’m willing to pull a Star Wars fan and blindly hope that they’ll eventually release something really good despite them very consistently failing at every turn (Ooooh snap). Well, this got long-winded. Basically, I recommend the DLC if you’re a Pokémon veteran and just love the games in general.

Bug Fables Manages to Scratch that Paper Mario Itch… to a Point (Full Game Review)

Personally, I’ve always had a vendetta against indie games, not because I think a lot of them are bad, but because a lot of them are too inherently good, to the point where they can get away with having flaws. For example, many of them, such as Undertale or Fez, rely on unique aesthetics and gimmicks to stand out from the crowd (side note: ‘Megalovania’ is the most overrated videogame song of all time). Others, like What Remains of Edith Finch or Firewatch, completely disregard gameplay in order to appeal to raw human emotion in ways more intimate than most triple-A games. In addition to that, indie games having that inherent appeal of “the mom-and-pop business that does better than the corrupt, money-grubbing corporation”, and they sometimes have a better sense of what the market wants than actual triple-A companies. One example is the recent RPG, Bug Fables: The Everlasting Sapling, made to be a successor to the classic Paper Mario that we have wanted for over a decade and have yet to receive. Paper Mario: The Origami King is probably good for what it is (I heard mixed things), Bug Fables claims to be what the doctor actually ordered. Since it’s apparently pretty short (for an RPG), I decided to see how it measures up to classic Paper Mario.

In the kingdom of Bugaria, some ant queen lady wanted to find this MacGuffin called the Everlasting Sapling to become immortal. She failed, and so her daughter started the Explorer’s Association in order to hire adventurers to do the job for her. Three intrepid heroes, Kabbu, Vi, and Leif set out to find it and become heroes.

It takes only five seconds to see how influenced by Paper Mario this thing is. From the presence of Action Commands, to its art style, its writing, and… piss-poor inventory space, Bug Fables tries very hard to be the new Paper Mario. In order to find out if it succeeds, we need to cover one aspect of the game at a time (and, of course, compare them to Paper Mario).

The narrative is simple as all heck. In each chapter, you go to a dungeon, beat a boss, and get a thing. It comes off as predictable, but in actuality, does an admirable job of throwing curveballs at you. It is straightforward, though, and I didn’t really find it that gripping from a raw emotional standpoint. It has some cool lore, but I never found it particularly fascinating myself. What did surprise me was the cast of characters. The three bugs take advantage of all having dialogue (unlike Paper Mario with its silent protagonist), and use that to have a number of fun interactions with each other. 

But of course, Paper Mario fans care about the writing. Bug Fables‘ writing is definitely great. It even has a lot of characters muttering off-hand comments beneath the main speech bubble, just like in Paper Mario. The three main characters also share some chemistry that isn’t possible in a Paper Mario game (Best Girl Vi is especially a treat among the other characters). Unfortunately, the writing and characters don’t completely fill in the void for me. While both are great, there’s something special about the classic Paper Mario games, and even Super Paper Mario. Bug Fables’ doesn’t have anyone as lovable as, say, Koopa Jr., Pennington, Flint Cragley, Francis, and DEFINITELY no one like good ol’ Bowser. Additionally, the bug theming makes some character designs blur together for me.

Graphically, Bug Fables is beautiful. The game’s simple color palette and thick outlines scream that classic Paper Mario look; even the area transition paths have the same triangle pattern to them! Unfortunately, there isn’t much in terms of creative level design. I’m willing to give the game the benefit of the doubt in the event that there’s a sequel, but for now, the areas—while being creatively set in backyard objects like a sandbox and a tire—are your typical videogame biomes. Even the first Paper Mario, which had the most generic world, at least had something like the Toy Box. Eventually, Thousand-Year Door would go above and beyond by having places like a monochromatic forest with a Pikmin-related dungeon, an arena, and a luxury express train; even the main hub area is iconic for how slummy it is compared to other parts of the Mario universe. Bug Fables just doesn’t hit that nail on the head, except in the final area, but that place is unceremoniously short compared to Paper Mario final dungeons.

Furthermore, I didn’t find the soundtrack to be super amazing. It has a lot of great tracks, which feel retro in that uniquely indie-type way. But for me, they fall short of Paper Mario soundtracks, especially Thousand Year Door‘s. I get that it’s trying to be its own thing, but Paper Mario is so much more involved and varied than Bug Fables. I’m sorry, but that’s just how it is IMO.

Paper Mario is known for great puzzles, and Bug Fables steps it up a notch. At first, everyone only has one ability, but throughout the game, you get new powers which open up all sorts of possibilities. Unfortunately, there is one particular ability that I don’t like, and it’s Vi’s Beemerang. In theory, it serves as the Kooper or Koops of Bug Fables; you throw it, or hold it in midair and release it. Unlike Kooper or Koops, who only attacked left or right, the Beemerang can be thrown in eight directions. But due to the game’s own artistic style… THERE ARE ONLY FOUR DIRECTIONAL SPRITES FOR THE CHARACTERS. As a result, I found myself throwing it in the completely wrong direction at times, which bugged (HA) the living daylights out of me. 

Fortunately, Bug Fables excels with its combat, which has more depth than Paper Mario‘s system. The basic mechanics are the same: Each person has HP, TP which is shared, and MP used to equip medals (a.k.a. badges). Action Commands are a thing, and you’ll have to learn them from scratch regardless of your Paper Mario experience.

What’s most important is turn order. Each person gets one action in battle (unless you use field attacks to stun an enemy, in which case you’d get two attacks for whoever the leading character is), and you can attack in any order with B. Their position, from front to middle to back, is based on your formation in the field. Like Final Fantasy, people in front deal more damage and get aggroed by enemies, while the opposite is true for the back row. You can change your party’s turn order in battle as well. Oh, and a BIG improvement over Paper Mario is that anyone can Tattle (a.k.a. Spy on) an enemy; no need for that one party member who has no use other than to Tattle!

You will NEED to get used to manipulating who attacks in what order. A lot of your party’s attacks can exploit enemy weaknesses, such as using Kabbu’s horn to flip enemies over. There’s also the Turn Relay, which sacrifices a character’s turn to give someone else an additional one. However, one thing to be aware of is that a character’s damage output weakens if they have to attack more than once in a round (this also applies to starting out with advantage). Make sure you’re going to really benefit despite the decrease in power!

Another thing you NEED to be able to do is Blocking. The mechanic is just about the same as it is in Paper Mario: press A before an enemy attack lands and you’ll reduce the damage. Doing it with extra-perfect timing results in a Super Block that reduces the damage further. One good improvement over Paper Mario is that any party member who isn’t being targeted will turn transparent, making it easier to time your blocks. 

When it comes to the difficulty level of Bug Fables, ooooh… this is where it gets iffy. Right at the beginning of the game, you can obtain a medal called Hard Mode. It costs no MP to equip (thank goodness), but it boosts all enemies’ strength in exchange for more EXP and rewards. The game becomes VERY difficult in this state. You will need to not just get good at Blocks, but Super Blocks as well, otherwise, regular mobs will beat you within inches of your life. Bosses are… absurdly tough. They aren’t indie-game-tough, but they get an entire assortment of new moves and grant permanent buffs (I know because I accidentally beat a boss on normal and had to reload). The incentive is that beating bosses will earn you actual rewards beyond a lousy achievement, and these rewards tend to be really stinkin’ good. 

The big problem with Hard Mode is that the game’s own mechanics ends up making that medal shoot itself in the foot. Bug Fables has the same mechanics as Paper Mario when it comes to handing out EXP. When you’re considered overleveled, you only get one EXP per mob; i.e. per entire battle. The problem is that the game is NOT programmed to evaluate your level based on Hard Mode. As a result, I was able to reap the benefits of Hard Mode early on, but just by fighting enemies as they came, I became overleveled without grinding, and as a result, I’d end up going to main story locations, having to fight stressful battles against the mobs there, and getting NOTHING for it. Sure, the issue can be mitigated by equipping the Bug Me Not medal, which allows you to destroy enemies that are considered significantly weaker than you on the field, but it’s just plain stupid (and also dumb) that the high-risk-high-reward medal becomes high-risk-low-reward as a result of the game’s own mechanics. The only non-boss enemies that give you any EXP after a while are the rare Golden Seedlings. They function just like Amayzee Dayzees from Paper Mario; if they don’t run away, they can one-shot any party member from full health. 

Furthermore, leveling up just doesn’t do much of anything. Like in Paper Mario, leveling up allows you to choose one- and only one- stat gain in HP, TP, or MP. However, no matter how often you level up, it’ll never feel like enough. HP gains only provide one—ONE—Max HP to the party, and TP only gives three- THREE (MP is the same as Paper Mario’s BP). You need to use your TP-consuming skills, but it drains too quickly. You need HP to survive, because it doesn’t take long for enemies to do five to seven damage in a single attack (especially in Hard Mode). You also need MP to equip valuable medals, but you also need the other two stats! I get that the decision is supposed to be tough, but due to the overleveling mechanic, it never happens often enough. This really makes the game feel less fun to play. In fact, I hit max level before even starting the final dungeon, and I didn’t even grind except for money!

Another problem I had was with the Recipes. In Paper Mario, cooking stuff was definitely helpful, but you could still get by with just the Ultra Shrooms and Jammin’ Jellies that you find. Bug Fables doesn’t naturally give you higher-tier restoratives. Ever. You’re stuck with the lowest level healing items, and it is imperative to take them to chefs to make better ones. However, I just couldn’t figure out the recipes well; more than 90% of the combinations I would try would turn into Mistakes. For more than half of the game, my best healing items were Leaf Omelets and Glazed honey, which quickly became inadequate, especially on Hard Mode. While I wouldn’t mind trying every combination with brute force, cooking ingredients—naturally—destroyed them forever, even with incompatible ones. And with some rare items coming in finite supply if you don’t buy them off of sellers for an absurd amount of money, you’d have to save-scum a LOT to get all the recipes. Fortunately, the recipes that matter are learned naturally via quests, but they tend to be BIG investments. For example, one of said recipes is a collaboration between three different chefs that can be incredibly tedious to make. 

In the end, I didn’t enjoy it enough to do 100%. I did a good majority of it, but when I hit max level, I just wanted to be done (call me a filthy casual if you must). There’s even a whole children’s card game that I didn’t even bother with (it’s basically War meets Yu-Gi-Oh), as well as a casino area. I also didn’t dabble in the postgame whatsoever (so much for a Full Game Review, am I right?). There’s even what I presume to be a field ability that I never even obtained (whatever it is that lets you open wooden doors found throughout the game)! But like I said, I just wanted it to be done.

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Final Verdict: 8.4/10

I don’t care if one or one million people make a game; if it has issues, I WILL acknowledge them! Bug Fables is a great game, but it’s not perfect. And while it does nail some classic Paper Mario tropes, while also adding some interesting elements to combat, the risks-vs-rewards system with Hard Mode is a bit iffy. This game proves that only Nintendo can put out a 100% true, classic Paper Mario game, and we’ll just have to pray for the miracle of that happening. For now, Bug Fables is enough to tide us over (and lets hope it gets a sequel or five).

Dragon Quest XI Shows that Simplicity is a Double-Edged Sword (Full Game Review)

JRPGs are my favorite genre of videogames by far. Even though I understand that a lot of them are time sinks and take a long time to really strut their stuff. Just how much benefit of the doubt should they get? After my first impressions of Dragon Quest XI… about a year ago, I finally managed to finish the game. Let’s see how it measures up now.

Hopefully you don’t play JRPGs for the story because DQXI goes out of its way to be a bog-standard JRPG. The plot is about the main character, whom you get to name whatever you want. He is a special hero guy who needs to fight a big bad atop the same World Tree that’s been ripped from Norse mythology for about the 12,221st time to date. 

First things first, I do get that this game is meant to be an homage to simpler times. JRPGs these days get so layered that it’s near impossible to keep up (looking at you, Trails of Cold Steel), and DQXI is a good break from that. However, cliche is cliche.

But of course, I believe in execution over ideas. And for DQXI, I feel kind of mixed. At first, the cutscenes seemed pretty short and sweet; enough to get the point across since they know you’ve seen all this before. But in the second half of the game, it started to take itself super seriously, and the cutscenes got more abundant. The cinematics felt bog-standard, and even half-assed at times. I felt like this game didn’t know if it wanted to provide a streamlined narrative or if it wanted to pass itself off as something more epic.

And to be honest, it’s more so me instead of the game. In my life, I’ve seen variations of the same lines of dialogue hundreds, if not thousands, of times. I decided that I needed to pick my battles when it came down to if I wanted to be emotionally invested in a story, and DQXI did not make the cut. I see comments like “It’s cliche, but it has a ton of heart” for stuff like this, and that’s when I realized that the appeal of Dragon Quest as a whole is that human emotional mindset that eludes me to this day.

In addition to the narrative, the characters embody JRPG tropes at their most uninspired and cliche; the very definition of by-the-book. The only character that I liked was Sylvando, but that’s more so because his archetype is inherently difficult to mess up compared to everyone else. And Toriyama… I’m sorry, but it feels like this man’s finally starting to run out of steam as an artist. While the art style itself is timeless, after this many years, one can only come up with so many ideas. Either a character is more or less ripped straight from Dragon Ball (like the main character, who looks too much like Android 17), or it appears Toriyama just took a stock fantasy design and slapped his signature face style on it.

I am ragging on the story and characters a lot, but if there’s one positive, it’s… the fact that this game came out in the 2010s. If anyone’s familiar with the good ol’ days (or watches a lot of YouTubers who play old games), you’d know that localization was a BIT terrible back then. They botched numerous translations, and straight-up censored any presence of Japanese culture (which Yo-Kai Watch does anyway *grumble* *grumble*), and anything that Westerners would consider taboo. As a result, it’s weird to see a lot of old tropes not censored in DQXI. We have plenty of porno mags, actually translated as such, and the game’s weird obsession with trying to involve the main character and his older half-sister in an incestuous relationship. They do censor prostitution with the onomatopoeia “*puff* *puff*”, but that could be chalked up as a timeless Dragon Quest meme that just stuck over the years. Another BIG distinction is that this is the first JRPG I have ever played that refers to KO’d party members as “dead”. SO EDGY. The story writing might be meh, but at least the flavor text isn’t!

And even then, sometimes the flavor text has TOO much personality. For example, if there’s anything you are unable to do in the game, the text is arbitrarily read as “You can’t currently do XYZ yet”. As a writer, I learned to not have such redundancy in text, and it bothers me that it’s in an official game; it felt like they were just bragging about how good their localization is. Another standout feature is that every area has its own [racist] dialect. While some of them are cute, these accents are often so thick that I had legitimate trouble reading them. Sometimes, too much of a good thing is bad.

Fortunately, what I really care about is gameplay. DQXI is a good, old fashioned, rootin’ tootin’, retro JRPG. When battle starts, you pick your character’s command when it’s their turn, and do the move. Everything is as it says on the tin. If you’ve played a JRPG, you’ve played this one. Battles can also be set to go extra fast, just in case you need to grind, but this game isn’t designed to be grindy (but that doesn’t mean grinding isn’t encouraged, like for materials and stuff). 

Thankfully, DQXI has a lot of modern quality-of-life mechanics. For example, you can press Y on the pause menu to instantly heal every party member in the most MP-friendly way possible (THANK YOU). Also, whenever you sell an item, the shopkeep will warn you if you’re about to sell something one-of-a-kind. 

Conversely, there is a very Earthbound-like inventory management mechanic. Each party member can carry only so many items, including equipment. Fortunately, there are infinitely large bags for excess items, equipment, as well as a slot for key items. Transferring items is pretty easy, but you gotta remember to do it, or else you’ll be thirty-plus hours into the game, in a tough battle, and only have poop-tier healing items.

The modern twist that Dragon Quest XI uses to stand out is Pep Powers. With Pep Powers, your character basically goes Super Saiyan (since this is an Akira Toriyama game, after all), and if the right party members are Pepped, you get access to what essentially are Dual and Triple Techs from Chrono Trigger, and as expected, being able to try out all these combinations is no doubt the best aspect of the game. However, there are a number of issues. Although the game says that Pep kicks in after your character takes a lot of damage, similar to a Tales Of game’s Overlimit, in my experience it seems to be purely random. Furthermore, the Pep status goes away as soon as you use one Pep Power, or after a certain number of turns, which the game thankfully gives a visual indication on the last turn that it’s available on. What sucks is that the Pep Powers are the coolest aspect of the game, yet you cannot control the conditions at which you use them other than with items that you don’t get until AFTER YOU BEAT THE FINAL BOSS. Fortunately, ending a battle in the Pep state causes it to carry over, which can help in a tougher battle; but at the same time you’d have to grind battles if you wish to rely on Pep for said situations. 

Another thing I find tedious is the game’s skill tree. Normally, I love skill trees in JRPGs, however, Dragon Quest XI‘s is really stingy. You only get skill points on level up, which starts off small but comes in bigger chunks at higher levels. This is good because most skills require 6, 10, or even more skill points each. There is a mechanic to unlearn skills, but it can only work on entire categories, which is a pain if you only want to drop one skill.

One of the most interesting aspects of the game is that everyone has different weapons they can use, such as a regular sword or a greatsword for the main protagonist. Each section of their skill tree is devoted to one of the weapon styles, plus an additional style that’s unique to them only. I’ve been doing skill trees by committing to a single section at a time, which is likely not the way the game intends, since skills are pricier the further out from the center you go, and it’s a real pain. The game lets you re-equip different weapons mid-battle without taking up your turn, which is nice, so it’s possible that the game wants you to fill in multiple branches at once.

The crafting system in Dragon Quest XI is really fun. With the Fun-time Forge, you can craft new equipment with materials you find around the world (as well as their recipes). This starts a minigame where you have a limited number of strikes to fill up gauges on different areas of the equipment. You want to fill it up to the green section, but REALLY want to fill up to the arrow on each gauge (which will be indicated by it turning yellow). The closer you get, the better the final product will be, with the best being a Perfection. Forging things successfully gives you Perfectionist Pearls, which can be consumed to reforge something to make it stronger. Make sure you reforge as many things as possible, because it doesn’t just increase stats, but the power of bonus effects, like elemental and status resistances. Levelling up the main character also boosts your forging skills, which can increase your Focus and allow him to learn Flourishes, which are special moves that make the minigame even more interesting than before. Options are limited early on, but it gets rather interesting on the tougher equipment.

The world of DQXI is- although colorful and vibrant- very large and bland. I get that this world was designed with the ability to be played in old school top-down style or 3D, but that doesn’t mean it’s any less uninspired. Also, the game’s soundtrack is kind of meh, but it doesn’t grate on you unless you start doing tedious stuff like material farming. The towns have the best personality and the most thought put into them, but they seem to act like vehicles for padding the game more than anything else.

Oh, speaking of padding: get used to that a lot. Like I said before, each first arrival in a new town has you running around towards numerous objectives that take place throughout the town itself. The worst case is the interlude in between the first two acts of the game. In it, you have to play through four consecutive scenarios, each starting a party member by themselves, and none of them are even remotely enjoyable besides the first one. You can also potentially permanently miss collectibles during these scenes, and I only say “potentially” because it’s not entirely clear if optional stuff done in these scenarios has impact for later (if this was a Final Fantasy or Tales Of game, it definitely would). 

But after that agonizing section, the game truly starts. It sucks that it takes about thirty-five hours, but it really does go from a slightly-above-average JRPG to a straight-up great JRPG. There is so much more depth, and each party member gets a ton of new abilities after going through huge epiphanies in their character arcs. Once you start this part of the game, it appears that you can tackle things in any order you choose… until you are gated time and time again by several annoying prerequisites. I hate it when games do this, and DQXI is no exception.

As far as side quests go, there aren’t as many as most JRPGs. However, there is also a side section where you find weird ghosts that unlock different areas of past Dragon Quest worlds in a special, 2D only zone. The biggest problem with 2D mode is that the text box color and font color can be very straining to read. Plus, you can’t save in this place at all, which reduces the incentive to knock out many quests at once. These never expire, so it’s ideal to do them all at onces towards the end of the game (also, you don’t have to gouge your eyes out at the freakin’ UI for as long since you’d be higher level).

The game also has a Draconian Quest setting, which lets you custom set some handicaps which will make the game harder. I chose one where NPCs can sometimes lie, because I thought they would give me false game advice, such as, “Use this ability on this enemy, whoops that actually does the opposite of killing them,” but the lies are all gobble-di-gook and the game plays a jingle whenever one actually occurred. It’s funny if it happens with a story-important NPC, but I imagine it gets really hard if you have tough enemies and no armor handicaps. The later parts of the game would be nightmarish like this.

When it comes to a casual campaign, DQXI is relatively tame. As long as your party is at its proper level, and you understand the mechanics, it isn’t too difficult. There are some dumb quirks, however, such as the fact that enemies can randomly start with an advantage even when you get a pre-emptive strike. Another really stupid thing is the case with any status that can be cured by attacking the afflicted person. If you use an attack that targets all enemies, you will target the person with the status as well. I have gotten characters killed because of this. Also, I have a pet peeve for any JRPG where you can’t see the turn order in battle, and DQXI is one such case.

Like any JRPG, DQXI has gambling. Fortunately, DQXI has one of the most generous cases of gambling in any JRPG. The game has two casinos, the second of which comes up during the second act. Naturally, the latter casino has the better prizes. In fact, the first casino doesn’t have anything worth buying long term, except for some recipe book. The other casino has a great weapon for Sylvando, some really useful equipment, and the only purchasable MP restoratives in the game. 

The only method I used to earn tokens was the good old slots. I wasn’t old (read as: stupid) enough to gamble IRL, so I never got to understand how things like blackjack and roulettes work. The Slime Quest slots had twelve pages of instructions, and I couldn’t understand crap. I presume the regular slots are the least lucrative method, but they’re reliable. Use save scumming often, and build up enough tokens off of the low paying machines to bet big on the red, high paying machines. The slots are very generous; once you build two of a kind, the game is likely to indulge and complete it for you. You also have a chance of a Mrs. Slime giving you a push if you’re one away from completing a combination. The best thing that can happen is Metal Mode, which will temporarily double the value of everything. Generally, I had much more luck during this state than regular slots. Earning Free Spins is also great because it prioritizes using them over Silver Spins. Thus, earning them during Metal Mode will effectively give you extra Silver Spins. Getting five 7s in Metal Mode gives you the jackpot, and I’ve earned around seven of them during my gameplay. This is by far the easiest gambling area in any JRPG.

If there’s anything I’ll give props to Dragon Quest XI for, it’s perhaps having one the most substantial post-games of any JRPG I’ve ever played. It doesn’t just open up an entirely new story arc, but it gives you tons of new quests, the Ultimate Key to help access new areas, and more. Unfortunately, the whole premise of the post-game is so bad that it makes any remotely salvageable aspect of the main story null and void.

To sum up the post-game, you basically travel back in time to pre-emptively defeat the final boss (don’t worry; it’s a completely different fight the second time), which causes an EVEN EVILER EVIL to appear. While it’s typical for new villains to show up for no reason in battle shounen, the time travel aspect is what kills it. Toriyama is no stranger to the trope, but in this particular instance, a lot of the genuine struggles of the latter half of the game are completely wiped off the slate. One of your main party members dies, and is brought back with no consequence. Any amount of character development is out the window. With the exception of two party members, you just experience abridged versions of those same struggles that feel way stiffer than the first time around. And all the new abilities that they awakened at that point? Mr. Popo just waves some pixie dust and they learn it all back instantly! I was willing to give the plot some sort of benefit of the doubt, but this post-game arc crosses the line. I mean, wow.

One final confession before I give the final score: I’m publishing this review without having completely completed the post-game. I’m sorry, but I have next to no time in my life. I simply do not like DQXI enough to effectively double the length of the game (yes that’s how much there is to do after the final boss). But honestly, I doubt that beating the final FINAL boss will single-handedly change my opinion of the WHOLE game.

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Final Verdict: 8/10

Dragon Quest XI is a great JRPG, but it’s not the best. I find it baffling that a lot of people in the community seem to absolutely adore this game, as if it was one of the greatest JRPGs ever. Maybe they figured out how to manipulate the Pep Powers, which could’ve enhanced the experience. It could be a generational thing; it borrows elements from Final Fantasy 6 and Chrono Trigger, and while veterans might see an inferior variant, kids who’re playing DQXI as their first ever JRPG would have their minds blown nonetheless. Overall, I’d recommend DQXI if you’re a JRPG junkie, but there are a lot of other things that outclass it.

Pokemon Sword and Shield: Isle of Armor DLC Campaign Review

The eight Generation of Pokemon has been perhaps the most controversial in the series’ history. Pokemon Sword and Shield has gotten a bad rap since they were first announced, when it was stated that there would be no National Pokedex for the first time in the franchise. And the games themselves have… issues. In my own review of Pokemon Shield, I praised the graphics, quality-of-life improvements, somewhat decent character development, and enjoyable difficulty level. However, it also had a lacking postgame, and perhaps the emptiest region design in the entire series. Plus, the Wild Areas- which could’ve made Pokemon a more open-world and grandiose JRPG- were just vast expanses of nothing. Despite all this, the new DLC might make Gen Eight more viable. Today, I cover the first part of the Sword and Shield DLC: Isle of Armor, specifically, the Shield version.

In this DLC campaign, your character is mysteriously given the Armor Pass, which allows them to go to the Isle of Amor. As you enter the train station, you end up fighting against a Galarian Slowpoke (unless you played the update beforehand in which case you already did that months ago), and catch a glimpse of a strange character heading off to the aforementioned Isle. When you arrive there yourself, you are challenged by this person and compelled to train at this Master Dojo place on the island.

With this being DLC, the story here can’t intrude on the main story; consider it filler in an old anime. The Pokemon here average at around level 60, and with battles exceeding level 70, making it seem like you are meant to go here during the postgame. But tbh, there really isn’t much of a story. You go there, fight some people, get a new Pokemon. The dojo master does foreshadow some kind of undisclosed event at the end, but I’m going to assume that’s Crown Tundra territory, since I couldn’t find anything of plot interest after the campaign.

This DLC does introduce some new faces, and one of them is determined by your version of the game. My new rival on the Isle of Armor was an eccentric, tye-dye-clad psychic named Avery. He is a lot like Kukui from Sun and Moon; someone with a secret other personality, and the tendency to use Pokemon moves’ names in their dialogue. His character arc was short, but sweet. The Dojo Master, Mustard, is also a great character with that lovable “old-fart-who’s-actually-really-strong” personality.

I don’t know about you, but I spent a lot of postgame doing Dynamax hunting, and since I was stuck with poopy A.I., I jacked up my team members’ levels to average at the mid seventies, way too high for the Isle of Armor. So, I made an entirely new team, with Pokemon caught specifically in the Isle. While some were carried over from the main overworld, there were definitely a lot of missed faces from previous Generations, such as Sharpedo and Jigglypuff. I was able to use Pokemon that I had never used myself in a serious campaign, and I was glad at this opportunity from the Isle of Armor. Since it’s short, I might just take the same team to Crown Tundra.

Design-wise, the Isle of Armor shows some great positives. After you fight your first battle, you’re told to head to the Master Dojo immediately. In most Pokemon games, you’d be blocked every which way various NPC, such as poachers who tried to force you to buy their Slowpoke Tails. But here, you are actually able to explore the whole perimeter of the island to your heart’s content. There’s also a lot more biomes in this area than in the main Wild Areas.

Unfortunately, the Isle of Armor is still an island, and an unsurprisingly small one. It only takes about a couple of hours to scope out the whole area, and that’s if you try to catch every new Pokemon as you see them. The individual biomes themselves are also similarly bland to the Wild Areas, with Pokemon placement just as haphazard as before.

But just because it’s small, doesn’t mean that there isn’t a lot to do. Unfortunately, a lot of that “lot” is helping out the Diglett Trainer. There are ONE HUNDRED FIFTY Alolan Digletts all over this place, and he wants you to find them. It’s nowhere near as bad as the Red Lobster thing in Xenoblade Chronicles X, and for a number of reasons. For one thing, the game actually tells you how many are in each area. And more importantly, ALL OF THEM EXIST AT ONCE. But if you don’t have 20/20 vision, good luck finding them. Your only visual indication is the three little hairs that stick out of the ground, which blend in in a lot of places. You obtain a regional variant Pokemon for hitting certain milestones. I didn’t find all of them because my last reward was Alolan Eggxecutor and that was good enough for me. There is also a new mechanic with the Watts. After a certain point, you can donate them to spruce up the dojo. It takes HUNDREDS OF THOUSANDS to get all the upgrades, and I honestly didn’t have that kind of time.

In addition to this is the Armorite Ore mechanic. You earn these by doing Dynamax battles on the island, and they can be used on this one dude to dig for more Watts, a guy at the dojo to teach some exclusive new moves (as in entirely new to the series), and on this one lady in an all-or-nothing gamble for additional Armorite Ore. The first and latter mechanics are all luck-based. Also luck-based is the Cram-o-Matic. You can insert items and pray that you get a better one. Using berries can make TRs appear. Additionally, Apricorns return to this game, and using them can get you a rare Poke Ball… if you’re lucky.

A welcome addition is Max Soup. This stuff can take any Pokemon whose species is capable of Gigantimaxing, and enable that to any of that species that can’t Gigantimax. This is a really good mechanic. However, it requires Max Mushrooms, which are easy enough to find, but only respawn after Dynamax Battles. And as someone who needs to rely on A.I. trainers to win them… I didn’t exactly get to use Max Soup too often.

The new Pokemon are the biggest reason to play Isle of Armor. First up is Galarian Slowbro. There are two reasons why it’s one of my favorite regional variants yet. The first reason is that I’ll never forget the time when Chuggaaconroy trollishly made Lucahjin and MasaeAnela draw it during TheRunawayGuys Colosseum Direct before it was ever revealed. The second reason is that it’s flat-out really good. It comes with the unique Poison-Psychic type, and the effect of the Quick Claw as an ability. I paired it up with an actual Quick Claw… and have no idea if the effects stack. But hey, it makes me feel good!

The other new Pokemon is Kubfu. It starts off as a typical Fighting-Type, but after MUCH level grinding, you can use it to take on one of two towers. Whichever one you beat determines which version of Urushifu it evolves into. Urushifu is definitely a great Pokemon, or at least my version is. It comes with an ability where it ignores Protect as long as it attacks with a direct contact move, plus a signature move with great base power that always crits.

As I said before, there isn’t anything of story interest after you finish Isle of Armor (unless I missed it). But there is one thing that does appear: Restricted Sparring. This is a competitive battle gauntlet, much like the Battle Tower, but you can only use teams with a matching Type. It’s really interesting, especially as someone who’s always wanted to do entire campaigns in this manner. But since it has teams built around competitive battling… yeah, I didn’t dabble in it too much.

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Final Verdict: 7.65/10

The Isle of Armor improves a lot of Sword and Shield mechanics, and shows the potential for what a hypothetical Generation Nine can hold. However, it’s short-lived and relies on grindy mechanics in order for you to get the bang for your buck. It’s worth playing if you’re a series’ veteran, but it’s more rational to wait and see if the Crown Tundra can justify the Expansion Pass’ cost.

The Legend of Heroes: Trails of Cold Steel II Full Game Review

PREFACE: In case you do not already know, I should warn you the Trails of Cold Steel Franchise is explicitly designed to be played in chronological order. No, it doesn’t have a stupidly convoluted plot like Metal Gear or Kingdom Hearts, but this is nonetheless a direct continuation of the first game. As such, this review will contain unmarked spoilers of the first game. I will also not explain any basic mechanics of the first game, as you are expected to know already from playing it. If you are interested in this franchise, click on this link to read my review of Trails of Cold Steel I.


Intro

The Legend of Heroes: Trails of Cold Steel has its strengths and weaknesses, but overall, it was never meant to be a full game; no, it exists solely to lay down the groundwork for a truly epic tale, spanning four massive games. I was more engaged in the story of Cold Steel than any JRPG I’ve ever played, and it was definitely one of the best turn-based JRPGs in terms of gameplay. With that ridiculous ending- Crow being one of the main antagonists, mechs existing, Crossbell’s declaration of independence, mechs existing, Ouroboros and Fie’s old squad have been helping the Noble Alliance pull all the political strings, MECHS EXISTING- my body was beyond ready for the sequel. The first Cold Steel set the expectations, now it’s up to The Legend of Heroes: Trails of Cold Steel II, to meet said expectations.

When we last left our intrepid hero, Rean Schwarzer, he- in his mech, Valimar- was forced to leave his buddies in Class VII behind during a losing battle against Crow, the leader of the Imperial Liberation Front. A month later, Rean wakes up on a mountain range with Emma’s mysterious cat, Celine. Now it’s time for him to make like a battle shounen protagonist and pick himself back off the ground and find what’s left of Class VII! 

Same World, New Problem

Immediately, the game starts off way sadder than Cold Steel I (even if the opening sorta ruins it a little by showing that EVERY student in Class VII is still alive). As soon as you start the game, the familiar title card appears dark, with the words singed by fire. A minor-key remix of the original game’s titlescreen music plays, and zooms in on Rean’s unconscious body. His voice actor sounds much more distraught than usual at first, and his portrait in the menu looks like someone who’s been through hell and back. Then, mere minutes after you find respite in his hometown of Ymir during the prologue, the town gets attacked. In most JRPGs, I’d say that an opening like this would constitute little more than shock value. But since this is a continuation of an existing story, it’s actually more effective, since you’re likely to be invested in the story if you’re picking up this game up after playing the previous one.

If you’re still new to the series, and you’re STILL reading this review anyway, I should SERIOUSLY warn you that the game basically gives you the finger for not starting from the beginning. There are two reasons why it’s seriously important to start from Cold Steel I, and the first of which is merely because it will be way too overwhelming if you don’t. The title screen does have a menu to read a recap of the first game, but honestly, the first game is so involved, you’d spend hours of Cold Steel II trying to memorize everything while trying to follow the present plot. 

But even for a returning player, it can be confusing knowing who’s on what team. So here, I’ll remind you. The Imperial Liberation Front is in cahoots with Fie’s old jaeger squad, Zephyr, who both report to Duke Ceyenne, the leader of the Noble Alliance. Ouroboros is with them as well, but Sharon seems to be a double agent; someone on both our and their side. Vita, the sexy sorceress lady, seems to be in a third group, containing space wizards (or something) who’ve been working on a completely separate thing. 

I pointed out that you need to keep in mind that Cold Steel I is the start of a larger story in order to enjoy it. In Cold Steel II, you need to keep in mind that it’s a continuation of a larger story. As a result, there are a lot of reused assets. While the world is big enough that you do get to visit areas that have only been mentioned, there are times where you return to old places. It really plays on your nostalgia bug, like at the start of chapter one, which has you go through a previous Field Study dungeon backwards.

Unfortunately, playing this game has kind of broken my immersion when it comes to Erebonia itself. Cold Steel I was split into multiple, self-contained areas, connected by long train rides. This was an effective way to make you use your imagination, and imagine the grandiose scope of the world. However, in Cold Steel II, you end up taking the roads that connect various areas in foot… and this is where the immersion breaks. It’s as soon as you set foot into Trista Highway for the first time that it’s made apparent; those train rides that took hours of in-game time were the alternative to roads that took minutes to traverse. It’s a nitpick, I know, but Erebonia definitely feels less Tolkienian since the world feels so much smaller now.

As far as the narrative is concerned, it’s actually… kind of lacking for a direct continuation, especially after an ending like Cold Steel I. Similar to how the first game’s purpose is to acquaint us with the world of Erebonia and all who inhabit it, Cold Steel II starts by reacquainting us with it, and seeing how much has changed as a result of the war. But even after the point where the story is supposed to ramp up, most of the game boils down to reclaiming areas from the first game, and gaining more support. It’s satisfying to do, but you don’t learn much about the core narrative, at least not until around the 75% point of the game, when it vomits information at you like any JRPG would.

The biggest issue with the narrative is that it never ends. After you defeat what is very much intended to be the final boss (which took me two and a half hours by itself because there’s, like, five phases), you end up playing a side section that serves no purpose other than to get players interested in another franchise set within the same universe (which, I’ll admit, was pretty darn effective, even if those games aren’t released in the U.S.). And then, you get an entire in-game day’s worth of content to do. AND AFTER THAT, the true final dungeon appears for no discernible reason. It got so annoying. The issue is that this game hypes itself up to be the conclusion of Cold Steel, and while it does a pretty good job at conveying that on an emotional level, it is very watered down by the known presence of two more games.

Same Faces… Plus a Few New Ones

Fortunately, there’s a surprising amount of stuff to learn from the characters. We get closer looks at characters like Claire and Sharon, and even deeper looks at the students of Class VII. I love them even more than I did before. To think that I brushed most of them off as bland anime tropes at first… that’s character development at its finest. I’ve grown so attached to them, that I even gave some of them nicknames, such as “Reany-Beany” and “Useless Jusis” (even though the latter is my favorite of the supporting male characters).

We also get more development on the antagonists, such as Crow. Plus, there are some interesting new antagonists with quirky personalities, such as the cocky yet socially awkward Duvalie, and the sleepy McBurn. Unfortunately, Duke Cayenne proves to be a pretty one-dimensional villain for the post part.

Audiovisuals

Unsurprisingly, Cold Steel II‘s graphics aren’t too different from the first game. I shouldn’t have expected them to be since it’s both the same system and the same world, but I still had to mention it. But one thing I didn’t acknowledge in my review of the first game is that a lot of the animations for attacks, especially S-Crafts, have aged very well. They look soooooooo animeeeeeee!

The soundtrack is also more-or-less the same. A lot of tracks are reused, but there are also some new, updated battle themes. Unfortunately, a lot of tracks overstay their welcome. One bad example is that there’s a point where you tackle four dungeons in quick succession, and music for all of them is some really grating opera. Furthermore, the previous game’s issue of “having the dungeon theme play over the battle theme because it’s INTENSE” comes back even more in this game. And similar to the other example, those themes get reused as well.

Gameplay (Intro)

For the gameplay section, I will still split it into Daily Life and Deadly Life. But like I said before, I will go over mechanics as if you’re already familiar with the first game. I will also bring up the fact that this version of the game, Relentless Edition, SPOILS you. First off, the amazing Turbo Mode feature is still present. Second off, you get WAY more items in the DLC than last time, including 99 U-Materials. 

Before we start, I must also bring up the other important reason to play Cold Steel I first. When starting a new game of Cold Steel II, you will be asked if you want to load Clear Save Data from Trails I on your system. Doing this will give you items based on Rean’s previous Academy Rank, and change dialogue based on various accomplishments, as well as the person you chose to dance with at the end of Cold Steel I (G.G. for anyone who chose Crow). It felt really satisfying to have my actions acknowledged, and it helped maintain a sense of continuity.

Daily Life

JRPGs Always Need an Airship

So, the first question I- and probably a lot of people asked- going into Cold Steel II was, “Without Thors, how’re we gonna have the same school mechanics?” Well, the answer is a minor spoiler, and one that is spoiled in the game’s intro at that. After a certain point, your main base of operations is on the Courageous.

But the problem with the Courageous is that it needs some help. Fortunately, scattered throughout the world are your fellow peers from Thors. Whenever you see them, it is encouraged to recruit them to the ship, as many of them unlock new facilities. Most of these are carry-over mechanics from Cold Steel I, so I will only discuss new things here.

For starters, there’s new training facilities. These are basically your Practical Exams from Cold Steel I, except you can do them whenever. They are split into Melee, Range, and Arts, where you are locked into using characters who are built around those fighting styles. The biggest issue with them (other than how stupid hard they get) is that you don’t get to prep anyone before the fight itself like you can in the first game. Furthermore, you don’t get to see the conditions until the battle starts, which can be annoying.

There’s also the new Triple Tri- I mean- Blade II. This game plays like the first one, but with meaner trap cards: Blast and Force. Blast Cards allow you to destroy a card in your opponent’s hand (but you can’t look at it), and Force Cards double your total. Even with how game-breaking these new cards are, I still lost 95% of the time because I suck. 

Once you recruit Munk, you are able to bribe him to apply to radio contests on your behalf. There’s a cheap one where you win a modest prize, and a high-risk, high-rewards one. The results come in after five battles (excluding the training facilities in the Courageous), so make sure you use it before you go out into a combat area.

“Hey, Rean! Have you finished those errands?”

Quests are pretty much unchanged, except with the added feature of reporting manually by Skyping Olivert. And despite the hard times, people can afford to pay up. In addition to the usual rewards for completing a quest, you get a monetary donation for reporting it. There are still hidden quests, and they are sneakier than ever. Some require you to have or not have certain people in your party (but I have no idea if the game indicates it to you because I was always lucky enough to already have met the conditions).

But unlike the first game, you cannot miss ANY quests if you want to max out your Academy Rank. Last time, I missed three and still barely got it. But now, even after doing every quest (with the trophy to confirm it), I ended the game with only ONE excess AP. There is only a sliver of leeway, as I didn’t get all S-Ranks despite getting all quests. I guess some of them had more favorable outcomes and I didn’t realize it. Fortunately, due to the game’s circumstances, there are no exams this time! Yay!

You Never Have Enough Sepith in This Game

One thing I noticed in Cold Steel II was that everyone’s Arcus slots are still fully opened. But that doesn’t mean you’re out of the woods. In this game, you spend Sepith to UPGRADE your slots, and I blew through most of my DLC Sepith just to be barely close to maxing out one character. If you don’t do this, you can’t equip rare quartz. It’s annoying, but they had to change it up somehow. As a side note, you eventually get the ability to create EX Orbs, which are equipped to Valimar to boost its stats.

Wow, this game has an actual overworld!

The most standout improvement in Cold Steel II is the ability to go to older areas at will. The Courageous makes it really easy to do so, and you can leave from almost any point on the map. There are times where you will be asked for specific party members, but fortunately, summoning the Courageous from the overworld allows you to reorganize your team without having to leave and come back.

So, what did Cold Steel II do to replace the Old Schoolhouse? Peppered throughout the world are these strange shrines. Gameplay-wise, they’re the same as the Old Schoolhouse; do the floor, beat the boss. You can’t complete them at first, but you obtain bonus AP for knocking out what you can early on (plus they got good loot in them).

The whole Courageous thing is the best and worst aspect of the game. It does open up a lot stuff, and adds much variety when you’re running errands for people. One thing I noticed is that there aren’t as many hidden quests once you obtain the Courageous (in fact, I only had one in Act 2 Part 4 and one in the Final Act), which is nice. However, this new level of accessibility makes it so that you can get said missable items out of sequence. And it’s not based on the order that the areas come up in the story; for example, a single shop can have both the first recipe and last book chapter of that particular time bracket. As a result, I think I spent even more time repeatedly talking to the same NPCs over and over again than I did last time.

Saving the World? Nah, I’d Rather Fish and Cook

Cooking and fishing have both been buffed since last time. While fishing is mechanically unchanged, fishing spots get marked on the map after being used once, which is nice. And due to the ability to travel to older areas, you get a lot more respawning fishing spots that you can use. Unfortunately, this also means completing the fishing is a nightmare. In Cold Steel I, all fish eventually end up in Trista. However, that’s not the case here. Furthermore, the fishing locations don’t respawn as quickly as they should, meaning that you’ll need more groundbait than ever (or save-scumming) if you want to get all the fish… on top of having to try each and every location without knowing which one has a fish you missed. In fact, I resorted to looking up the fish just to save time. But hey, at least recipes are only cooked by one character now, which simplifies the process of getting a specific type of dish.

Nakama Power, the Most Important Superpower in Any Anime

Bonding Events are much more important in this game. While there are some Bonding Events early on, the bulk of them take place on Stopover Days that occur at the end of a chapter once you obtain the Courageous. Unlike the first game, EVERY party member, as well as Alfin and Towa, are available to spend time with. While you get more Bonding Points than last time, it’s not enough to make it easier to decide. “We’ll, it’s not gonna kill me if I don’t know EVERYTHING about EVERYBODY,” you think. We’ll, you might just want to save-scum to view every event, because Bonding Events have a new and trollish effect. Some SPECIFIC events will allow a character to learn new abilities earlier than they would’ve from levelling up, which is kind of annoying. I only saw one of these particular events, and the game doesn’t even tell you about them in the first place.

There’s also the case of Final Bonding Events. These are exclusive scenes between Rean and assorted characters towards the end of the game. In order to unlock a character’s Final Bonding Event, you must get their link level to its second-highest level, which is now six out of seven (technically, it only needs to be up to five and a half or so since finishing Act 2 boosts everyone’s links by 1000), as well as fulfill specific other conditions. You can also have Towa and Alfin in line for this, but you will need to do every single Bonding Event with them in order to be able to satisfy the conditions with them. Fortunately, the game will tell you when you have an opportunity to satisfy one of said conditions, which is something much appreciated that most JRPGs don’t bother doing. Also, once you recruit Beryl, you can use her services to confirm with whom you have met the conditions for. Unfortunately, when the time comes, you can only do one per playthrough, so save-scumming at that point is essential. It is also impossible to meet the conditions with everyone at once. This means that you will have to play through again in New Game+ to see everything (which you would’ve had to do anyway to complete the character notebook entries).

What is this, Sonic Adventure 1?

A new mechanic is snowboarding. Throughout the story, you unlock new courses to snowboard in. Beating these gets you great prizes, but like in any videogame, it gets really difficult late on.  In addition to snowboards, you also get to ride Angelica’s bike. It can be used almost anywhere and greatly makes up for the lack of fast travel points on highways.

Deadly Life

A Steep Learning Curve Just got Even Steeper

Here’s the final reason as to why Cold Steel II does not like newcomers: All the combat mechanics learned over the course of more than half of Cold Steel I… is taught all at once during the Prologue. So seriously… if you’re somehow still reading this and not familiar with the series. FOR THE LOVE OF AIDIOS, PLAY COLD STEEL I

For returning players, this brings some immediate positives. In Cold Steel II, every character has all their Craft and S-Craft from the first game. Your Link levels are also higher at the start, with Rean starting at Link Level 2 with everyone. This at least makes it easier for returning players to get reacclimated to the game.

A new mechanic is Overdrive. Use this between a pair of Linked characters to give them a free heal, and a set of three free attack turns with no delay. This also guarantees Unbalancing. The gauge fills by doing things in battle, but it fills up much faster based on your tactical bonuses at the end of a battle. Unfortunately, only people paired with Rean can do it…

…at first. New to Cold Steel II are Trial Chests. These chests make a set pair of party members fight a tough battle. But as a reward, you get great items, a heap of Link XP for that pair, and unlock the ability for them to use Overdrive together. It’s a great way for characters that aren’t Rean to get large amounts of Link XP, since the bonding events from Cold Steel I kinda threw off the balance of everyone’s link levels (but it still ends up being way off-balanced).

Mech Battles Before Xenoblade X Made it Cool

My biggest concern when it came to combat was how Cold Steel II would expand on the Divine Knight (a.k.a. mech) battles. Introduced during the final boss of Cold Steel I, mech battles felt very stressful and iffy. Basically, mech battles were a game of rock-paper-scissors, where you had to attack a section of the target that was weak- the head, the body, or the arms. Attacking a weak point resulted in a crit, which allowed you to press X for an immediate Follow-up, and after obtaining three Bravery Points, you could use a powerful Finisher (basically an S-Craft). The catch is that the weakness changed based on the enemy’s stance, which resulted in having to memorize a lot of combinations. Attacking the wrong spot could result in getting the attack blocked, or worse, evaded. This, as always, gives enemies the chance to counter. You also couldn’t Impede attacks that enemies were charging up last time, even if you inflicted a crit, so you were basically screwed.

Fortunately, Cold Steel II greatly fixes some of these issues. The game adds a Defend command, which allows you to greatly reduce damage and recover a small chunk of HP. But one of the best additions by far is the fact they show the Unbalance Efficacy of each piece- in each stance- after you attack it once. THANK YOU.

Although Rean is on his own in mech battles, his buddies can at least help with EX Arts. Basically, you have another character who takes their own turn in the fights. When it’s their turn, you can have them cast some EX Arts, the nature of which are determined by the person. This greatly fleshes out the mech battles, plus every person has a charge function to restore Valimar’s EP (which doesn’t really justify the parts of the game where you wait for him to recharge…). You also have a Unity Attack that you can do with five Bravery Points.

Other Things to Keep in Mind

Rean also gets some significant boosts in this game. After a while, he is able to summon Valimar to regular battles for three turns, and is able to activate his Super Saiyan form at will. These can be very useful in some super-tough battles, especially if you play it on Nightmare difficulty.

One new feature is the optional bosses, the Cryptids. These enemies appear throughout the world after certain points in the story. Defeating them nets you a rare quartz containing a Lost Art. These Arts are really powerful, but consume all of a character’s EP. Fortunately, they are affected by the Zero-Arts turn bonus, which can seriously save your bum. I didn’t use them too often, but I imagine they are essential in Hard and Nightmare difficulties.

Either This Game is Hard… or I Suck

If it wasn’t obvious enough that this game alienates newcomers, they also make it much harder than Cold Steel I. I died way more often than before, and in this game I actually knew what I was doing. They really expect you to have mastered the turn order system, along with all the other mechanics, ‘cuz the kid gloves are off this time! The game also introduces a rare case of enemy attacks that ignore and remove all buffs, and some of these attacks happen to be their strongest attack. The Zeram Capsule + Moebius setup I utilized in the last game made its final dungeon a joke, but that same setup was a necessity in this game. If I hadn’t gotten forty of them as DLC, I would’ve been sunk.

Fortunately, I learned some important things about the series that I didn’t know last time. Stat changes do stack in Cold Steel, which I honestly should’ve noticed before. Also, Evasion is a broken stat in this series, especially if you give your most dodgy character (preferably Fie) the Wrath Quartz, which makes all counterattacks crit. I also had her paired with the Master Quartz, Mirage, which adds a good chance of evading magic. This game was my first time trying an Evasion build on a character; I’ve always prioritized defense in JRPGs in the past. Furthermore, Speed is immensely important, as it reduces characters’ Delay between turns, which again, is something I should’ve known last time.

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Final Verdict: 9.5/10

Trails of Cold Steel II is a massive improvement over the first game in almost every way (except strictness, and knowing when to roll credits). At this point, I am hooked on this story and I fully intend to see it to its end (and pray that I get the True Ending of the fourth game). However, I am concerned about the third game. Based on the one thing I know about it, it feels like it will be a step backward for the series. Well, with my job opened back up, you won’t know how I feel about it for a while. Anyways, as far as recommendations for Trails of Cold Steel is concerned, I think it’s definitely worth giving a shot, even if you are uncomfortable with missing things. The game is good at letting you know when you’re at a cut-off point, making it a lot less stressful than most JRPGs.

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.