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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

~~~~~

Final Verdict: 10/10

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

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

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.

Pokémon Black & White 2: Ten Years Later, Still One of the Series’ Best Main Installments (A Retrospective)

I’ve been playing Pokémon for a while (*understatement*). My first game was Pokémon Platinum (which I certifiably sucked at). But as good as that game is, it wasn’t until Pokémon Black and White 2 that I started to become a devout Pokémon fan. I know that people like the first Black and White better, but I definitely prefer Black and White 2 for a number of reasons. Since these games actually turn ten this year, I might as well do a retrospective on them. I have played through this game several times since I first got it in 2012, but this playthrough is the first time in at least one and a half years. I always had a copy of Black 2 so I wouldn’t have to nuke my original White 2 file. But you know what… I think it’s poetic to nuke that file now, just to showcase how much I’ve changed as a person.

When it comes to the second installment of a given generation, it’s usually a remake of the first with new content. Not here. Black and White 2 are—to this day—the only main game sequels. They take place chronologically after the events of the first Black and White. Everything starts off nice and campy, but the return of a new—and eviller—Team Plasma is afoot. Time to once again beat up criminals with our pet animals!

Pokémon Black and White are generally considered the best installments in terms of story. And, well, yeah… I can’t refute that. It’s a rare time where one of the main antagonists really builds a relationship with the player, and the ethics of Pokémon training are put into question. This time, it’s pretty standard. The new Team Plasma, led by the one-dimensionally evil Ghetsis, is bent on world domination. But instead of beating around the bush and manipulating the emotionally insecure N by sheltering him and crap, he just magically has the post-game Legendary from the previous game, Kyurem, and shoots ice lasers at cities.

So yeah, it really does stink. It’s not bad, but it’s a start to the wildly varying quality of Pokémon plots moving forward. There really was no one in this series quite like N, or the rivals from the previous Black and White. The gym leaders also lose the presence that they had before. You don’t really get to know them at all outside the gym, and there isn’t that awesome scene where they fight Team Plasma together. That scene with Elesa isn’t here either (and for the record, it’s not THAT great of a scene, but that’s probably because I’m an emotionless, un-altruistic monkeybutt). They also add Marlon, a gym leader with a very weird sense of neutrality, that ends up not being explored at all.

While we’re on the subject of characters, I might as well bring up the whole cast. The main character is, well, unchanged, but that’s not a surprise given their nature. Your rival is basically the Sinnoh rival, but instead of being constantly happy, he’s constantly angry. He gets less angry later, but I couldn’t—to this day—tell what changes him. Maybe it’s the power of Pokémon? 

Team Plasma has gotten a downgrade, but it at least introduced one of my favorite characters in Pokémon: Colress. He’s a scientist who’s as enigmatic as his hair. He’s also one of those neutral characters who will only side with knowledge, and that means he actually respects you as a person.

The Pokémon League isn’t too great either, and that’s for both games (fun fact: I never found the League members to be particularly great until Gen 7). As per usual, you NEVER see them until the actual fights (with the exception of a brief encounter with Marshal in the sequels). It’s a shame, because this League has some of the cooler designs. One of them is actually someone from the Battle Frontier in Sinnoh. 

Since the gameplay of Pokémon is expected to be understood when reading a spoiler-filled retrospective, let alone a review, of one of its main installments (also, it takes a while to explain it), the gameplay section will moreso be an evaluation of the games’ structure, as well as the capabilities of the Pokémon introduced during this generation. And the first thing to bring up is that Black and White 2 starts SLOW. It’s still faster than most games, but it doesn’t feel that way compared to the “superior” first games, where you get the starters IMMEDIATELY. Also, as the last game where the starters don’t have their first stab move immediately, it becomes an even harder sell. The first gym, being Normal-Type, is uncharacteristically difficult no matter which starter you pick. The only good way to do it is to find Riolu in Floccesy Ranch, and it happens to be a rare spawn. The starters of Unova are all more geared to defense and setup, making it a button-mashing game at the beginning, even with their stab moves. Oh, and even when you beat the first gym, you are forced to do the first segment of PokéStar Studios, which is painfully tedious (and an area that I—for the sake of this review—gave an honest college try to complete for the first time in my life). 

In fact, the definition of “slow burn” doesn’t just describe these games, but most Unovan Pokémon. A lot of level-up evolutions do not trigger until super-late into the story, some of which are even post-game at the earliest. This problem isn’t as bad in Black and White 2, since levels are much higher by the Pokémon league. One of the most notorious examples is Unova’s pseudo-Legendary: Hydreigon, evolving from Zweilous at LEVEL 64. Even with the better level scaling in the sequels, you will still not be getting this thing through level up until the post-game, or just before the Pokémon League at the earliest. The only way to straight-up catch it before the Pokémon League is for the infinitesimally small odds of a dust cloud in Victory Road spawning it. Of course, if you can get it, it’s a freaking BEAST. Hydreigon was at its prime in Gen 5, before the Fairy-Type gave it a nasty quad-weakness. 

Another Unovan powerhouse is one of its Fossil Pokémon: Archeops. Insane Attack and Speed, but an ability that hampers Attack and Special Attack if its HP goes below half. To be honest, it’s almost always going to go first in battle, and if its opponent survives and attacks, and Defeatist activates from the hit, the opponent should have low enough HP for the next attack to finish it off. And since Defeatist doesn’t lower Speed, Archeops will still go first and deliver the finishing blow. It also evolves from Archen at a very reasonable Level 37. Archeops is still one of the most powerful physical sweepers, but like with Hydreigon, it was also at its prime in Gen 5 thanks to the unique Gem items. These Gems each represent a Pokémon Type, and they get consumed as held items to boost their respective type of move once. When using the move Acrobatics, and consuming a Flying Gem, the game counts that as not holding an item. Thus, Archeops can benefit from the Flying-Type damage bonus as well as the 110 base power from not having an item when using the move. I wanted to use its defensive cousin, Carracosta, for the first time, but the Fossil guy isn’t in Relic Castle in the sequels. In fact, Fossils aren’t available until the post-game!

Unfortunately, not every Unovan Pokémon is as great as they could be. One example is Garbodor, who’s still a hard sell even to this day. It evolves at a reasonable level, is a great tank, with an equally great physical attack stat. The rub is that it doesn’t learn a single physical stab move through level up. Scratch that, it doesn’t learn a single physical stab move, period… with the exception of Gunk Shot. It has a respectable Special Attack stat, but it’s the principle of the thing. 

Another great Pokémon that can be handicapped is Golurk. It’s all around a great physical Ghost-Type, with a cool design and lore to boot. The thing actually has rocket feet, which is a detail that’s acknowledged by allowing it to learn Fly despite not being a Flying-Type. The problem with it is that it can either have the great ability Iron Fist—perfect for its punch-based movepool—or Klutz… an objectively awful Ability that prevents held item use. There is nothing more heartbreaking in Pokémon than having a Pokémon with the best possible nature, but not the preferred Ability. Sadly, due to Black and White 2’s structure, the earliest opportunity to get it is Victory Road.

On a better note, another great Pokémon is Bisharp. It hits like a truck, and is very scary to deal with thanks to its Defiant Ability; any stat reduction will be countered with a free +2 Attack buff. On the other side of the coin is one of Unova’s best special sweepers: Chandelure. Its awesome design isn’t for show; it hurts, plus it can learn Energy Ball to counter Water-Types.

Two more interesting Pokémon that I have never used and, sadly, can never use are Escavalier and Accelgor. They are evolutions of Shelmet and Kerrablast, obtained by trading one with the other (hence my lack of having them since I don’t have friends). Escavalier has the risky Bug-Steel typing, with great physical Defense to boot. On the flipside is the glassy Special sweeper, Accelgor. It has next to no defenses, but has unsurpassed Speed, moreso than Archeops. 

Unova also has two version exclusive birds: Ruflett and Vullaby, which evolve into Braviary and Mandibuzz respectively. Like most Unovan Pokémon, they take forever to evolve, and you can’t even encounter them until Victory Road. Fortunately, the sequels have a static encounter with the evolved form very early on, plus that encounter has its Hidden Ability. Fun fact: Braviary with Defiant is a good thing.

I suppose I should talk about the starters, right? Like I said before, Emboar, Samurott, and Serperior are some of the chunkier starters in the series. Emboar is the most brute force of them all. It learns Flame Charge very early on, and its guaranteed Speed buff is a great setup for sweeping. Samurott is the most well-rounded, and learns some unexpectedly great moves like Revenge, and an assortment of powerful Bug-Type moves. Serperior has powerful Grass-Type moves and the great setup move of Coil to boost its Attack, Defense, and Accuracy. Unfortunately, it has the weakest move pool, only able to learn Grass and Normal-Type moves. It’ll serve you well against pretty much anything except a Steel-Type… well, once it gets Leaf Blade.

If you didn’t think this game had any more tanks, don’t worry; there are more. Druddigon and Ferrothorn are particularly rude, because they both have an Ability that inflicts contact damage on opponents. And like with any Pokémon with those Abilities, the effect stacks with the Rocky Helmet equipped. Just be wary with Ferrothorn; being a Grass-Steel physical wall, one good special Fire-Type move will end it.

Last but not least are the Legendaries. The main two, Zekrom and Reshiram are—to my knowledge—the first and only plot-relevant Legendaries who cannot be caught until the post-game (at least in the sequels; in the originals, you catch your boxart Legendary right before the final boss). They are all around great Pokémon, bolstering strong attack and bulk. Kyurem, who’s also respectably strong by itself, is able to fuse with either of Zekrom or Reshiram. This replaces its signature move with a powerful two-turn attack that can inflict Paralysis and Burn respectively.

There are also the Swords of Justice, who are notably all obtainable before the post-game. They have VERY powerful attacks, but the best one defensively is Cobalion. It’s Steel-Fighting, which is awesome before Gen 6 nerfs Steel. There are also the Mythical Pokémon Victinni, Meloetta, Genesect, and Keldeo. Unfortunately, since those are Mystery Gifts that need to be obtained through an event during a specific time, I have only ever obtained Genesect and Meloetta. Genesect is basically a watered-down Arceus; a cool-looking Bug-Steel Type whose signature move changes based on the type of a hold item called a Drive that it holds (and I’ve only ever been able to find one anyway). Meloetta is a special attacker that alternates between Normal-Psychic and Normal-Fighting through use of its signature move.

Let’s get back to the actual structure of the game. Unova was already a very chunky region in the first game, but Black and White 2 has a LOT more. A LOT MORE. It has a whole bunch of new areas, and a much wider variety of Pokémon than in the previous venture (even if the Unova-only Pokémon idea was pretty fun in Black and White 1, and much appreciated compared to the more recent games where newer Pokémon tend to be rare). However, there wasn’t exactly much I didn’t remember, since I—you know—remember so much from loving these games to death.

When it comes to starting in earnest, I’d say that Black and White 2 opens up after the third gym. Route 4 is when you start getting a lot of interesting Pokémon, and get to explore a pretty big area with the Desert Resort. Unfortunately, there is some padding even still. While you aren’t forced to do the tutorial for the musical place (which… we’ll get to later), you are forced to do the Pokémon World Tournament after the fifth gym (in addition to the aforementioned PokéStar Studios). I don’t know if you have to win to advance, but it comes down to already knowing what your opponents have (fortunately, they’re always the same). There’s also a very late point in the game where you have to fight someone with four Roggenrolas. Since this is before they could have Weak Armor… you have to fight four Roggenrolas with STURDY. It’s stupid and pretty much impossible to lose; it’s just there to be annoying.

So, we’ve gone over a number of side areas with unique mechanics. Well, there’s still more. One of my favorites was always Join Avenue. Every day, you’d boot up the game and talk to NPCs walking along the street, where you’d either have them open a shop or recommend them to an already opened shop. This place sucked so much of my life away ten years ago, and it’s worth it. The raffle place has a Master Ball for the grand prize, and I—to this day—have never obtained it (if Chugga ever plays these games for his channel, he will probably get it very easily). The antique shop is a great place to obtain a lot of random and useful items (get ready to have a new hate for Hard Stones). There are also places to raise base stats, friendliness, and EVs. 

Full transparency here: I did some of these side mechanics in my copy of Black 2, since I already had grinded up some other Pokémon for post-game stuff. PokéStar Studios… I gave it half an hour before I gave up on it (yes, that’s more than I ever gave it). I like it, but even when watching Twitch in the background, I found it emotionally draining and mechanically stupid. In PokéStar Studios, you choose one out of a staggering number of movies to shoot. You are provided rental Pokémon and a script to follow. You generally want to follow the script… but the problem is that you’re actually encouraged to find a very obtuse and specific combination of deviations to make something more avant garde. Since Bulbapedia, the most trustworthy source of Pokémon info on the Internet, didn’t have a guide for this to my knowledge, I gave up pretty quickly. As much as I love the unusual scenarios it puts Pokémon in (which I would’ve loved to see done in the main games more often), it’s just too much.

And honestly, I didn’t really want to do the musical studio either. The fun part is dressing up your Pokémon in ridiculous ways with various props, and that’s about where the fun ends. On stage, you perform a number that takes about five whole minutes, and you’re supposed to have more pizzazz than the other performers. Sadly, I have no idea how it’s measured. I know that hand-held props can be used as one-time flourishes, but I—to this day—have never had any clue on the best timing. Also, you have to do this a massive number of times to get everything out of it, and there are not enough dances to select from for variety’s sake. It’s the kind of repetitious grinding that can drive a completionist insane.

To add to the unprofessional-ality of this retrospective, I couldn’t do the competitive battle areas for crap either. The Pokémon World Tournament starts off weirdly easy (at least it was for me). You go through a cup where all eight Gym Leaders of Unova are thrown in as contestants. If you win, you unlock similar cups featuring Gym Leaders from Gens 1-4. While this is no doubt really cool, it’s also really difficult. I just can’t wrap my head around the insanity of competitive Pokémon-ing. The Battle Subway, which features different types of battle gauntlets against random trainers, is more forgiving, but it’s also less exciting.

When it comes to overall difficulty, Black and White 2 can be nasty if you don’t know the series’ mechanics REALLY well. Levels tend to hike up when it comes to gyms, creating a lot of walls if you don’t have specific Pokémon to account for them. I enjoy playing Pokémon slightly underleveled, since knowing the mechanics tends to outweigh pure stats, but man, not having the Gen 6 and onward Exp. Share is… hard to go back to. And for anyone who thinks that particular mechanic in Gen 6 makes things too easy, well… I’ll elaborate on that if I ever do a 10th Anniversary X and Y retrospective next year. I don’t really know how hard mode is, but according to Bulbapiedia… yikes.

In case Black and White 2 didn’t seem long enough to you, then get ready for its massive post-game! This opens up a ton of new areas: the northwest and southeast corners of the map (i.e. the areas around Icirrus City and the starting area of the first games). It also opens up Clay Tunnel, where you can obtain the Regis. The thing is… they’re all in the same room, and require the Key System setting to change the room to accommodate each Regi. These Keys were obtained by beating the game and doing other stuff, and had to be shared with other versions of the game. One set of keys is a difficulty modifier, however, I don’t know if you can have it to where you start a new campaign with one of those keys right off the bat (I kind of wanted to play the game on hard mode). In any case, you need both versions to obtain all three Regis, and unlock Regigigas as well. There was also a mechanic that allowed you to see N’s past, and randomly spawn Pokémon formerly owned by him into the wild. However, I don’t remember much of that mechanic nor how to do it.

It also opens up the version-exclusive Black City and White Forest. The former represents corporate greed and is really miserable and ugly, while the latter is quaint and happy. However, unlike the previous games where White was objectively better, both areas are more balanced in Black and White 2. Both of these areas have a unique challenge dungeon. Each set of floors has you go through a procedurally generated dungeon, fighting random trainers for hints on where the gatekeeper trainer is. Beating the gatekeeper trainer opens the door to the boss. Items cannot be used, but levels aren’t fixed either, so you can theoretically grind to level 100 and have an easy time. In any case, making progress opens shops in Black City and White Forest, each with unique items, and beating the final boss gives you a Shiny Gible and Shiny Dratini respectively. There is also an area that opens up after completing the Unova Regional Pokédex, but to this day, I have never managed to get it, especially since this game doesn’t have two rivals to register all three starters with (and it’s not Sinnoh where it’s programmed to make Regional Dex completion easy). 

And here’s the cherry on top: the Medal system. This is technically not post-game content, but it is part of getting to rate these games as 100% completed in your book. There are Medals for everything, from basic stuff, to completing everything in the side areas such as PokéStar Studios. This also includes completing a Pokémon League run with a single-Type team for EVERY Pokémon Type (fortunately, dual-Types count as long as one Type matches across the board), as well as a run with a single Pokémon (shouldn’t be too hard for those very first fans who just used their starter for the entirety of Red and Blue as kids because they didn’t know how the game worked). It’s a tad bit excessive.

Some of this stuff seems like it requires monumental grinding, and it does. Fortunately, Unova is by far the best generation for this sort of thing. Every day, stadiums in Nimbasa city spawn trainer battles (as long as it’s the right time of the day, otherwise they’ll be closed off). By the post-game, there are TONS of battles, enough to take at least half an hour total. In addition to this is a fight with your rival, a tag-team battle involving the trio of Gym Leaders from the first game’s Gym, and a fight with Colress (if you’re willing to go through two routes to get to him every time). ALL of these respawn daily. Furthermore, a rare Pokémon named Audino can spawn in any light-colored Pokémon grass, and that thing drops a LOT of XP!

Generally, I consider Unova to have excellent design in terms of layout and stuff to do (especially the latter), but I do have one qualm with it: seasons. There’s a reason that this only occured in Gen 5, because it’s handled stupidly. Basically, the game will track the date and time on your DS, and dynamically change the overworld depending on the seasons. While this is a nice detail, it results in some areas that cannot be reached except on specific seasons. And what’s worse is that autumn and winter are—to my knowledge—the only ones that really matter in terms of gameplay. 

For this passage, I need to make something clear: for some reason, I really love the world of Pokémon. It does have questionable ethics (and a lack of law enforcement), but I always loved existing in it. It always felt like a lucid dream to me (which is ironic since dreams are a theme in this game), and Unova always felt like one of the dreamiest. Pretty much every town has some sort of personality that makes it stand out, and a lot of them have my favorite atmospheres in the series. One such example is Village Bridge, which is an area that you just go through, with no plot relevance in either games. As a result, I always felt like it was a place removed from the rest of society, and it had a sense of quaintness to it.

I also love the visuals of Gen 5. This was the first generation where the POKÉMONS’ NAMES WEREN’T ALL CAPS, and more importantly, the first where their sprites were animated, showing off their full bodies in battle. The 3D is also much more intricate than Sinnoh’s, and the games run better as well. It’s also the first game where Abilities have a flashy visual that appears when they are activated.

The soundtrack is also one of my favorites in the series, with awesome overworld and battle themes. People generally love Route 10 from the first game, but as great as that song is, I also love the Route 23 that replaces it in the sequels. Colress also has one of my favorite boss themes in the series, but Ghetsis’ ominous, minimalist theme gets a remix in the sequels which kind of kills the impact of the original. One thing that Gen 5 does that is never revisited until Gen 7 is dynamic themes. Gym Leaders play an alternate theme when on their last Pokémon, but it doesn’t stop there. Certain NPCs in towns can play music which adds to the actual town’s theme. The most prevalent example is the aforementioned Village Bridge, which becomes a fully composed song complete with lyrics after you talk to all the NPCs involved.

~~~~~

After All These Years: 9/10

I love Pokémon Black and White 2, but since then, Game Freak has greatly streamlined gameplay. It’s just really nice that the newer games are programmed so that all your Pokémon will be fairly balanced for each challenge as long as you fight every regular trainer battle. Oh, and those side mechanics… ew. Since the DS is kind of dead, I obviously can’t recommend these games whatsoever. But hey, if you somehow have copies lying around that you bought ten years ago and never played, then I think you should play them.

Miitopia (Switch): Your Most Insane Fanfic Come to Life

If you’re reading this, then I’m a time masochist. When you’re working a full-time job along with running a blog, you don’t exactly have much time left. All of the precious recreational time I have is spent working on the blog. Every single piece of media I select must now serve some purpose for it. It’s hard. I’ve had to veto a lot of stuff. There are a lot of videogames that I’ve been juggling, and instead of playing them based on mood, I play them based on a number of factors too convoluted to go into right now. But a wrench was thrown in when Nintendo re-released the insane 3DS RPG, Miitopia, on Switch, with an improved character creator and FREAKING HORSES. I loved the crap out of the old one, but I was hesitant to play this new one ONLY because I never had raw desire take hold. So of course, this post (with an overly long preamble) is my only justification for playing Miitopia AGAIN. On Switch.

In Miitopia, the Dark Lord steals the faces from everyone in the titular kingdom of Miis. You, along with a vast number of intrepid heroes, set forth to whoop his butt and get everyone’s faces back. 

If you know RPG basics, then you know that this game has a simple and predictable plot. But unlike most RPGs, which pretend to be something they’re not, Miitopia spoofs them up. It is chock full of hilarious, tongue-and-cheek dialogue. The charm oozes out of every pixel, and we’ll get to more on that when we cover some of the gameplay elements.

I’d normally discuss the cast of the story here. However, every copy of Miitopia is kind of like a snowflake; no two are alike. This is because of the game’s main selling point: the Miis themselves. The identity of literally every character is decided by you. They can be your closest friends, or—if you’re like me and have no friends—fictional characters. You can be a light novel protagonist and insert yourself into the story, fighting alongside your favorite waifus. You can ship Arin and Dan from Game Grumps, or ship either of them with Markiplier and PewDeePie. You can even dictate the villain; take out your hatred on your most hated person by making them the Dark Lord. Hate mainstream culture? Then make the Dark Lord Billie Eilish. You also get other allies, like the Great Sage and the three Fairy Sisters. Just keep in mind that—SPOILER ALERT even though it’s a common RPG trope—whoever your Great Sage is will end up being the true final boss. If you didn’t have online in the original, you’d be given some lousy presets for non-plot-relevant characters. But in this version, you can freely dictate their identities as well, but you’d have to take the time to make them from scratch (or, you know, have an online subscription). Although the game doesn’t tell you this, you can preemptively add Miis—complete with makeup and wigs—from the Mii Characters database on the title screen. Use this if you have a plan on who to include in the story. Oh, and when it comes to your party members, you can change their in-battle phrases. 

For some reason, however, it doesn’t quite work in the Traveler’s Hub area. Every visit spawns a random, non-plot-relevant set of NPCs, and ideally, these would pull from Miitopia’s save data just like anyone else.  You can still go into the record menu and change that, but you’d have to do it every time the area reshuffles, and it kind of gets annoying. I’ve noticed that it has higher odds of pulling from the data if you have more characters with no assigned roles already made, but if that was the case, you’d have to make a LOT of Miis for it to pull from there every time.

Regardless, improvements to Miitopia’s customization mechanic are, well, massive. The Mii making system seems pretty normal at first. But when you go to the Mii Characters tab on the title screen, you can add makeup and wigs. With these, the sky’s the limit. You can make an anime character, and have it be accurate for once. Just a couple things to keep in mind. First of all, the sky isn’t quite the limit. For instance, there are no pompadours, nor any hairdos that defy gravity. More importantly, the quiz NPC doesn’t take makeup or wigs into account during the minigames. This means if you have an advanced character, like Darth Vader or something, it’s going to be tough to recognize him.

The icing on the cake is the amount of personality that oozes out of Miitopia. There are so many little charming details that make it hilarious and fun. One example is this derpy tuba-like jingle for literally EVERY new character as they show up. When the Dark Lord first appears, you hear this ominous choir, abruptly cut off by that sound, causing intentional tonal whiplash. Beyond that, there are too many examples to list, like the occasional Psycho bit after character interactions or the fact that every ability has this fancy, anime-like cinematic for it when it’s used for the first time.

The personality is also present in the game’s visual and audio presentation. Miitopia has a quirky and cartoony vibe, which is basic yet appealing. The Switch’s superior power adds lighting effects that help give it a more whimsical vibe. The soundtrack is also surprisingly fantastic. The battle theme and the titlescreen music are unique to each area in the game, and the boss track is a real bop that still lives in my head rent-free.

Although combat would be an afterthought in a game like this, Miitopia manages to have legitimately fun combat. The battles are your basic JRPG turn-based formula, but there are a number of factors to add spice (and chaos) to this formula. First off, you get to choose everyone’s personality quirk. They all have advantages and disadvantages, that range from free evades to refusing a much-needed heal. They trigger randomly, and as a result, a lot of battles end up being luck-based to an extent. The game is balanced enough around this fact… well… to a point (we’ll discuss that later).

A much more important factor is Affinity. Characters can build relationships through various, self-explanatory methods, from battle, to being roomies at the inn, as well as other means. Levelling Affinities up can cause some powerful effects to happen, some of which can turn the tide of battle in your favor. Of course, these are also luck-based, but they feel awesome when they happen. However, random events, as well as certain moves and personality traits, can cause a rift in two characters’ relationship. When this happens, you need to keep them together until they make up, or use the Popstar’s insanely powerful skill that instantly resolves their argument (this doesn’t work if the Popstar is involved in said rift; something that happened to me way too often in my playthrough).

Exploration in Miitopia is divided into automated traveling courses. If a path splits off, you get to dictate where they go, and you’ll need to take EVERY PATH if you want to get everything. It can get repetitive, but using the ZR button speeds up gameplay and saves BUTTLOADS of time. It even works in cutscenes! Random events occur, from stumbling upon loot to characters suddenly being fed up with each other. It’s generally rare for these events to lead to an unfair game over, but it can happen in VERY specific circumstances.

In between each course, the party rests up at the Inn. Unlike most JRPGs, this is where the action occurs. Here, you arrange characters’ living spaces so that they can bond with one another. While in the Inn, you can feed characters food obtained throughout the adventure to permanently increase their stats. They have very random tastes, and more often than not, they will hate the food most tailored to their build. You can also gamble any Arcade Tickets found from adventuring to get money or items. I always did the latter, since you will always get something from the item roulette. These range from a random equippable item, to rare food, to a boost of XP or Affinity between two people. Spending money is another mechanic based on luck. You need to see if a character wants something, and give them the money to grab it. Equipment for characters come in tiers, which means that if a chest contains equipment, it will always be the next step up from whatever you have. Oh, and keep in mind that characters will sometimes fail to buy the equipment that you loaned them the cash to buy. New to the Switch version are Outings. These are fun little events that give sizeable Affinity boosts and are quite charming as well as varied. Also new to the Switch version is the Horse. This adorable, customizable companion is basically a fifth party member. By raising Affinity between your Horse and other characters, you can trigger new, unique assists in battle. These are insanely helpful! One of them is basically an ultimate move. It requires all MP, and has a unique effect depending on the class of whoever uses it. However, there’s one unwritten nuance that I learned the hard way: the horse will only assist as long as a character is in the stable with it, regardless of Affinity and if it accompanies you to battle.

Well, I ended up deviating from battle for a while. Anyway, though the amount of luck in this game appears daunting, Miitopia does allow some divine intervention. Sprinkles can be used to restore HP, MP, to revive a party member, and more. Your carrying capacity with these Sprinkles increases as you defeat enemies, but keep in mind that they don’t refill until after a course is done. There is also the Safe Spot, where one character can use their turn to rest and heal a percentage of HP and MP as well as cure any debuffs. Of course, this puts your party at three, so careful planning is needed.

I talked about pretty much every element in battle before the bread and butter of RPGs: classes! You can assign a class to each new party member, and after a certain point in the story, can freely change said class. They range from your usual Mage and Cleric, to the unusual Popstar, Chef, Cat, Flower, etc. For the most part, they all have good enough strengths to win no matter what. The exception is the Tank. I don’t mean the high-aggro defensive class; I mean a literal Tank. This class has high defense and high damage, but most of the latter are used at the detriment of the Tank’s Affinity. Its low base MP doesn’t help either. 

In terms of difficulty, Miitopia is surprisingly balanced. Like with any JRPG, you’ll be pretty frail at the beginning, but be relatively okay at taking control as the game goes on. Bosses, and this one type of enemy with an insta-kill attack, are pretty much the only real challenges in the main story. Unfortunately, Miitopia is one of those annoying games where three party members are A.I. despite the fact that this is a turn-based RPG and that A.I. shouldn’t be necessary. They don’t spam useless moves like Marin Karin, at least. In fact, the A.I. is pretty good at making choices that a real gamer would make. Unfortunately, the A.I. fails to take turn order into account, and will use HP Bananas even if a healer was going to go immediately after them.

The real difficulty is in the post-game. In addition to new and tougher quests, the post-game unlocks three secret areas, two of which have the secret Vampire and Elf classes (for all I know, there could be a third one because I still have yet to do everything in this game). I usually like to make new party members dedicated to these, but keep in mind that they’ll have a whole game’s worth of Affinity, equipment buying, and permanent stat building to catch up to!

The third and most involved post-game area is a massive city, split into EIGHT sectors, teeming with the most powerful mobs in the game. Each sector has a stronger version of a previous boss, all of which HURT. This place sucks, and is probably the one place where Miitopia’s chaoticness loses its novelty. It’s hard enough on its own, but when you have to worry about relationships failing, or a Stubborn character refusing to be healed, it becomes beyond irritating. And don’t get me started on the U.F.O. enemies! They can use an attack that steals all of a character’s HP Bananas, which cannot be evaded no matter what. You also don’t get the Bananas back when defeating them. This causes your coffers to be sucked DRY,  to the point where you can’t organically regain them within the game’s parameters as long as you proceed through that area; you actually need to grind for them. I can’t even imagine how it feels when you get to the end of the boss rush tower, just for a few, RNG-based boo-boos to kick in and cost the whole run. And according to the Medal list, there’s a second tower that I actually have never seen before. Who knows what that could be!

The post-game has one more nice unlock: the villa. With this, you can house a massive number of party members all at once, and freely create new ones. This helps alleviate the issue of there being more classes than party members in the main story. Unfortunately, the inn capacity doesn’t account for the addition of the horse stable, meaning that one person will always be alone if you want to build Affinity with the horse.

Oh, and one warning for true completionists: the Medals. These are in-game achievements, and the Traveler’s Hub guy tracks your progress with them. Getting all of these requires getting every class to the max level of fifty, maxing out Affinities, getting all of the different equipment items for every class, and more. This is where grinding becomes a must, and that kind of sucks. But to be honest, you’ll probably need to do it anyway to take on the aforementioned boss rush. I have never completed Miitopia, but I might make an attempt if I ever feel the need to veg out with something mindless. But if you undertake this task, do it with some music or Twitch streams in the background.

~~~~~

Final Verdict: 8.75/10

An already great game is better than ever on the Switch! Miitopia is a quirky, fun adventure, perfect for relieving stress (as long as you don’t try the really BS stuff). I recommend it to anyone who just wants to be happy.

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

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

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

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

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

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

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

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

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

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

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

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

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


Daily Life

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

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

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

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

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

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

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

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

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

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

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


Deadly Life

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

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

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

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

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

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


Stressful Life

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

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

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

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Current (Possibly Final) Verdict: 9.5/10

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

In the Land of Leadale: A Chill Isekai with No Strings Attached (Volume 1 Review)

They say you can’t judge a book by its cover. But in defense of doing just that, having great cover art is important for generating interest. And that’s exactly what drew me to a new isekai licensed by Yen Press: In the Land of Leadale. There’s something eye-catching about really tall towers in the middle of fantasy landscapes… and let’s hope my eyes weren’t caught by another marketing scheme.

In In the Land of Leadale (well, that sounded wrong), a girl named Keina Kagami dies in her hospital bed and is transported into the VRMMORPG, World of Leadale. She has taken the form of her avatar, Cayna, and has pretty much all of her (OP) abilities. However, two hundred in-game years have passed since she last played! …Which means nothing.

I don’t know if this is a case of slow burn, but Leadale seems like another dime-a-dozen isekai. Unlike others of its ilk, this one at least has a few positives. The author managed to put some decent worldbuilding into the game, even if most of it is cosmetic and has no effect on the plot. According to the lore dump, World of Leadale was made by some incredibly trollish devs, and apparently, you need to be a god-tier player who can cast ten spells at once just to cure poison. Poison, one of the most common ailments in RPGs!

But worry not, for Cayna is one such god-tier player, at Level 1,100. She can down a massive bear by merely kicking it in the face, and is super rich. Oh, and that whimsical tower that’s normally a goal in these games? That’s her house! So yeah, don’t expect stakes. There’s supposed to be a goal where she goes to the other guardians’ towers, but there’s no urgency to it, and Cayna herself even says that she’s only doing it because she has nothing better to do.

Also, don’t expect to be able to visualize anything. It seems to be customary with most light novels to only provide the bare minimum description of anything, and sadly, that’s the case with Leadale. They also don’t bother describing anyone who isn’t a lousy NPC, which would be nice, except the NPCs tend to have more screentime than major characters in this volume. 

The cast is as cardboard as usual. Cayna tries to be a subversive protagonist by being a girl and a mother, but those traits seem to distract from how little personality she has (Also, expect the volume’s only sense of humor to consist of people having over-the-top reactions to her identity. Over and over again). Her three kids (read as: custom-made NPCs á la Overlord) aren’t very interesting either. Out of the three, I had a lot of hope in her son, Skargo, because he looked like someone who’d have an Oedipus complex and make this more controversial. But alas, he just ends up being annoying. 

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Verdict: 5.5/10

In the Land of Leadale is either pulling a long con, or it’s your typical, boring isekai. Some people will probably like it enough just from the main character being a mom, but that’s not enough for me. I recommend it if you like Mushoku Tensei and stuff.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Final Verdict: 8.4/10

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