Sometimes, I think the stuff I’ve read has caused me to lose brain cells. I used to be pretty good at handling some mature and complex themes, but nowadays, I want simple, dumb stuff. The new J-Novel Club publication, WATARU!!! The Hot-Blooded Fighting Teen & His Epic Adventures After Stopping a Truck with His Bare Hands!, is one of those braincell-killers. I am pretty damn sure that a monumental amount of people would hate this LN, and yet… I LOVE IT!
In WATARU!!!, the titular Wataru Ito is about to be hit by the Truck-kun that has sent many-a clueless adolescent male to another world. Due to his insane strength, he stops it with his bare hands. However, as to not kill the driver from the forced deceleration, he lets the truck hit him. Wataru is brought into another world, and sets off to fight the strongest opponent: the Demon Lord, Deus!
This… WATARU!!! is just something else. Okay, so if you’re looking into reading this, I recommend you watch two completely unrelated television shows. The first of which is The Legend of Korra. I made my case about how much of a hot mess it is, but the radio announcer guy who does the recap has a really good voice for reading WATARU!!! You see, ninety percent of the sentences are written with exclamation points, enough to put Elaine Benes to shame. It’s ridiculous and over-the-top, but I love it. The narrator even tells you how you feel, which I would normally find pretentious, but it’s done in a way that’s perfectly in tune with the LN’s personality. There’s also references to fake-real-world martial arts techniques, which the LN adds its own footnotes to. I recommend reading those in Siri’s voice to make it sound funnier.
The second show I think you should watch is Jojo’s Bizarre Adventure. Not only is it one of the few anime so good that I enjoy watching without reading the source manga (because half of it is unlicensed in English at this point), but it also has a sense of its own ridiculousness. The dramatic reactions to everything, plus the appearance of onomatopoeia onscreen, have been my reference for visualizing the cinematics of WATARU!!!, and I recommend you do the same.
In case you couldn’t tell, WATARU!!!’s sense of humor boils down to being dumb and overly meta while spamming exclamation points. It’s the kind of thing that you’ll know whether you like it or not within five seconds. It relies entirely on the quirky writing style which makes a big deal out of everything. And another tongue-and-cheek thing that WATARU!!! does is having modern facilities in a fantasy world. They have rock concerts, 1950’s-style diners, and even a gothic shop called “Tot Hopic”. Half the time, Wataru ends up fighting enemies through rap and cooking.
The characters are surprisingly enjoyable. Wataru himself is Gary Sue on steroids, and it makes the over-the-topness of the whole series feel complete. However, he doesn’t beat Best Girl Aria. She comes off as a typical heroine, but ends up playing the straight-man role (while frequently getting stabbed in the forehead). Aria also has weird quirks, such as completely disregarding her parents getting kidnapped by the Demon Lord in favor of knockoff Beyblades, and playing drums with her feet.
Along with them is Résistance, one of Deus’s minions who gets the Piccolo treatment and joins Wataru’s party. She’s not as great as Aria, but she’s still a fun character. Deus himself is hilarious; he just eats his pudding. The problem with him is that he has diabetes, and yet he keeps eating his pudding despite it. I have no idea if it would offend someone with diabetes, but knowing today’s culture, it probably would.
WATARU!!! is stupid, extremely stupid. And yet… it’s a masterpiece. This is starting out as one of the best gag isekai I’ve read, and it could become one of my favorite light novel series of all time. Reading WATARU!!! is truly an experience, but it’s not for everyone. I can only recommend it to fans of stuff like Konosuba and Cautious Hero.
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.
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.
This was honestly a very tough review to write. I got into Demon Slayer: Kimetsu no Yaiba (published in English by Viz) months before the anime- that freaking anime- aired. At that time, it had a pretty niche fanbase, like any anime-less manga would in the West. But my whole perspective of it changed when the anime launched- especially the viral nineteenth episode- and made the franchise mainstream overnight. Kimetsu no Yaiba has become one of Jump’s bestselling manga in recent years, even overtaking One Piece as the #1 bestseller of 2019. It has now become the embodiment of everything I hate about mainstream culture and marketing, similar to how I feel about BABYMETAL (which I’ll cover in a future post). I was going to give it a relatively high-ish score at first, but how much will my contrarian-ness affect the score now?
So, Kimetsu no Yaiba’s premise is as simple and unoriginal as it gets. In Taisho Era rural Japan, Tanjiro Kamado lives a happy life with his mother and siblings. But of course, he comes home one day to find his whole family dead (easy emotional hook, check), i.e. slaughtered by a demon. Only his sister, Nezuko, has survived, but she’s become a demon herself (cute girl who needs to be protecc, check). He then goes on a journey to become the #1 Demon Slayer (lofty goal, check) and kill the guy who orchestrated it all.
If you couldn’t tell, Kimetsu no Yaiba is mainstream to the Nth degree, following each shounen trope with little to no deviation. Fortunately, the mangaka at least seemed pretty aware of this, and chose to breeze through a lot of training and entrance exams to get to the real demon-whooping that readers actually want. After Tanjiro joins the Demon Slayers, he basically goes out with Nezuko (who is conveniently small enough to carry in a box) and fights whatever demon is terrorizing whatever area. The only saving grace of the narrative is its fast pacing.
The characters aren’t much better. Tanjiro is your typical, wish fulfilment protagonist. He runs on plot armor, and is inexplicably loved by everyone, even the demons that he cuts down; every single one of them goes through their “tragic backstory” to make you sympathize with them at the last second before Tanjiro kills them, and then they thank him for being a good person in their final breath. His sister, Nezuko, is marketing incarnate. She basically exists to be cute (which works, as I have seen on the message boards when the anime aired). Sure, she can actually hold her own in combat, but her cuteness is definitely a higher priority and a big factor to the franchise’s success.
There are a couple of saving graces, however. Joining Tanjiro are Zenitsu and Inosuke. Zenitsu can be annoying, given that he’s a big fat wuss who exists to provide comic mischief, but when he falls asleep like Bodkin from Wizards of Once, he becomes a super powerful bad-ass. Inosuke is a buff chuunibyou who wears a cool boar mask. These two aren’t the best characters in the world, but they’re enough to make Kimetsu no Yaiba more enjoyable.
Given the traditional battle shounen structure, Kimestu no Yaiba is full of throwaway antagonists who rarely last more than an arc. But among them is the actual main antagonist, Muzan Kibutsuji. He is a legitimately intimidating villain who has a very suave aura about him. He might be an a-hole to his minions, but he’s at least dressed fabulously.
Sadly, that’s pretty much it for the cast. What remains to be discussed are the many other Demon Slayer people that Tanjiro looks up to. I always forget who they are almost immediately after every reading session of the manga, so that really speaks of how unremarkable they are. The only one I remember is Giyuu, but that’s just because he’s the first one encountered, and his name is funny.
In the end, the one thing I can appreciate about Kimetsu no Yaiba is the fact that it ends startlingly quickly; clocking in at 205 chapters despite its insane popularity. Out of everything in the manga, the best thing that could’ve happened was for it to end, so that the mangaka didn’t have to worry about shoehorning in unremarkable antagonists just to pad it out for ten more years (like DBZ and Naruto).
The art is, uh, an effort. I’m not gonna crap on the art like everyone did when the anime came out. Sure, it’s not as “clean and crisp” as the anime, but it has a unique charm to it. Also, the fights are more than visually appealing enough. But like what critics said about the anime, the great art can only go so far to offset such a cookie-cutter narrative.
Final Verdict: 6.75/10
Demon Slayer: Kimetsu no Yaiba is a fairly enjoyable manga that managed to end on the best possible note. Is its popularity undeserved? Hell yes. Is it the worst thing ever? Not quite. Like I said in the beginning, I’m being extra harsh on the manga because the anime was insanely successful due to the inherent appeal of Tanjiro’s simple and idealized personality, Nezuko’s cuteness, the visual spectacle, and the presence of famed composer Yuki Kajiura. Raw, human emotion, not perturbed by critical thinking, is imperative in order to enjoy Kimetsu no Yaiba; enough to have your heart melt from the backstories of people that you know for five seconds. By now, it should be obvious if this manga’s your cup of tea, so decide accordingly.