The Owl House (Season 3): The Short and Sweet Finale

Well, The Owl House has been a fun, albeit predictable ride. Of course, the end of a ride can leave a pretty strong impression of the whole experience. Let’s see if this show finished off on a good note.

When we last left our intrepid heroes, King ended up freeing a mysterious child with god-like powers, known as The Collector, in order to stop Belos’ grand plan. He convinced said Collector to end the draining spell so they could play a made-up game called “Owl House”, with everyone on the Boiling Isles as players. The plan worked, but The Collector ended up capturing King and remaking the entire isles in their own image. In a final, noble sacrifice, King sent Luz and Co. back to the human world.

As anime gets more mainstream worldwide, we get more of its tropes incorporated into modern American cartoons. In The Owl House‘s case, I’m referring to the classic time skip. They thankfully condense what would’ve been numerous filler episodes of tween drama escapades in the human world that meant absolutely nothing in the long run into a montage of the crew living a mundane life. A lot of devout fans probably don’t like the model of three longer episodes, but I think it worked out for the better. 

So, is the plot of this final season any good? Well, for the most part, yes. It resolves plot threads, character arcs, etc. Again, thanks to the three-part structure, it doesn’t waste time, and trims the fat that would fill most final installments. It doesn’t jump the shark as far as I could tell.

However, that’s almost the season’s drawback—scratch that—it’s the whole show’s drawback. Since my review of the first season, I’ve made it clear that The Owl House is pretty generic and mainstream for the. The plot is predictable, even the strongest character arcs are outclassed by something else, and I don’t really think of it as anything other than a fun diversion; nothing to hem and haw about. I’m sure people would point out the elements of horror that the show has tried to capture, however—probably at Disney’s behest—it just isn’t that horrific. Maybe it could traumatize a child, but I’ve heard enough horror stories of 1990s and early 2000s cartoons to know that The Owl House doesn’t hold a candle to the sheer disregard toward children’s mental health back then (ironic how the word “death” wasn’t allowed to be used but the literal stuff of nightmares were perfectly healthy). Heck, even some modern cartoons—like Steven Universe—are still more haunting. By comparison, The Owl House takes absolutely zero creative risk whatsoever.

Sure, I’ll admit that there are some very powerful character moments. They portray anxiety, trauma, and emotional insecurities in a realistic and relatable way. The moments in this final season are no slouch. However… I use the word “very” for a reason, since modifiers like “really” belong somewhere else. You’d have to be willing to let your raw emotion run wild for this one.

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Final Verdict (Whole Series): 8.5/10

The Owl House is an all-around solid show. However, that’s about it. If you look under the macabre imagery, it’s creatively bankrupt. The plot is predictable and unremarkable, the characters—while enjoyable—just never really engaged with me (except for Hootsifer), and—well—the show just isn’t exactly what I’d call a masterpiece. I’d only recommend it if cartoons are your primary fix. Otherwise, save your precious time for bangers like Gravity Falls.

Torture Princess: Fremd Torturchen is as Macabre as it Gets (Full Series Review)

I literally said I was never covering light novels again, yet here I am talking about Keishi Ayasato’s Torture Princess: Fremd Torturchen again. Because I can never be consistent, I had the thought of “Well, in the rare chance I manage to finish a light novel series, I can do a full series review of it as if it were a manga, right?” And so here we are. If this becomes a thing, it will be the only time I discuss light novels in any capacity (and if it did, it would be pretty rare because I haven’t had good experiences with most light novels, and all of them are massive money sinks). 

In Torture Princess, a young lad named Kaito Sena gets isekai’d, not through death by truck, but death by abusive relative. The world he ends up in is a hot mess to say the least. Oh, and here’s the kicker: he’s the servant of Elisabeth La Fanu, the Torture Princess who has been tasked with slaying a bunch of demons, afterwhich she is to be publicly executed. 

What immediately jumps out is how edgy Torture Princess is. No, “edgy” doesn’t even describe it. The world in this series is what H.P. Lovecraft would come up with if he was born and raised inside of a Hot Topic. It’s gothic and broken, full of innocent people being killed indiscriminately in over-the-top ways. 

Yes, “over-the-top.” That’s a term that comes up in criticisms of anything that has an excess amount of gore. Seriously, Torture Princess has gore in perhaps the most excess of anything I have ever experienced in my life (it’s at least up there with Chainsaw Man). But you know what, Ayasato commits to it. The prose is both poetic and misanthropic, and always finds creative ways to convey its despair and hatred for humanity. The ways that people are brutally destroyed are varied, creative, and wildly effed up. In fact, I might lose this blog if I listed an example.

However, the plot is perhaps Torture Princess‘s weakest aspect. It starts off straightforward enough, but in typical Japanese fantasy fashion, it goes down a road of conspiracy theories revolving around the in-universe religion that isn’t even subtle about it mirroring Western religions. You can even say that the novels have battle shounen-like escalation. To be perfectly honest, most of the story is pretty tropeish, and since I haven’t reread them since first starting the series, I can admit that I forgot most of the story itself.

However, there are still two things that make Torture Princess really good, one of which is its truly star-studded cast. Kaito is a legitimately complex isekai protagonist, full of insecurities and conflicting emotions. He’s edgy, sure, but having an abusive father who murders him is a pretty good justification this time around. When he confides in his waifus, it actually feels emotional this time, as opposed to fan-service.

Speaking of waifus, Elisabeth is a badass, who can bring on both verbal and physical assault with elegance that would make that old dude in Spy X Family kneel before her. She has tons of baggage, courtesy of society, which makes her an ideal waifu.

Of course, the best girl is the automaton, Hina. She’s perhaps the best yandere of all time, with her manufactured love for Kaito feeling more real than most actual human girls. She’s powerful and priceless in every way. Other waifus include a warrior named Izabella Vicker (whose story I won’t get into because of spoilers), and the rootin’-tootin’ Jeanne de Rais. 

From the peanut gallery is Elisabeth’s nonchalant, nihilistic father, Vlad. He is killed off early on, but his spirit sticks around for the bulk of the series. He’s an ass, but I still love him. Same goes for the demon known as the Kaiser. He just chills while watching the world burn.

The other thing that makes Torture Princess so enjoyable is that it’s actually well-written for a light novel. Like I said before, the prose is poetic. Everything is described in gruesome detail, especially the violence. There are some clever instances of redundant phrases and passages that actually help make the story have more impact. I can’t say why, though; you’ll have to experience it for yourself to see.

Of course, it’s not a review of any media franchise without saying it gets iffy toward the end! The first six volumes of Torture Princess are, for all intents and purposes, a perfect, complete story. However, the final third is a second act that is… weaker in some areas. The action and insanity are still high, but there’s a lot more dialogue, and the story isn’t that much better. I get that the second act is there as an allegory to how humans will keep wanting to destroy themselves for no reason, but it still puts a few knicks in the series’ armor.

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Final Verdict: 9.85/10

Torture Princess: Fremd Torturchen is one of the best light novel series I have ever experienced. It’s a dark take on isekai tropes I feel like actually works, and it has some of the best characters in the market. It’s also cartoonishly gorey enough for me to not be able to attribute it to the real world, allowing for some semblance of escapism. I recommend it if you’re sick of those typical harems.

MANY Can Play at that Game: First Impressions of Saturday AM’s Global Manga Scene

I learned of this magazine thanks to my local library stocking the first tankobons from them. Saturday AM is one of several magazines by a small outfit called MyFutPrint Entertainment, that publish manga made by people who aren’t Japanese. I thought it was a really good idea, but it’s not perfect. For starters, serialization is way slower than in Japan, either due to the company being smaller or because they treat their mangaka like humans. Also, my library didn’t bother to order some of the titles I was particularly interested in, which means I’ll have to subscribe. With no mention of a trial period, I decided to read the first volumes of several of the series that the library did have, to gauge whether or not such a risky investment would pay off in the long run. I don’t normally read manga when they only have their first volumes out, but I’m doing this because I also need to gauge whether or not it’s worth waiting for more volumes in the first place (given how slow serialization is). After all, my only other gaijin manga experience was Radiant, a manga that I found to be very middle-of-the-road, and haven’t resumed reading since that review was published. Anyway, preamble aside, let’s just hope that I don’t hold these titles in the same regard as Radiant.


Apple Black by Odzune Oguguo

Well, for a battle shounen, Apple Black is way more involved than expected. To put it simply, it stars a boy named Sano, whose left arm—Arodhis—is the last legacy of his late dad, Merlin. It’s the ultimate weapon that can trigger the cataclysmic Infinite Night. Sano, being a battle shounen protagonist, instead wants to end all war (and become the #1 Sorcerer Hokage of Pirates probably). However, there’s a lot more to it. A LOT more. There’s all these organizations, and not to mention, a magic school with its own intricacies. It took me an hour to read this volume, which is not at all the normal reading time for a shounen.

For a manga I wasn’t looking forward to, Apple Black has been much better than I initially thought. It definitely looks the part, with phenomenal artwork and spectacle. The ideas are also off-the-wall, and the humor checks out as well. The large cast of characters is quite good, but due to how many there are in this volume alone, I feel like I’ll only remember Sano and his classmates. Sano himself is a typical dumb shounen boy, but his upbringing in isolation justifies how dumb he is. Oguguo combines the nerd and the pervert tropes to make Symon, a sleazy four-eyes who likes the in-universe equivalent of Wonder Woman comics. Ryuzaki is a typical brash boy, but the end of the volume shows he’s more complicated than that. The female lead is a girl named Opal, who seems pretty awesome, but hasn’t gotten too much screentime yet. There are many other characters, including a very sexy grandma, but this post’d be too long if I discussed them all.

Unfortunately, the biggest flaw with Apple Black that I foresee is a matter of circumstance. It does appear to be one of the more consistent series, since it’s apparently a reprint of the series as of ten years ago. However, like I said before, Saturday AM is a lot slower than Jump. With how ambitious and complex Apple Black is, Oguguo better put recaps in future volumes, or people might forget MANY of the finer details. Sure, you can reread the older stuff, but I’m someone who rarely—scratch that, never—has the time. Sadly, this is something that’s going to bite the bums of every mangaka under this publisher. 

Current Verdict: 8.5/10


Titan King by Tony Dawkins

Titan King is significantly simpler than Apple Black: a boy named Eli Santos is abducted from Earth and forced to compete in an intergalactic tournament. The participants are able to summon a bonded titan to fight alongside them and have anime powers. Like I said, simple. 

With the entire manga being a tournament arc, there is a much higher focus on action than in Apple Black. I definitely enjoyed the artwork and fighting more. However, I don’t know if it’s because of being nervous to read these manga or what, but I didn’t enjoy it as much? Honestly, it was probably the nerves, because the manga is pretty damn great from an objective standpoint. The only real flaw is that the characters are way more by-the-book. They have awesome designs, but are everything you can expect from a battle shounen cast.

Current Verdict: 8.45/10


Saigami by Seny

Full transparency: I wanted this section to be The Massively Multiplayer World of Ghosts, which is the one I was looking forward to the most, but my library doesn’t have any copies. So, here we are with one of the titles I was least interested in: Saigami! Like Apple Black, it seems to be a flagship series, so I should probably give it a fair shot out of respect.

The reason why I wasn’t interested in it is because it’s a traditional isekai: a girl named Hanasaki Ayumi is miserable, and then gets sent into another world. She then discovers that she’s one of the titular Saigami for a hitherto unexplained reason. However, even with badass fire powers, her new life is hard as nails and a lot of folks don’t like her.

The idea of isekai where the other world isn’t exactly a bed of roses feels as dime-a-dozen as your typical harem power trip. However, Saigami was initially penned by Seny many years ago, so it’s technically one of the first instances or possibly THE first instance of this. However, given my timing with reading it, that whole aspect of Saigami lost its novelty fast.

In any case, there’s nothing overtly abhorrent about the manga so far. It looks like it’s going to be quite lengthy, with this volume just introducing the world, its characters, and setting up for the first major arc. It’s a slow start, but by being a manga, it’s SIGNIFICANTLY more tolerable and faster-paced than 99/100 isekai light novels. It could be a yuri, assuming that the RWBY reference at the beginning was foreshadowing, but for now, Ayumi is the only girl…

Which is a perfect transition into discussing the characters! Ayumi herself is what you’d expect: someone who constantly gets dunked on, and has to learn to embrace her inner power. She’s weak and whiny now, but I’m assuming she’ll be a badass down the road. The other three characters introduced are all boys. Sean is a silly, fun guy, who is basically Ayumi’s BFF in five seconds. Angsty Reyji doesn’t trust her at all, since she’s not from Saigami-land but has Saigami powers somehow. Last but not least is Daiszke, another underdog who gets treated like crap, this time because his powers were taken too far.

Sadly, I do find the artwork to be the weakest of what was discussed today. It hits all the right notes, sure, but compared to the others, it’s just the weakest. It has a shojo-y look to it, but thankfully, the characters actually look like people instead of Grey aliens wearing human suits; that’s one big positive at least. There haven’t been any major fights, so I can’t really say how good the action looks. In conclusion, this volume was the least impressive, but I imagine it’ll only get better with time.

Current Verdict: 8.25/10


Hammer by JeyOdin

Hammer is, believe it or not, EVEN SIMPLER than Titan King! It stars a boy named Stud Hammer, who has all the relatable quirks of being lonely, having a missing mother, and a dad who’s always going to work. In a depressed stupor, he finds his dad’s journal, and gets Blue-Skadooed into it. He then proceeds to have adventures.

The opening arc of Hammer revolves around the mysterious murder of the Ocean Kingdom’s king. It’s basically a setup volume, because it’s clearly implied that there’s more to this murder than meets the eye. Otherwise, it’s a very Dragon Ball-ish, comedic battle shounen with great fights.

Hammer is, visually, the one that stands out among the manga discussed today. That’s because its artsyle seamlessly blends American cartoon aesthetic with  monochromatic manga goodness. It looks awesome, and is by far its greatest strength. 

I don’t quite have an opinion on the characters because I really didn’t feel like I’ve gotten to know them well enough. They have memorable designs, but are pretty basic for the most part. Two of them, Stud and a young police officer named Dan (who I enjoyed imagining Dan from Game Grumps as his V.A.), currently rely on classic emotional hooks to get brownie points from you. Dan’s older sister, Diane, is cool, but she’s a pretty typical onee-sama trope herself (not that there’s anything wrong with that).

Current Verdict: 8.5/10


So, Will I Be Subscribing to Them?

The answer, for the time being, is “undecided.” If I was richer, I’d do it in a heartbeat. However, I have hundreds of dollars worth of subscriptions, including a $300 annual fee for WordPress that I need to pay off, all off of minimum wage! Crunchyroll is something I’d be willing to abandon, since I have gone on record saying that I don’t enjoy anime outside of the movies, but I actually have a relative who’s using my account in my stead pretty consistently. 

Even if I could afford Saturday AM, I still don’t quite know what I’d be getting into. The website is pretty bare bones, and according to the description of their app, they don’t even have a series-by-series list like Viz; you still have to pay separate, flat rates for “chapter packs” specific to each series. Also, I’ve known about them for three months now, and they haven’t added a single new serialization since. There was a recent collection of one-shots, but I don’t know if they’re doing the Jump tradition of “the most popular one-shot gets to start as a full series” or not. Also, due to the aforementioned slow publication, I’d be flushing money down the toilet just playing the waiting game for more content. The other caveat is the world itself. Every day, we’re getting showered with news about global disorder, the war in Ukraine, the climate crisis, China, etc. The talking heads estimate that we don’t even have a decade left before the next mass extinction. Saturday AM might not even be worth investing in, because there might not even be enough time for them to grow into something truly great; they’ve been doing this for almost ten years, and are only just now printing their first tankobons.

If I could find a way to get out of Crunchyroll, then I’d probably be subscribed to them now; the monthly rate—even if you factor in the chapter packs—is cheaper. However, whether or not I go through with it remains to be seen; after all, what if there’s a TV anime that’s actually good for once? In any case, if you’re reading this, and you have a much better income than me, then I implore you to check these guys out if you’re interested. I don’t want to sound like I’m forcing you… but this little team needs support, and the price of admission is peanuts. I hope you enjoyed this post, and that you highly consider subscribing to Saturday AM!

The Death Mage (Volume 1): I Don’t Think This was What they Meant by “Third Time’s the Charm”

This is a crucial post, for it is my second review of something that I have received an advanced copy of, and once again, it’s a One Peace Books publication! It’s got nothing to do with The Rising of the Shield Hero this time; yes, they publish other things, such as Densuke’s The Death Mage. I decided to give it a whirl, not only because it gives me brownie points, but because it actually looks good!

The premise of The Death Mage is extremely complicated for an isekai….so here’s a TL;DR version. Our main character, Hiroto Amamiya, dies along with his classmates in a terrorist attack. Everyone except for him gets second lives complete with superpowers. With nothing in store for him, Hiroto’s second life is as a subject of experimentation with death magic. After he dies again, he’s given a third round, as a half-dark-elf-half-vampire kid named Vandal. His death magic carries over by the way (this IS an isekai after all).

So… The Death Mage is a lot. In typical isekai fashion, Vandal is a baby who still has his memories of being Hiroto. Once he’s able to use his death magic, he’s able to summon an army of undead animals. I love this angle, because it basically makes him “Stewie Griffin but a necromancer”. After his mom, Dalshia, is killed, he saves her spirit, and plans to make a hot new body for her. So… he’s not really like Stewie because he actually loves his mom.

As far as the narrative is concerned, The Death Mage is a traditional isekai with a slow start. As with the start of Shield Hero, Vandal can’t do crap, and pretty much has to rely on his army to get tasks done. Unfortunately, for the many isekai critics, XP gained by his minions is shared with Vandal, circumventing his own inability to gain XP, which will inevitably make him into your typical overpowered protagonist. Despite how edgy it feels, with all this death magic and revenge narrative and whatnot, The Death Mage isn’t too edgy. For example, he exacts vengeance on the townsfolk who killed his mom not by murdering them all, but by destroying their economy. It’s a more creative play, and helps ground Vandal’s character (and critics like grounded characters, don’t they?).

Well, since I seamlessly segued from talking about the story to talking about the characters, I might as well discuss them next! For the most part, it’s just Vandal—whom I already discussed—and his mom. Dalshia is what you’d expect from the main character’s isekai mom; hot beyond all reason, and seemingly incapable of not loving her son no matter what he does. Fortunately, because she’s dead (wow, I never thought I’d use those four words in that order), we are freed from the usual… er… tropes that come with adult characters being reincarnated as babies pretty early on. Other than that, she’s basically the exposition dump character. Exposition is more justified this time, since Vandal grew up in the boonies, and has no other way to learn about the world, since his half-vampire-ness puts a target on his back. The best character by far is Sam, a spirit who joins Vandal and possesses a carriage, literally becoming Vandal’s own talking car.

The biggest problem with The Death Mage, as with Shield Hero, is the length of this volume, assuming that it’s the precedent for the rest of the series. It’s over four-hundred pages, and like Shield Hero, there’s a lot of fat that can afford to be trimmed. Painstakingly showing the different steps of Vandal’s journey is one thing, but in isekai tradition, it has too many POV swaps that tell the entire lifestories of characters that we don’t need to hear. Sure, some of these involve plot-relevant characters, unlike So I’m a Spider, So What? which literally gives useless NPCs the floor. However, a lot of what’s told us is simple enough to derive from context. Take Sam, for instance. We know that bandits killed his daughters and that Vandal avenged them; that’s his notice for joining Vandal. Yet, later on, he goes on this whole spiel about it, even though we already know all that’s necessary to know about him at that given time. Why do isekai love pulling crap like this?!

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Verdict: 8/10

So far, The Death Mage is a pretty harmless isekai series. It sets the foundation for a solid story, and has some good worldbuilding. I am quite interested to see how Vandal’s abilities grow, even if I may not have the time to continue the series. If you wanna experience The Death Mage for yourself, then read the first volume when it comes out on September 27th!

Once again, I thank One Peace Books for its generous offer. 

CrossCode: Secret of Mana and 2D Zelda on Steroids

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Final Verdict: 9.95/10

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

Actual Final Verdict: 10/10

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

The Genesis Wars: It’s More Anime Than Its Predecessor, Therefore It’s Better

Holy crap… I forgot that YA novels don’t always have social undertones. Well, technically, Akemi Dawn Bowman’s The Infinity Courts asked questions about the self and smartphone A.I., but since—like many cyberpunks—it comes off as pretentious and ham-fisted, the book ended up being a perfect mindless romp. Now, we have its sequel: The Genesis Wars. Let’s hope Nami actually lives up to the amazing One Piece character she’s named after!

When we last left our intrepid hero, Nami Miyamoto was betrayed and her friends were captured. Now she’s hanging out with a secret collective of different Clans (with a capital C) of warriors who have been hiding from the Residents. As you can expect, seventy-five percent don’t want to fight back because it’s too wisky-woo-woo. As such, she trains up to potentially go and save her old friends on her own. 

The Genesis Wars starts off kind of… badly. We are thrown right into her life in the Clans almost a year after she initially found them, because timeskips are fun. There are MANY characters casually introduced as if we’ve known them since the first book, and you have to adjust to these new faces on the fly. Seriously… is it just me or does this happen a LOT in sequels?

This seems like the perfect set-up for a boring sequel where Nami complains about them not doing anything, and we spend eighty percent of the book complaining that nothing happens. Fortunately, that’s not the case. Before long, Nami packs her bags and leaves the Clans behind, which honestly, makes the whole thing seem like padding in hindsight (at least you don’t have to worry about picturing most of the Clan people). In any case, she goes off to War, which is the kingdom of Prince Ettore that is basically every YA dystopian world all rolled into one.

It’s a nasty place, but for the story, it really takes off. Nami finds a group of rebellious humans camping around in War, and unlike the schmucks at the Colony and Clans, these people are actually DOING SOMETHING. Thanks to this, The Genesis Wars has actual wars in it, especially in a place called WAR. There is no end to anime-like, adrenaline-pumping action sequences once the ball gets rolling.

Naturally, the cast improves as well. Nami gets… better-ish. She’s still kind of whiny, but she’s much stronger. She can really pull her weight in Infinity, and most importantly, she looks awesome while doing it. Also, Nami gets a familiar whom she can telepathically control at will. That’s VERY anime, which is always good for YA novels.

We meet many new faces in War, the edgiest of whom is Ozias, a Clan turncoat who wanted to fight the Residents. Like many of the rebels, he is very proactive. Of course, he has some semblance of moral ambiguity so readers can be asked the classic question of “Are the [insert antagonistic entity here] or humans the real monsters?”

Oh, right, there’s Prince Caelan, and he’s still an enigma. We had no idea what his motives were back in The Infinity Courts, and we still don’t know them now. At least there’s a scene where he’s topless. That alone EASILY bumps up the score of the book by at least one point.

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Final Verdict: 9.65/10

The Genesis Wars is a rare sequel that’s better than the previous book. There’s more action and intrigue than before. Let’s hope beyond all reason that the forthcoming third—and presumably final book—will be great. If so, then this might become one of my favorite YA series of all time.

The Owl House (Season 2): Now With More Plot (read as “Ships”)

The Owl House is a typical modern cartoon. It’s dumb and predicatble, but I like it just about as much as the next guy. Unlike a certain isekai show about frogs, this season has been quite the thing. After this is, apparently, a trilogy of two-parters to close off the show. But in the meantime, let’s talk about what happened.

So, family is a thing sometimes. It’s perfectly normal for sisters to cast curses on each other that sap their magic and turn them into monsters, just as Lilith did to Eda. Since it’s a Disney show, no one died, but Lilith now shares a bit of Eda’s curse. Also, Emperor Belos has a suitcase portal of his own for some reason, and we gotta figure out a way to stop him in the only way we know how…

…By solving self-contained conflicts that slowly build into the overarching plot! This season is where The Owl House starts in earnest. Luz tries to find her way home, we learn more about what’s going on in the Emperor’s Coven, and there’s even a sneak preview of what’s going on back on earth with Luz’s mom. A lot of crazy stuff happens this time around. 

To be honest, this is a very character-driven season; most of the plot pertains to character development, for faces both new and old. Might as well start with the driving force of the entire series: Luz and Amity. If the basic signs weren’t present enough in season one, their inevitable romantic partnership is telegraphed so ham-fistedly that it initially comes off as self-aware cringe. Most of their scenes just had Love Handel’s “Don’t just stand there, kiss her!” in my head over and over again. Fortunately, they don’t tease it for as long as 90% of other romances do. Their relationship feels believable, like how they blush every time they hold hands or compliment each other. Plus, it has some legitimate bumps in the road; no ship is built perfectly.

The other residents of the titular Owl House get development as well, including (most importantly), our pal Hooty. I won’t spoil the greatness of his character arc; just see it for yourself (also, poor Hooty…). Eda learns, in the most cliché ways possible, to cope with her literal inner demons. And King, well, we finally learn the truth about him. In addition, Lilith gets her inevitable redemption arc. She learns to be a better person (which is pretty easy for her since she cursed her own sister once upon a time), and she shows emotions other than anger this time around. 

But man, R.I.P. Gus and Willow. Gus gets some good character development in a couple episodes, but he’s still pretty much a third wheel. Willow hardly does anything. All of the eggs are in Amity’s basket. Her relationship with Luz pushes her to finally be the girl she always wanted to be. Classic tsundere. A nice touch is when she gets her hair dyed, and the opening sequence is changed to match.

Meanwhile, in the Emperor’s Coven, we learn some more about Belos, as well as his right-hand-man, the Golden Guard, a.k.a. Hunter. He’s one of those morally ambiguous antagonists who’s all edgy and brooding and stuff. Belos continues to be a knockoff Hollow Knight boss. Eda also has an ex named Raine Whispers. They used to be part of a rebel group, but now they’re in the Emperor’s Coven instead? Regardless, I didn’t particularly care for their arc because it’s a pretty uninspired instance of the “used to be good but now bad because reasons” trope.

Sadly, The Owl House is still quite predictable. I saw quite a few plot twists coming, including one of the really big ones that’s meant to absolutely blow your mind. Also, despite how it tries to be a horror show, it won’t seem like much compared to the crap Cartoon Network lets on its airwaves (especially back in the day).

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Verdict: 8.85/10

The Owl House has surely established some sort of identity in the sea of childrens’ cartoons (which is hard to do these days when it’s not the 1990s). It’s not groundbreaking, but it’s good. Hopefully it’ll stick the landing!

The Pandava Novels: Rick Riordan Presents’ Wildly Inconsistent First Series

Rick Riordan’s new publishing imprint, Rick Riordan Presents, is a great chance for other cultures to shine in the arbitrarily all-important spotlight of American popular culture. It all started with Roshani Chokshi’s Pandava series. Is it a good first impression, or is it a hollow Percy Jackson knockoff? 

The Pandava novels begin  when the titular Aru Shah accidentally releases a villain named the Sleeper from a magic lamp in her mother’s museum. Fortunately, it turns out that she’s the reincarnation of one of five famous Pandava warriors, and she’s gotta go on a quest to whoop his booty before the Sleeper makes a big mess out of existence itself.

The writing of Pandava is a mixed bag. While the dialogue is fantastic (well, it’s fantastic if you like nonstop mainstream pop culture references), the descriptiveness of setpieces is a bit bare-bones, even if the ideas themselves show some level of passion and creativity. The action is exciting, which is at least something it has over the Storm Runner series. 

The characters are where Chokshi put most of the eggs into the basket, and they’re great, perhaps comparable to Percy Jackson’s cast. While Aru is a bit generic, everyone else is a real hoot. Her Pandava sister, Mini, is hilarious, due to her infinite knowledge of ways that they could die. Brynne is the typical, hot-headed, older-sister type, but she’s got a plethora of snide remarks to compliment her muscle. Brynn, introduced in book two, is a tomboy with some decent one-liners. Unfortunately, the weakest link ends up being the final two Pandavas: twins named Sheela and Nika. They occasionally move the plot forward, but when it comes to legwork, they do virtually nothing (and also have no personality).

The character who really won me over was Aiden, introduced in book two. As one of two lead male protagonists, he is super nonchalant, and he never fails to snap a cool pic with his camera, Shadowfax, regardless of the urgency of their situation. The other guyfriend is a naga prince named Rudy, who is as funny as his love for himself.

Sadly, that’s where the positives end. Oftentimes I found some aspects of Pandava to be… iffy. For starters, I felt like Chokshi was more concerned about putting as many characters from mythos in Pandava as possible. I get the excitement of wanting to share your culture with audiences, but cohesion comes first. If I was writing a book like this, I would’ve come up with the story first, then used my research to figure out which characters from mythos could appear at any given time.

There are also many, MANY times that Chokshi infodumps the actual tale of the folklore character instead of, you know, actually giving them a real character arc in the story. In doing this, she also fails to use the reliable technique of making us fall for plot twists through justified lying by omission. At least two developments are easily telegraphed because she tells us literally everything about them all too soon. In context, it’s probably meant to be a cruel irony; a major theme of the series tries to be how these characters don’t want to do what legends foretell and end up doing it anyway. However, I feel like that’s simply a poor excuse to use a smooth-brain twist on par with a Saturday morning cartoon.

While we’re on the topic of the characters from legend, i.e. what’s supposed to make us interested in the series to begin with, let’s talk about how awful they are. They are like Rick Riordan’s trope of “gods who could solve the problem but don’t” on steroids. They’re not only cynical and mean, but I forgot half of them over the course of me reading this series since 2019. Also, where was Best Girl Kali? You’d think that someone as mainstream-savvy as Chokshi would use one of the more iconic Hindu gods, but nope. Apparently that, of all things, would be selling out.

Another flaw is that I felt like Pandava got heavy-handed. From book two onward, Chokshi tried an interesting take on the portrayal of the antagonists of Hindu mythology, and created a morally ambiguous story. While the attempt is pretty good, the problem was how the results were handled, if that makes any sense. Basically, what I’m saying is that there are frequent instances of the narration itself telling the reader what questions they should be asking instead of letting them figure it out from context. I don’t know if Chokshi or the editors or someone else made this choice, but it definitely was a choice that comes off as undermining the intelligence of children. I’m sorry, but that’s something I cannot stand. Kids might be “dumb” at times, but that’s because of the many adults who numb their minds (and give them social media accounts).

And honestly, I felt like it went downhill from there (hot take, I know). There is just so much padding thanks to these numerous “trials” that keep getting shoved down the kids’ throats. With each book, I just cared less and less. And yes, it persists into the final book. Not gonna lie, I only resolved to finish Pandava because I wanted to roast the series on the Internet.

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Final Verdict: 7.5/10

The Pandava series is… fine. It has good humor, sometimes solid writing, and a metric-ton of love for itself and Hindu mythology. It’s just not the awesome thing that Riordan and a lot of people say it is. Like, have I been reading an alternate crappy version of it? At times, it’s ham-fisted, conceited, and has some annoying, smooth-brain plot developments. It would’ve been a rock solid trilogy, but as a quintet, it’s a slog. There’s no harm in reading Pandava, but I feel like it’s overall a net loss of time. 

Anyway, with that, I’m off to Disney AGAIN! Next post will be on May 7th, and it’s gonna be a doozie!

Pokémon Legends: Arceus — Gotta Catch ‘Em All (About Twenty Times Each)!

Pokémon has not had a good run on Switch, and I of course mean that in terms of public consensus, because I still enjoy the series as is. People hated Let’s Go!, Sword and Shield, and the Sinnoh Remakes. Well, given the marginally better reception that the Mystery Dungeon remakes and New Pokémon Snap got, it looks like spin-offs are the way to go. Wow, that only supports my comparison of this series to Star Wars. Anyway, since I’m committed enough to follow this series into the fires of hell, I pre-ordered Pokémon Legends: Arceus with NO knowledge about it beyond the blurbs on Nintendo Switch News. Did I make a big mistake?

In Pokémon Legends: Arceus, the titular god of the universe speaks to you, and challenges you to seek it out (after giving you a slick new smartphone of course). With no clue what the hell is going on, you are plopped out of a rift in the space-time continuum and into a mysterious region called Hisui. The Pokémon Professor finds you immediately, and helps you get recruited to the Survey Corp. of… Team Galactic?! 

Okay, before we address that Mamoswine in the room, allow me to—for the first time in Pokémon’s life on the Switch—gush at the game’s visuals. Okay, well, maybe “gush” isn’t the right word; some areas, such as caves, look absolutely abysmal, and there are draw distance problems. However, when the game looks good, it looks real good. Pokémon Legends: Arceus borrows from Zelda, and makes a very picturesque world. In each region, Mt. Coronet—and the rift you fell out of—wait in the distance, and I find it awe-inspiring to look at. Also, this game has one of the best skyboxes I’ve seen in a long time; sometimes I just love looking up and vibing. 

Now that that diversion is over, we can finally talk about what’s going on in Hisui—or rather—Sinnoh. This region is the Sinnoh of the distant past, back when humans were first studying Pokémon. Team Galactic is actually good this time around! Anyway, the plot is pretty straightforward, but I love it. The reason behind it is quite simply the fact that we really haven’t gotten to experience the ancient Pokémon world firsthand. We get to learn so much about Pokémon lore, and as a long-time fan, it makes me fan-gush. There’s a chance that some stuff was retconned, but you could chalk it up to historical stuff having been lost to time.

The most important part of this being set in the past is that the Jubilife City of old looks a lot like Eurekatek; and that means Japanese culture! Kimonos are in fashion, and almost everyone has Japanese names. This even extends to the U.I. and the music (including the best evolution animation I have ever seen). If you couldn’t tell, my final score for this game will be biased.

Another thing I love about the story is the potential for this to be a full-on spinoff franchise. The Pokémon world has so much lore that’s only been alluded to in books, it would be so amazing to experience the franchise’s history using this game’s system. However, since Pokémon Snap took twenty years to get a sequel, we probably shouldn’t count on that.

Let’s talk about the characters next. Your main character is, as always, mute. Fortunately, no one else is. Professor Laverton will never be Oak, but he’s a pretty cool guy. Team Galactic has several captains, and the one you’ll report to is Cyrelle; let’s just say you can tell that her descendants will inherit her stoicness. We also have the Diamond and Pearl clans, two indigenous tribes who worship opposing gods (hm I wonder what Pokémon those would be). As cool as a lot of this stuff sounds on paper, I must admit that they have pretty basic tropes. There is character development, but most of it boils down to the Saturday morning cartoon arc of “really dense people learn that they shouldn’t be so dense.”

There are several things that Pokémon Legends: Arceus promises, and we’re going to need to go over all of them one at a time. Let’s start at Jubilife Village. This quaint little place has all the facilities you need. There’s crafting in this game, which is pretty self-explanatory. Pastures function as the PC, but this time, releasing Pokémon gives you EV-manipulating items. This swole lady named Zisu can help teach Pokémon new moves as well as master existing ones (more on that mechanic in a bit). She can also help you farm more of those same EV-manipulating items. You have to worry about inventory space, but you can upgrade it via training with the puntastically named Bagin. Crafting is an important mechanic for creating essential items, and while at the village (or a campsite), this can be done with the items in your storage.

You also—FINALLY—get dedicated sidequests. Obviously, these are worth doing. Also, make sure you hop into Galactic HQ to check Laverton’s bulletin board for requests. There’s a LOT of them, and doing them is very helpful. Some of them contribute to upgrading Jubilife, while others count toward a specific entry in the Pokédex. The latter ones are my favorite because it actually shows how people discovered a lot of well-known Pokémon facts for the first time.

When exiting Jubilife, you can travel to any unlocked region in Hisui, which is its own, self-contained area. Pokémon Legends: Arceus isn’t truly open-world, but these areas are expansive enough to feel like it, full of Pokémon and resources. As you progress, you unlock Ride Pokémon with all sorts of field abilities. Hisui’s overworld kinda-sorta falls into the realm of overly large and empty. However, I never really got mad at that, since there was some good variety in geography. They at least learned their lesson from Galar’s Wild Areas. 

Also, there’s actually stuff to do besides grinding (although you’ll be doing a fair share of that for completion), although most of it doesn’t open up right away. There are over one hundred ghostly wisps to find throughout the world… and series veterans would know exactly what they’re associated with. It’s more doable than Breath of the Wild’s nine hundred Korok Seeds, plus they are very easy to notice from afar at night. In addition to that, each form of Unown is hidden in a specific place, waiting to be caught. AND ON TOP OF THAT, there are Old Verses buried in the ground that need to be unearthed with the Ride Pokémon who can dig. Every so often, a Pokémon outbreak will occur, although it doesn’t tend to spawn anything exclusive to that area.

Here’s another fun fact: THERE’S STILL MORE TO FIND! One repeatable mechanic is the ability to find the satchels of people who have died in the overworld. I assume that you’re meant to have a Nintendo Switch Online feature to do this, but when offline, the game consistently spawns enough NPC satchels for you to find. Turning them in gives you Merit Points, which can be redeemed for exclusive items, including every evolutionary stone and trade evolution item. Also new are Linking Cords, which are a very welcome addition to the franchise. These will trigger any trade-based evolution without having to do any trading (hear that, fellow introverts? We can finally get Pokémon like Gengar!). This also applies to items like the Metal Coat and Reaper Cloth.

But wait, THERE’S MORE! One of the coolest and most terrifying mechanics is the Space-Time Distortion. Every so often, one of these will spawn in a set location in each region, affecting the area within. Once inside, you can find a load of rare items, such as Shards. However, more often than not, you’ll find many exclusive Pokémon. Here comes the rub: those Pokémon tend to be overleveled for the area, and spawn out of nowhere in large groups. It’s risk-vs-reward, baby!

A LOT of mechanics have been changed… and I mean that literally. Catching Pokémon is one of the biggest ones. Like in more recent games, they appear in the overworld, but they actually react to you this time. Sometimes, they flee, but most of them want to eat your face. When spotted, you’ll have to physically avoid their attacks. Unlike the main games, tall grass is your friend, for it hides you from the critters’ sight. You’ll also need to manually aim and throw Poké Balls, and your range will vary depending on their weight. Using berries to lure Pokémon, and hitting them from behind, greatly increases your catch rate, which always has a little visual indicator (green is the best odds). 

However, if you have to fight, throw one of your teammates at your challenger (the back attack technique stuns the opponent for a turn, which is really useful). In combat, the series more-or-less conforms to the traditional turn-based battle system. You can use items and try to catch Pokémon, under the same rules as before. This is where things get complicated. Speed works in an entirely different way than before. In addition to governing who goes first in battle, it also works like attack delay in Trails of Cold Steel; basically, some moves can increase the time it takes for your turn to come around. Conversely, priority moves will make your turn come around faster. If fast enough, a Pokémon can attack twice in a row, which is huge. Combat is the fastest it’s been in a long time, simply because they play battle animations AND textboxes at the same time. They also stop their nagging you about the weather; although that won’t help people who aren’t familiar with the series’ mechanics.

Priority moves aren’t the only change; in fact, the whole meta is basically changed. For starters, stat modifications are simplified, with both offensive and defensive stats able to be changed at once. For example, Sword Dance is for both Atk and Sp Atk… however, it doesn’t give +2 (in fact, I don’t even think there are stages to stat boosts this time around). Flinch doesn’t exist, and Sleep is replaced with Drowsiness, which is basically Paralysis but with an additional defense debuff. Entry-hazard moves now have 40 base power, and do residual damage over time based on Type effectiveness. Most importantly: ABILITIES AND HELD ITEMS DO NOT EXIST. By the way, this is just the tip of the iceberg with how changed the mechanics are.

There are two new aspects to moves that I absolutely love, and will dearly miss in subsequent Pokémon games. The first and most important thing is how moves are learned. Like in a traditional JRPG, all Pokémon moves are permanently remembered, and can freely be assigned as the Pokémon’s active attacks however you wish (have run REMEMBERING to do that). Another thing is that Pokémon can master moves as they level up. When mastered, you can use it in a Strong or Agile Style. These effects are pretty self-explanatory; more damage for increased delay, and less damage for decreased delay.

Since no one has been to this region before, there’s actually a reason for the Pokédex to be empty this time. As such, you have as good of an idea of what a Pokémon’s entry is as Laverton himself. To essentially build the Pokédex from scratch, you must accomplish research tasks for EVERY Pokémon. This includes catching multiple specimens, defeating them with certain types of moves, seeing them use certain moves, and more. This gets REALLY grindy. Fortunately, you don’t have to do all of it to fulfill the research requirements. Getting enough of these tasks done will contribute to raising your status in Team Galactic. These work like Gym Badges, so you better do that if you want more Pokémon than just the very first ones you ever find. The annoying thing with this mechanic is that your monetary payments are based on Pokémon caught, regardless of how much research you’ve done. Fortunately, there are other ways to get money, such as occasionally finding Stardusts and such in ore deposits.

Despite not being a Gen IX (that’s going to be later this year), there are a couple of new faces in Pokémon Legends: Arceus. One of the most iconic ones is Stantler’s evolution, Wyrdeer. In addition to new evolutions, there are new regional variants, such as Growlithe and Zorua. Each starter has a regional variant, in fact. Some of the new evolutions, such as the aforementioned Wyrdeer, are about as obtuse as recent Pokémon have gotten. However, the Research Notes know how to nudge you toward finding the conditions organically, as opposed to every main Pokémon game that isn’t Black and White 2.

Nuzlockes have become the new standard in Pokémon, so I doubt the community will ever concede that a new Pokémon game is difficult in its base state. However, Pokémon Legends: Arceus is probably the hardest that we’ll have for a while. As mentioned before, a lot of Pokémon want you dead; you can actually DIE. Fortunately, you have safety nets. An old lady sells charms that can help you survive, one of which is consumed in place of your inventory upon death. 

In any case, this game really taught me how terrifying Pokémon can be. Something as puny as Stunky can rain missiles of poison from the sky just like that… and it only gets worse from there. You also have to worry about Alpha Pokémon. They’re basically the Unique Monsters from Xenoblade Chronicles, and tend to be very overleveled. If you can catch one, though, it’ll be pretty helpful, since it knows rare moves right off the bat. 

There are also boss fights to account for, and I don’t mean Trainer fights (although there are some Trainer fights on occasion). The actual boss fights are against Noble Pokémon; beings worshiped by the local Hisuians. Strange happenings have made them go berserk, and you need to feed them a crap-ton of food to calm them down. In these fights, you must avoid their attacks, and figure out the strategy to stun them. Once you do that, you fight it in a Pokémon battle, and when you win that, they’ll be stunned further, and are open to a barrage of tasty treats. The fights are very straightforward, but are actually quite stressful because it’s pretty much programmed that you can barely dodge out of the way of their attacks. 

Okay… maybe I’m overselling it. Pokémon Legends: Arceus will not provide the challenge that the fandom wants out of the base-game mechanics. As long as you don’t overextend yourself by going into overleveled areas, there really isn’t any danger. Also, your Ride Pokémon can generally outspeed any Pokémon that wants to chase you out in the overworld; by endgame, they become more of an annoyance. Dodging, like in many games, gives you i-frames. It’s incredibly easy to become overleveled if you go after research tasks and optional stuff, but conversely, doing that too infrequently can make you dangerously underleveled. Due to the lack of many Trainer battles, wild Pokémon are your main source of XP. 

Because of that reason, I didn’t really feel like I had a team, compared to main Pokémon games. As I said before, there are next to no Trainer battles, and the open-ended world design allows you to traverse areas quickly, especially as you earn more Ride Pokémon. It is what it is, though.

As with any Pokémon game, Arceus has a truck-load of post-game… and it’s meaty, that’s for sure. In fact, this is one of those cases where the post-game is the true conclusion of the story. It opens up a lot of new Pokémon, and if you have save data from Pokémon Sword and Shield, you can catch Shaymin. Of course, the new objective is to catch these Pokémon and make the long grind to complete the Pokédex. And lemme tell you… it’s a real grind. While it’s not too tough to complete a Pokémon’s entry, the last hurdle to the maximum Team Galactic rank is insane; you pretty much have to complete more research tasks than what you need. Also, I don’t know about you, but a lot of Pokémon seemed arbitrarily elusive to me (*cough* Cherrim *cough*). Fortunately, one of the best aspects of the post-game is something that the main series desperately needs: being able to obtain the other two starters without having to trade for them!

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Final Verdict: 9.25/10

Pokémon Legends: Arceus is a massive leap in the right direction for Pokémon. In fact, I’m not technically finished with it yet; due to what I said in my post from last week, it’s more realistic for me to try to go for completion in this game, but it’d probably be next year if I waited until then to upload this post! My willingness to attempt Pokédex completion shows how much I loved it, although I will be very salty if they don’t continue to build off of what Arceus sets up. I recommend it to any Pokémon fan who needs a change of pace, and possibly, to other gamers who couldn’t get into Pokémon in the first place.

Tristan Strong: The Only Rick Riordan Presents I.P. I Truly Love

I’m a big ol’ weeb, but even then, I acknowledge that West-African culture is no slouch. Disney’s Animal Kingdom introduced me to how beautiful and creative it is. Naturally, I would be all for reading Kwame Mbalia’s Tristan Strong trilogy, published under Rick Riordan Presents.

The titular Tristan Strong is stuck at his grandparents farm out in the boonies when a weird doll thingy steals the journal of a dear friend of his. He chases it, and ends up punching a tree, which releases a demon into the magical world of African folklore. Oops. Now, he has to find this dude named Anansi and fix this mess.

In every YA novel I’ve read, it felt like there was a PSA about how bad racism is on every other page. In Tristan Strong, it definitely rears its ugly head, but in a thoughtful and creative way, such as a living slave ship as the antagonist of the first book. And relatively speaking, that’s the LEAST brutal it gets! Book two deals in violent protesting, which was very impactful during its initial 2020 publication. The final book gets unapologetically brutal; it is straight-up nightmarish (I don’t use hyperbole, so I literally mean that word by definition). 

Going off of Tristan Strong alone, I’ve found African mythology to be one of the most interesting in the world. Tristan Strong really caught me by surprise. I get that there must be some creative licensing, but the African folklore assets felt like more than just “Oh, some gods of such-and-such element.” The implementation of it has more creativity and personality than any of the other Rick Riordan Presents books I’ve read. Anansi the trickster becomes a smartphone app, for example, and there’s a rapping vulture in book two. That’s only the tip of the iceberg!

If there’s any flaw, it’s that the cast isn’t 100% stellar. I wasn’t too big of a fan of Tristan himself at first, but after reading Legendborn, I’ve come to appreciate the fact that he’s got more to him than just the P.C. culture trope of “Hey, I’m Black! Love me or you’re racist!” He has a compelling character arc, a lovable enough personality, and one of the more unique superpowers in the Rick Riordan Presents imprint. Tristan starts off as generic, but he eventually has to deal with trauma and his own anxieties. 

Sadly, most of the other protagonists feel kind of there, such as female lead Ayanna. Most of the gods, while very cool because of how some of them are historical figures, fall under the Rick Riordan trope of being exposition dumpers who can’t do anything and leave saving the world to a twelve-year-old. There are silver linings, though. Gum Baby, the aforementioned doll thingy, is amazing. She’s sassy, sappy (literally; she vomits tree sap), and memeable. Of course, Anansi is a great supporting protagonist. I felt it fitting to picture him as Miror B from Pokémon Colosseum.

Most Black empowerment novels I’ve read had a cartoonishly evil White supremacist as its main antagonist. Of course, Mbalia can write a truly evil villain without having to grab us with an easy hook like that. Tristan’s foe is simply named Cotton. That sumbitch proves himself to be one of the deadliest in any Rick Riordan Presents book—scratch that—in any book with Riordan’s name on it; including Riordan’s own books!

Tristan Strong did to me what few other books I’ve read have done: moved me to tears. While other books are appropriately brutal, they never once made me cry. Tristan Strong did. At some point in the middle of the third book, I just put it down and sobbed uncontrollably for several minutes. It was a necessary meltdown, because Tristan Strong only scratches the surface of the real injustices that have occurred throughout American history.

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Final Verdict: 10/10

Tristan Strong is awe-inspiring. Although the first book can be a bit of a slow burn, the series as a whole is practically perfect. It’s so good that the other Rick Riordan Presents books don’t remotely compare. There is only one franchise of Western literature that I enjoy more than Tristan Strong, and I mean that literally. I highly recommend this trilogy for anyone who has the heart to care about humanity.