Anime movies are pretty hard to watch sometimes. While HBO Max has everything by Ghibli, they don’t have much of anything else. Streaming services are all missing a lot of movies by various people, especially Mamoru Hosoda. The Fathom Events screenings courtesy of GKids is the only option I have to see a movie when it’s new. Or… I could watch Weathering With You on HBO Max. Its famous creator, Makoto Shinkai, directed 2016’s Your Name, Japan’s highest grossing animated feature ever (unless the Kimetsu no Yaiba train movie beat it). I’m also pretty sure he’s the only anime movie director besides Miyazaki to get nominated for the Academy Awards’ Best Animated Feature (even if, like Miyazaki, he’ll never win because the Academy is the Academy). While not as popular as Your Name, Weathering With You was still immensely successful, both commercially and critically. With a new Shinkai movie in the works, I might as well watch one of his movies now to see what the hubbub’s all about.
In Weathering With You, a boy named Hodaka runs away to Tokyo. He lands a job with a single dad named Suga, who is sent to investigate an urban legend regarding the recent emergence of strange weather patterns. The source ends up being a McDonald’s employee named Hina, who has the power to make it sunny whenever she wants.
I already knew that Shinkai’s movies had impressive visuals, but seeing is believing. Weathering With You is gorgeous, sporting impressive feats such as individually animated raindrops. Even in crappy weather, Tokyo looks like an exotic paradise. No wonder why this man’s been nominated for the Academy Award.
The plot is a lot simpler than the actual animation work, though. When people start catching wind (or rather, catching sun) of Hina’s power, they pay her fat stacks to make it sunny all the time. In case it wasn’t obvious enough, her power will cost Hina her life. Oh, and the police get involved because Hodaka just so happened to have stumbled upon a loaded handgun.
The main philosophy of Weathering With You (besides “love trumps all”) is that the weather creates a placebo effect in humans’ moods. I don’t know if it’s because of the pandemic, but I found that belief to be a bit on the “dead wrong” side. There really is nothing else to the lore of the movie, except the apparent fact that cumulonimbus clouds all have golf courses atop the big flat bits that are home to magic water-fish.
Look, in case you couldn’t tell, I didn’t exactly enjoy the movie. That is also evident in the fact that I didn’t remember anyone’s surnames (their first names took everything I had). Naturally, I didn’t like a single person. Weathering With You has every appealing trope, presented in super-stock-looking characters. While Shinkai movies know how to have splendid backgrounds, these characters have the least style out of any anime movie I have ever seen. Sure, Ghibli and Hosoda’s tend to have same-face syndrome, but there’s at least a style. There is nothing in the cast that can even mildly perturb anyone.
That basically leads into my core gripe with the movie. I expected something that was at least so laughably bad, and manufactured, that I would enjoy roasting it. However, Weathering With You isn’t even that. Like Ride Your Wave, it is completely and utterly devoid of risk. Everything about the movie is precisely and perfectly set up. The commissioned musical numbers are also timed perfectly based on the mood to provide maximum emotion. Add the visuals to all this, and I completely understand how Shinkai works his magic. However, Weathering With You was still not an awful movie. I liked it more than Ride Your Wave and SIGNIFICANTLY more than Patema Inverted. The compliments end there, though.
Be forewarned of the typical logistics issues that exist by nature in movies like this. I didn’t find them funny because… I guess I just expected them to exist, and they exist with no flare whatsoever. In essence, it’s a lot of the whole “kids constantly one-up the police” a la E.T. What makes this particularly stupid is that Japan has an uncompromisingly powerful police force when they’re actually needed, and it shouldn’t have been possible for anyone to oppose them. Also, at some point, Hodaka gets like a billion yen as “severance” pay. Yeah, sure, okay. Whatever, Shinkai.
Final Verdict: 7/10
Weathering With You is very manufactured and accessible, and like many mainstream things, I do not understand why people think Shinkai is a genius. Yes, he knows how to pluck at your heartstrings, but I don’t consider that a compliment. This was extremely middle-of-the-road, and I can only be glad that I saw it included with a streaming subscription.
With that being said, I will probably pay to see his upcoming movie, Suzume’s Locking Up, in theaters when it comes around. I’m at least putting faith in Shinkai that his formula has some amount of variation. If not, then I disrespect him on an artistic and professional level. You, on the other hand, may enjoy Weathering With You to an extent, because it was tailor-made that way, but if you want a better anime feature with similar philosophies and actual balls, then watch the tragically underrated Children of the Sea instead.
I’ve definitely been getting a bit more into indie games lately (mostly because they’re relatively cheap), but most of the ones I’ve played are very much in the raw gameplay category. Of course, indie games are just as well known for being more “video” than “game”; as in, they fall into the realm of artistic and emotional experiences that have definitely turned the meaning of the word “videogame” on its head. From Journey, to What Remains of Edith Finch, Gris, and more, a lot of these are highly acclaimed and have brought tons of gamers to tears. I’ve watched people play a lot of the aforementioned titles, mostly from StephenPlays and his wife, Mal. While those games definitely presented themselves really well, I never cried over them. And honestly, it does kind of make me self-deprecate when I’m literally watching people break down in sobs and I… don’t. Basically, the crux of this long-winded preface is me thinking “What if it’s because I’m not playing these games myself? What if I need to be the one moving the character and pushing the buttons and looking at them from my own TV?” This is what’s led me to trying one of the latest emotional indie games, Spiritfarer. Well, that and the fact that you get to construct a cool boat in it.
In Spiritfarer, a girl named Stella suddenly awakens in the River Styx (or something). This creepy hooded guy named Charon looms above her, and says that he’s retiring from his job as the Spiritfarer. Stella, and her cat Daffodil, are given Everlights, which make them the new Spiritfarers. Their task is to find any spirit who isn’t ready to pass on and help them to pass on (which, in terms of gameplay, is to spoil them rotten until they’re happy). When they’re ready, she is to take them to the Everdoor, where they will finally join Prince in the afterworld, a place of never-ending happiness, where the sun shines both day and night.
Normally, I discuss story, gameplay, and audio-visuals in that order. However, because of how Spiritfarer is, I’m actually going to discuss it in reverse, mostly because I want you to writhe in suspense over whether or not I—as the heartless machine I am—cried over the game’s story. For reasons I’ll get to throughout the review, the gameplay and story rely on how the game looks and sounds.
At a glance, Spiritfarer seems just alright visually. Indie games with hand-drawn art styles are nothing new, and this one looks no better than an American graphic novel (and if you’ve read my review of The Witch Boy, you’ll know how much I don’t care for that artstyle). However, you can’t truly appreciate Spiritfarer’s visuals without actually playing the darn thing, and lemme tell you… this ended up being one of the most beautiful games I’ve ever looked at. The colors are striking and vibrant, with beautiful lighting effects. The character design is fantastic, with every person having a unique and creative look. What really surprised me was the animation. Like I said, games done in hand-drawn style are nothing new, but I daresay that Spiritfarer has phenomenal animation. They know that good animation comes down to subtle mannerisms and minute details. And despite being a silent protagonist, Stella dynamically reacts to dialogue, which helps make her feel alive as well. Word of warning, though. Remember how old videogames loved giving you seizures? Something similar occurs in this game during specific scenes, such as when you welcome a new character to your boat.
The soundtrack is just as deceptively fantastic. As one of the few people who actually loved Zelda Breath of the Wild’s soundtrack, Spiritfarer’s was just as enchanting. It’s super chill (except at certain points, which I’ll cover later) and soothing. But unlike Breath of the Wild with having one overworld theme and then the final dungeon theme, Spiritfarer has several different themes. Sometimes, I’ll play as inefficient as possible just as an excuse to chill (that, and the fact that I’m never efficient in these kinds of games).
Regardless of what I end up thinking of the story, what made me more invested than anything was Spiritfarer’s gameplay, which will be discussed at length. In essence, Spiritfarer plays like a 2-D Raft, where you collect resources through various methods in order to craft facilities and structures for your boat. The system is pretty simple and intuitive, and you can place buildings anywhere within your boat’s space, since it’ll auto-construct ladders. The tricky part, especially early-game, is wrestling with the boat’s size. The various facilities come in wild shapes and sizes, and it’s as fun as it is frustrating to try and clutter it all together. Fortunately, there is an edit feature where you can freely move the buildings without having to dismantle and rebuild them.
There’s also plenty of upgrades for your rig. You can go to Al’s Shipyard to increase the boat’s size, unlock new facilities, and a host of other things. One of the best aspects of this is that your quest menu will actually list the next upgrades, showing you what you need without having to go to Al’s just because you forgot what was required. You can also upgrade individual facilities, but you need to unlock those upgrades as they come. Stella herself also has upgrades. You earn Obols as payment from newly welcomed spirits, and by donating those to various shrines found throughout the world, you can give her improved mobility and whatnot. It gives the game a sort of metroidvania vibe, even though it really isn’t.
So how do you get resources? Well, the main way is to visit various islands. Your map starts out pretty small, but expands as you explore further. And while you could theoretically shoot in the dark for a new island (especially on repeat playthroughs if you know where they are), you can also receive quests and random messages in a bottle that will mark out those otherwise darkened areas. Like Wind Waker, your boat actually needs to sail to it. And honestly, I think the sailing in Spiritfarer is better than in Wind Waker by a long shot. Once you start getting new facilities, you can kill the long sailing times by doing tasks (more on that later), fishing, or just straight-up relaxing. The ship cannot move at night, but that can be remedied by going to bed. Just remember to ring the bell just outside of your room to wake your guests (and also remember to never ring it unless the time display on the HUD has the bell symbol, especially not while they’re supposed to be asleep).
Also unlike Wind Waker, there are a lot of resource gathering areas that regularly respawn en route (although you can and should go out of your way for them if you don’t have a straight shot to your next island). THESE are where things get fun. Despite the game not having any stakes or feeling of death, these special respawning zones (with the exception of collecting drifting crates) make resource collecting fun and exhilarating. From jumping around to collide with space jellyfish that live in random rifts in space-time, to letting yourself get struck by lightning to capture it in empty bottles, Spiritfarer somehow makes an adrenaline-pumping experience even though you can’t die. The soundtrack ramps up during these sections to make it even more fun. One of the best parts is that despite how “casual” Spiritfarer is, you are still rewarded for having intrinsic platforming skills, since you get more resources that way.
That philosophy extends to the facilities in the boat. Normally, the loom or the furnace are used like normal crafting tables, except you sometimes have to wait a minute for results. Here, you have to make them yourself. From playing a rhythm game to speed up plant growth to precisely cutting logs into planks, there are different mechanics for making various resources. Again, you are not straight-up punished for doing bad, but doing good gets you a bonus increase in results. They really keep you busy while the boat is moving. If you can’t stand the long journey (or don’t have any speed upgrades), you can sail to a bus stop (once unlocked) to fast travel around the world.
Cooking is done really well in Spiritfarer. At first glance, it seems like the usual “put ingredients in, get a thing, and slam your head against the wall trying every possible combination in order to get all the recipes”, but it’s a bit more than that. One thing I learned was that you could insert up to five of the same ingredient to get five that dish at once with the cost of more cooking time. Furthermore, your kitchen is a deceptively good source of coal because the sawdust you obtain from cutting logs can be cooked into it. There are also treasures that contain recipes so you don’t always have to brute force them.
SO… all of that covers what you can do on your way to a given island. How about when you GET to an island?! Sadly, the islands are hit-or-miss. Some are just flat albeit lovely plains, while others have a fair share of nooks and crannies. In any case, you will regularly need to visit these places to replenish your basic resources. Fortunately, the preview of it on your map will indicate if resources have respawned, which is a really nice touch.
As expected from a resource collecting game, the platinum trophy is tied to obtaining at least one of every item in the game. These are presented to a lovely walrus named Susan, who is probably one of the best collector-type characters I have seen in any videogame. At certain milestones, you will get some great rewards, so stop by often.
Anyway, I’ve just talked about the faring part of Spiritfarer for about ten years but not the spirit part. Basically, you find wayward souls on various islands. A lot of people are dead in this world (for some reason), but the ones you want will have a silhouette over their heads. When recruited, they will begin to make the ship their own. As previously discussed, you need to make them happy.
The main way of doing this is to complete quests. This ranges from building new facilities (like their own private quarters) to going to particular areas of story relevance to them. You also have to worry about their moods. You’ll have to feed them regularly, keeping their individual tastes in mind. One of my gripes with the game is that the feed menu itself doesn’t show you their preferences, but honestly you just need to regularly look at their favorites (in the Mood tab) BEFORE you select feed. Unfortunately, they also fail to show what you’ve fed them already, making it an incredible grind to find their favorite dish. As far as I know, there is no trophy for finding everyone’s favorite food (and if there was then I missed it).
You also need to make sure you talk to them whenever an exclamation point or a random text box appears. Usually, it’s just a reminder that they’re hungry or have a quest; but sometimes, you get random tidbits of their backstory. You should pay attention to what they say, because if they talk about an unpleasant memory, it will decrease their mood, and you should respond appropriately by giving them a hug (yes that’s a thing in this game).
So, we’re finally onto the story. The story that many have said is emotional, heart-rending, and powerful. I’ll admit that I was impressed. The writing is phenomenal, with a lot of dry humor that somehow fits in well with the more emotional stuff. All of the characters have basic personalities, but are given more life by the excellent writing and emotive expressions. The game is great at building anticipation for releasing them, and the actual cinematics when that happens are breathtaking.
And yet, I didn’t shed a tear.
There are some reasons that can be blamed on the game. While the writing is really good, a lot of the more nuanced aspects of the spirits’ character arcs are very loose. Heck, you won’t even be explicitly told exactly how they died. Also, you could literally just be checking on them while you make your rounds, and they’ll suddenly be like: “Let me share with you this traumatic memory!” I tried to pay attention for the most part, but it’s hard to pay attention while you’re trying to make sure everyone (including assorted farm animals) are fed, your windmill is actually rotating, your plants are watered, while also squeezing time to smelt ores or use the loom. This game was something that had to be left up to interpretation, but the Lily Update that came out early 2021 straight up tells you Stella’s backstory and each spirit’s role in the overarching story.
However, the blame still rests on me, and it probably has to do with my autism. I say that the characters are loose and interpretive, but that could easily be my inability to understand people. There are some aspects of the brain that completely elude our best neurologists to this day, which are part of some sense of “understanding” that I do not have. Most neurotypical people can probably read the lines of these spirits as it is, and piece together exactly what happened to them—down to their cause of death—with no problem. In fact, based on one of the patch notes I read, the fans knew more about one character than the devs themselves! Honestly, I feel jealous. Games like this are part of why I question if I like having autism.
Regardless of what the exact backstories of these characters are, with Spiritfarer being a slice-of-life, they’re all going to amount to being a normal, realistic, human issue of some kind. People and critics seem to think that those are the most objectively and unequivocally fascinating narrative themes, but I don’t. I suppose you can blame my autism again.
Also, my impression has sort of been colored by the content updates. It’s not really the content of the updates, but the fact that they were announced when I was in position to beat the game. Since I wanted to play those first, I ended up waiting months for them. And as a result, a lot of the plot was lost to me. My clearest memories are the above passages that you just read, written while they were fresh in my mind (this review, consequently, took over a year to write to completion).
Beyond all I’ve discussed, there are still a couple of flaws with Spiritfarer. It’s nothing game-breaking, but I don’t want to sound like that guy who glosses over issues just to sound “right”. First off, while the game appears to be pretty open world, progress is deceptively linear. Usually, these kinds of games gate you from certain progression by just not giving you certain resources, and having you craft what you can in order to gradually find those resources. Spiritfarer is a lot more strict than that. The resource collection events, such as lightning and stuff, are tied to a specific character, requiring you to have them on your boat before you can obtain the resource. Also, certain regions of the game are locked behind specific boat upgrades. Those upgrades require a Spirit Flower, which is only obtained by releasing a spirit, making the game even more linear. This also, sadly, can make you look forward to releasing a spirit, which kind of kills the emotional value of the sequences. Other than that, some chests require blind leaps of faith to reach. There’s no punishment for missing, of course, but the lack of bottomless pits doesn’t make that kind of level design any less annoying.
It also gets grindy if you go for the platinum trophy. Fishing isn’t too bad if you can find the optional upgrade that allows you to catch even the most difficult fish in less than a minute. The problem is the cooking. If you don’t look up all the recipes, you’ll end up brute-forcing a lot of them. While most items take any of a given type of food, some are more specific. It didn’t make the game fun anymore, so I just gave up on it. Oh well, like Hudson Hornet said: “It’s just an empty digital cup.”
Final Verdict: 9.65/10
Spiritfarer is one of the greatest casual gaming experiences of my life, and definitely one of my favorite indie games. It didn’t make me cry, but it’s something I will never forget. I’d try the other two games by this team, but they—in a stark contrast to this game—look rip-your-ass-off-difficult. Hopefully they’ll start working on a new project soon-ish? In any case, I recommend Spiritfarer if you like Stardew Valley and Edith Finch and stuff.
There are times when a manga is so unique and otherwordly that you can’t even come up with an intro to segue into a review about it. This is the case for The Girl from the Other Side: Siúil, a Rún. It’s no surprise a weirdo like myself would find this among his favorite manga of all time.
In The Girl from the Other Side, a curse has ravaged the world, turning people into undying beasts (which is also contagious, by the way). A young girl named Shiva is sheltered from it all, in the care of one of these creatures, simply named Teacher. She seems to be immune to the curse, but that only paints a “Kidnap Me!” target on her back.
The Girl from the Other Side is straight up whimsical. The plot is simple to follow, yet it constantly asks new and intriguing questions about what’s going on. I found myself sucked into the narrative, and always wanting more. It felt relaxing, yet suspenseful. It gets confusing fast, but everything is tied together shockingly well towards the end. There really isn’t anything wrong with the story as far as cohesion goes.
Given the fact that it stars a girl and a monster who live together, The Girl from the Other Side is incredibly easy to compare to The Ancient Magus’ Bride (also, both manga are published in the same magazine to boot). In comparison, The Girl from the Other Side is much darker in tone, and has a lot more focus on its overarching narrative. There’s also no hints of romance, unlike The Ancient Magus’ Bride, which has romance to spare. Due to the fact that Magus’ Bride has sort of devolved into a Harry Potter clone in recent volumes, I’m willing to declare that The Girl from the Other Side is the better of the two.
The characters are its only flaw, though. While Shiva and Teacher’s interactions are one of the manga’s greatest strengths, everyone else is kind of just there. Fortunately, the bulk of the story is centered around Shiva and Teacher anyway, so it’s not as consequential as something like Overlord.
Something else you may consider a flaw is that it intentionally leaves some plot threads unresolved, namely, closure when it comes to the curse itself. While we learn of the reason behind it, there is no effort to lift it once and for all; the story is strictly about the relationship between Teacher and Shiva. Call it a cynical social commentary or a liberty taken to help the story flow, but that’s just how it is.
Everything comes together with the manga’s downright enchanting and mysterious artstyle. While the cover art is both dreary and quaint, using simple desaturated colors, the actual manga itself is where the art shines, or rather, where it darkens. The artstyle in this manga uses the Gestalt theory of art, and creates shapes by filling negative space with black in just the right way. It makes an otherwise generic fantasy world stand out really well. I want every page as a desktop wallpaper, please.
Final Verdict: 9.5/10
The Girl from the Other Side is a short and practically perfect manga. It might not have waifus or pulse-pounding action, but it’s something that is very unlike most series of its kind. Hopefully the movie adaptation will be just as good!
Of all the mainstream fandoms I’m actually a part of, it kinda sucks that Pokémon is one of them. I love the games, but a lot of fans are basically the Star Wars of the videogame world; full of people who are dead set on criticizing anything that comes out after the first three core installments. You do not need to go far to find ridiculously divided opinions on every game from Gen 4 onward. I do think Pokémon has had [many] ups and downs, but I’d pick Sun and Moon with slow text over some of the horrors I’ve heard from outfits like EA and Bethesda. Anyways, the newest punching bag, Pokémon Brilliant Diamond and Shining Pearl are out, and I haven’t read any reviews besides my own. Based on my experiences on the Internet, I have a gut feeling that people hate this one. I want to prove them wrong, but I would have to actually disagree with them first! Without further ado, let’s jump back into Sinnoh, specifically the Shining Pearl version!
Before I start, I must state how significant this game is for me personally. The first Pokémon game I ever played was Pokémon Platinum, and I sucked hardcore at it. We all suck at our first Pokémon game, since it’s so different from most JRPGs. Once I got to the point where I knew all the series’ nuances, I always wanted to go back and whoop Platinum’s ass. The problem is that I lost my copy. As such, this remake is FINALLY my chance to redeem myself in Sinnoh!
In the fourth generation of Pokémon, your trainer is—as per usual—given a Pokédex and a free starter. Also as per usual, you have to complete the professor’s somehow empty Pokédex. However, you and your friends end up having a run-in with Team Galactic, led by Cyrus. He wants to rewrite the entire cosmos, so… Good luck with that.
I don’t know about most of the Internet, but when I first looked at the pics for these games, I didn’t exactly like how it appeared. They reverted back to the chibi style, and made it resemble the Switch remake of Link’s Awakening, but a lot more lifeless. However, after finally getting to play them, the visuals grew on me. It’s as vibrant and cozy as the Pokémon world always was, and the water graphics are particularly appealing. The updated soundtrack is really solid as well.
Let’s discuss Gen 4’s story once again… or lack thereof. Diamond and Pearl, being before Gen 5, really don’t try to be engaging whatsoever. It is the usual formula of “go get Gym Badges until the bad guys show up and you happen to be at the right place at the right time.” There really isn’t anything else to say about it.
I was never really a fan of the characters either; everyone was pretty one-dimensional to me. While the updated look gives some personality to their mannerisms, it’s pretty inconsistent how much stock is put into them; I’ve seen random Trainers get more love than plot-relevant characters. The Gym Leaders are their usual one-off, pre-Gen-5 selves, with Crasher Wake being the only memorable one to me.
If Sinnoh’s story did anything right, it made a big leap forward in Pokémon lore. Legendaries have always played a religious role in this world, but in Gen 4, we have literal gods. The box-art Legendaries, Dialga and Palkia, control the fabric of space-time itself, while a trio of three sprites who reside in Sinnoh’s great lakes, gave humans all the aspects of, well, humanity.
Being a remake, there are some necessary quality-of-life improvements. Pokémon summaries—for the first time ever—straight-up show an up and down arrow for affected stats in Natures. X items still raise stats by +2, and the Pokétch has an app which replaces the need for any HMs. And most importantly, EVERYTHING IS FASTER. Battles are at Gen 8 speeds, and Surfing isn’t garbage.
However, at what cost do these great improvements come? For starters, TMs are now back to being consumable items (although it’s somewhat alleviated by having TMs received by NPCs come in units of three). Marts and Pokémon Centers don’t share the same building either. What’s extra-damning is that Pokémon Centers don’t have free Move Reminders anymore. Oh, and random encounters are, well, random again; no Pokémon on the field other than statics.
One of the best new perks for true Pokémon gamers is a free Mythical Pokémon! As long as you have save data from Pokémon Sword or Shield, you get a free Jirachi in Floraroma Town. It’s the first time I’ve ever used Jirachi, so it basically felt like an entirely new Pokémon. Furthermore, early buyers obtain a Manaphy Egg (sorry if you’re reading this and you missed the window). It’s also my first time ever using Manaphy, and as such, I also had access to Phione via the Daycare Center. However, I used Manaphy since Phione is objectively weaker, despite being much more annoying to obtain.
And you better make use of those Mythicals, because through these games, I learned—the hard way—just how good Platinum was. I was looking forward to the Rotom in the haunted house and the Togepi you get from Cynthia. It would be my first time ever using the former with its new Fairy typing. However, in Diamond and Pearl, they are post-game, whereas you get them much earlier in Platinum. The Eevee you would get at Hearthome City is post-game as well. Spiritomb is still impossible to obtain without at least one friend.
Sadly, this means that they failed to fix many bad problems with Diamond and Pearl’s game design. Fantina’s Gym is still a math class, for starters. Also, the encounter variety is garbage. Sinnoh has some solid Pokémon, sure, but man… Gen 7 and onward has spoiled me in how much variety you get in encounters. For people who don’t know, allow me to sum up Sinnoh’s Pokémon variety: the Chimchar and Ponyta families are the ONLY Fire-Types in the game! Furthermore, routes tend to have the same encounters over and over, moreso than spamming the common pure-Normal and Normal-Flying-Type families of that Gen. I’ve seen Shellos, Ponyta, Geodudes, and more common Pokémon permeate the bulk of Sinnoh.
A mechanic I’m glad to see back is the Grand Underground. This rabbit hole of a side mode is a massive and intricate series of tunnels throughout Sinnoh. You can dig fossils and other really good items in an RNG-based, Battleship-like minigame. Basically, you just smack parts of the wall with a hammer to reveal items. You keep anything that’s fully revealed by the time you run out of guesses. There are also secret bases in the Grand Underground, and new to the remakes are rooms that have Pokémon actually physically roaming around which can be battled and caught at your leisure (while some of these offer a new alternative to annoying encounters, such as Munchlax, there isn’t much better variety here). Statues found in the digging minigame can be placed to affect the spawn of the aforementioned underground encounters. Unfortunately, you can only have one statue effect at a time, dictated by whatever Typing is the majority among your display. I think the biggest flaw is the grind for Spheres to upgrade your Secret Base. You need so many, just to expand it by so little. I think this could be fixed with the ability to trade statues for spheres, because they are much more common than what you can possibly contain within your Base.
Another rabbit hole is the Super Contest Hall. I never dabbled in it back in the old days, so I don’t know if anything has changed. In any case, it’s rhythm game meets brutally long and tedious min-maxing and prep work. Before you can even think of entering, you have to farm berries to make Poffins to feet your Pokémon and increase any of its five Contest attributes. You also have to figure out what the best move to bring into the show based on its Contest effect. That move is basically an ultimate move to use at the right time. Chain with other Pokémon moves to get an even stronger effect. Oh, and make sure you’re actually good at rhythm games. Want a Milotic? Then you gotta dabble in this crap, and that’s assuming you can find the miraculously rare Feebas in the first place. To find it, you need to get to a specific body of water in Mt. Coronet, and fish on one of four specific tiles, whose locations change every day in real time. And even if you manage to find the spot, Feebas still has a low spawn rate on its own tile.
Gen 4 was pretty tough back in the day. Mars’ Purugly, Jupiter’s Skuntank, Cynthia’s everything… but in the remakes, it becomes almost excessively easy. The more balanced XP distribution from Gen 8 saves on grinding and keeping your team in check, but unlike Gen 8, it doesn’t reach that Goldilocks-zone challenge that I felt Gen 8 had. Even when skipping Trainers, you’ll be overleveled for most of the game. It doesn’t balance out until the Pokémon League, which proves to be about as tough as it was in the old days.
But as admirably I performed this time around, Gen 4 still gets the last laugh on me. For over ten years, I couldn’t do anything in the post-game, and here’s why: for the only time in the series, the pre-requisite for the National Pokédex is to complete the Regional Pokédex. It’s actually quite doable, as long as you fight every Trainer (which the game itself will point out), and talking to Cynthia’s grandma registers each games’ opposite box-art Legendary in your Pokédex, and after that, it’s just a matter of knowing to go after Uxie, Mesprit, and Azelf. Mesprit is a Roaming Legendary, which is annoying, but the initial encounter in its cave that triggers its Roaming status counts toward your Pokédex, so it really is no problem at all. I fought every Trainer, encountered all three lake spirits, and Dialga and Palkia in Platinum, so I have no idea how I failed to complete its Pokédex. Maybe I actually did, but since it was my first Pokémon game and didn’t know the difference between Regional and National Pokédex, I thought I had to literally see all Gen 1-4 Pokémon. But with my old cartridge lost, we’ll never know for sure.
Despite how easy it is to do, I still think it’s a pretty arbitrary prerequisite for the post-game, especially after one of the hardest final bosses in the series. With all that said and done, it’s time to experience the post-game in earnest! Whatever’s carried over seems to be the same, although I couldn’t really tell you that since I only ever experienced the post-game through Chuggaaconroy’s Platinum playthrough up until now. In any case, there’s a lot to do! You have an entire new region to explore, with Heatran slumbering at Stark Mountain. There is also a sidequest that nets you Cresselia, as well as an encounter with Rotom at night in a specific area. One thing I don’t remember is the ability to challenge every Gym Leader again, as well as fights with the Professor’s assistant and your friend that refresh daily.
Of course, the thing to be hype for is the new Ramanas Park. Here, you can catch every Legendary from Gens 1-3, including the Regis needed to get into the Snowpoint Temple to get Regigigas. Since everything has to have extra prerequisites in Sinnoh, it’s not that simple. To fight them, you need to trade Mysterious Shards for Slates that correspond to their room. These Shards are found—rarely, I might add—in the underground. It’s a grind to get all of them, because it’s not like you need one Slate to unlock each room; the cost is one Slate per encounter. That means you’ll need three small Mysterious Shard or one of the far rarer large Mysterious Shards for every Legendary from Gens 1-3. Good luck with that!
Final Verdict: 9/10
I wish it had some of Platinum‘s perks, but nonetheless, these remakes of Diamond and Pearl really do Gen 4 justice. It makes a great entry point, since it doesn’t overwhelm you with massive amounts of encounters right at the beginning. I think there’s supposed to be DLC, but unless it’s a whole campaign like in Sword and Shield, I probably won’t dedicate a whole post to it.
Does anyone remember the one good thing about COVID-19, i.e. when movie studios streamed new movies as an additional option on release? Nowadays, studios are like “Yeah, we can go back to making theaters the only option again”. And guess what, Disney’s Encanto is no exception! As the first animated movie since Moana to have potential future Disney Legend Lin-Manuel Miranda at the helm, risking my life would be more than worth it (albeit a bit inconvenient).
Encanto begins when the Madrigal family narrowly escapes what I presume to be the Conquistadors. They get saved by a candle, of all things. A candle that creates the enclosed world of Encanto, with a magic house at the center. Over the course of fifty years, every Madrigal is blessed with a gift. And like any media ever with a “gift” system, our main protagonist, Mirabelle Madrigal, gets nothing. And like any media where that happens, it’s the person without a gift who has to save everyone.
Disney movies will always be very predictable, especially since this is their sixtieth animated feature. As soon as you hear Abuela utter the T-shirt-worthy phrase, “Make your family proud”, you know the theme, or rather, themes. Encanto is about family and trauma. Specifically, it’s about how families place burdens on one another because they want to keep things peachy keen.
One of the most interesting aspects of Encanto is its setting. Being enclosed from the rest of the world, the house—La Casita—is where the bulk of the movie takes place. This makes it feel much more compact than most Disney settings I’ve seen. Of course, that doesn’t mean there’s a shortage of Disney magic. La Casita has as many surprises as its personality!
Speaking of personality, the cast is full to bursting with it. Mirabelle is probably one of the best female leads Disney has cooked up. She’s not banging you over the head with feminism (although that was never a Disney issue as much as an issue with Western culture in general), but she shows that she’s a big-hearted girl who loves her family.
But wait, there’s more! Mirabelle’s family is… big to say the least. Each person, from Best Girl Luise, to drop-dead gorgeous Isabel, have fully realized character designs and flaws. Bruno is likely my favorite character, what with his tragic backstory and quirky personality. Abuela is kind of a weak spot, being a traditional bad Disney parent like Miguel’s grandma in Coco. But you know what, at least Abuela had a more tangible reason to be dense! Hang on, did I say Bruno was the best character? No, that’d be La Casita; the house, like a loyal animal companion, is the only one to actually stand by Mirabelle from start to finish (okay, technically Antonio did too, but he’s not a magic house).
Of course, what always separates Disney from what I’d call the “superficial at best” mainstream is how much stock they actually put in to bring their stuff to life. As expected, every aspect of the movie is intricately well thought out, down to every particle. Also, they once again manage to perfectly border photorealism without ever entering an uncanny valley.
Last but not least is the one thing I was looking forward to the most in Encanto: the soundtrack. Between Hamilton, Moana, and Mary Poppins Returns, master maestro Lin-Manuel Miranda hasn’t only crafted top quality numbers, but a high quantity as well. Sadly, Encanto has a whopping not many songs. What’s there is top-notch stuff, but as of writing this review (mere minutes after seeing the movie), I already have withdrawal! Next Lin-Manuel Miranda movie when?
Final Verdict: 9.85/10
Honestly, I don’t remember having been so captivated by an iteration of the traditional Disney formula in quite some time, but that could also be because the last two years have felt like a lifetime. Encanto is a masterpiece of Latinx culture, introspection, and most of all… family! I highly recommend it to any Disney fan, and to anyone who wants a brief respite from the depressant that is being alive during a pandemic.
Ugh, light novels. As you might’ve read in my “There’s Too Much” post, I’ve been getting burnt hardcore by these things. I’ve even dreaded the ones I truly enjoy and really want to finish. Every time I go through the Pre-Orders at BookWalker, I feel sick to my stomach at all the stuff I have to veto (also, I’ve become way less tolerable toward ecchi and hentai, so now I have a better moral compass I guess). I should probably make use of the BookWalker notifications. Anyway, let’s see if it’s colored how I read these newest volumes, consisting of ONLY favorites… and Re:ZERO.
Cautious Hero Volume 7
This volume continues the Warped Gaeabrande Arc! And it begins with Seiya being controversial as usual. He trains Rosalie, but is extremely abusive to her, his justification being that she isn’t real. Of course, this won’t stop Rista (or you) from being triggered. Hooray, antiheroes!
However, if you’ve somehow managed to put up with him for this long, then you’ll finally get your reward. This volume is where Seiya and Rista’s values come to a head, and it’s actually quite powerful. He actually learns a lesson for once! Seriously, every time I think this series is going to get stale, something crazy happens. Hopefully, it can stay that way.
Re:ZERO Volume 17
Okay, so what happened last time? Without context, it looked like the mummy-cult-person kidnapped a child, and used her powers to make people happy at the fact that she threw said child off of a skyscraper. And as soon as the kid died, everyone in the crowd exploded. Literally. And Subaru’s checkpoint is only minutes from that mess, meaning that he doesn’t have much time to think (not that he’s ever figured any of these plot points out on his own before).
With next to no time to plan things out, the volume had some of the tightest pacing in a while. In addition to that, some of the previously introduced Archbishops make an appearance as well. But as far as the newcomer, Sirius, is concerned, I’d say she’s one of the better villains. She’s cartoonishly evil as expected for an isekai, but that personality coupled with her mummy-like look will probably make her pretty iconic if this arc ever got animated. Also introduced is Capella, the Archbishop of Lust. She’s also very cartoonishly evil, with no shortage of personality as lewd as her character design.
This arc is off to a great start! The fights are still kind of meh, but at least they go faster than they did before. For the first time in a while, I actually find myself excited for the next volume.
Konosuba Volume 15
The main conflict of this volume is to deal with Seresdina, a dark priestess under orders from the Demon King. She has an uncanny ability to control people, and gains a large number of followers… including Kazuma! However, due to Kazuma being Kazuma, Seresdina ends up regretting her life choices.
It’s another straightforward volume, with a lot more drama than laughs. I admit I’m getting burnt out with Konosuba, which is a shame since I’ve loved it for such a long time. I’ll try to make a push for the remaining two volumes, but I’m not making any promises.
Infinite Dendrogram Volume 15
This volume is set at the same time as the previous volume. In case you forgot, another war against Altar has broken out, with the summit and Altar itself being attacked at the same time. We finally get to know what happened with the latter in this volume!
For the most part, this is a pretty standard Dendro volume. Not to say it’s bad of course; there is no shortage of high-octane battles and even more ridiculous Embryo abilities, in addition to a great fight where Tian soldiers take on a Superior player. The most important thing in this volume is that we establish, of all things, the final boss of the series. It’s a very unexpected twist, however, it’s a very light novel-y twist. To say it in the least spoiler-y way possible, the final boss is in a dormant state, which basically means the author can pad out Dendro as long as they want. Hooray… Overall, it’s a great volume.
Otherside Picnic Volume 6
This volume starts with the tired trope of amnesia. Fortunately, Otherside Picnic doesn’t sell out like that. Sorawo’s amnesia ends pretty quickly, but this volume is about dealing with the guy who caused it: a boy who calls himself Templeborn.
With only one big chapter, this is the most focused volume thus far. While it sounds like bad pacing to spend the entire volume hunting down one guy, don’t worry; Otherside Picnic does it right. There are plenty of twists and turns, ending off in a climax that meets the series standard. Every time I finish a volume, I want the next volume immediately!
Light novels are hard. But somehow, I managed to work in these volumes. One pro-tip is that it’s a lot less stressful when you handpick only the ones you actually care about. I am aware that I failed to notice the impending release of The Executioner and Her Way of Life Vol. 3, so I’ll have to cover that later. With all said and done, see you next month!
I’ve had to rearrange my lifestyle in order to make room for more videogames, and also, to be in a better financial position. As I’ve stated, numerous times, light novels and manga (with the exception of Viz) have no subscription service. I’ve spent hundreds of dollars on those things, and that’s with prices almost halved by getting digital versions. By filtering out the stuff I can live without, as hard as that is sometimes, I can spare the cash on little games like TOEM on Steam.
In TOEM, you are a little bird cartoon fellow who wants to take a picture of the titular TOEM, whatever that is. He sets off on a journey to find it, and that’s literally it for the plot.
The story is simple and pure; perfect Escapism. The writing is pretty grounded for the most part, but there’s still enough humor for it to be charming without coming off as try-hard.
What drives TOEM home is the presentation. The grayscale style gives it a cozy feel, and the areas are very ambient, provided you don’t pay any mind to the empty void that surrounds you outside the boundaries of the game world. The soundtrack is beautifully relaxing and atmospheric. Plus, a really nice detail is that the main character is actually listening to it through headphones, and you can freely manipulate what music is playing in the pause menu.
The gameplay of TOEM is very simple. You use your camera to take pictures. The game makes it clear when it’s acknowledging a subject of the photo by showing brackets around it. Of course, there are many different things you need photos of. The biggest thing is the Compendium, which is basically an encyclopedia of different animals. Anything for the Compendium is given a snail symbol, which also has a check mark to indicate that you got it already. Every area also has a landmark that can have a picture taken, so get snapping!
To advance through the game, you must collect stamps in each area. To do this, you solve light puzzles by either finding stuff or presenting a certain photo. It’s pretty simple to figure out, but the annoying thing is that some tasks need stuff from all four areas. There are some surprisingly clever puzzles, but if you’ve played Baba Is You, then there isn’t much to worry about.
Getting full completion can be a bit tricky, but don’t get too hung up on getting it before the credits roll; in fact, you can’t, since you need to bring a photo from the endgame area to an older area for an achievement. The hardest one is probably the Cosplayer Achievement, which requires you to wear every clothing item. There’s no real way to track if you have all the clothing items in an area, plus some are in gift boxes, while others are earned from NPCs. You also have to take some photos of specific NPCs, who are indicated by shojou-style sparkles. If you did it, the photo will pop up with a glittering frame and artwork that looks nothing like the picture you took.
Final Verdict: 8.5/10
TOEM is a short, sweet little game that you can play when you don’t feel in the mood to play the latest iteration of The Dark Souls of Dark Souls. I recommend it to pretty much anyone.
I don’t consciously try to read books about racism. But when I began Liselle Sambury’s new series opener, Blood Like Magic, I was greeted with a disclaimer that basically said: “This book is about racism.” Well, let’s see how soul-grinding this one is.
In Blood Like Magic, families of witches get magic by having their periods (and Westerners think anime should be banned?). A young’un named Voya Thomas just had her period, and the next step after that is to have her nigh-impossible-to-fail Calling. Assuming you’ve had experience with urban fantasy before, what do you think happens when it comes to the main protagonist attempting some sort of magic test that everyone else in the world could do just fine? If you think Voya fails, you’d only be half-right. She calls Mama Jova, who—of course—happens to be the Dark Souls of the Thomas family.
So, the disclaimer at the beginning implies that Blood Like Magic is even more heart-rending and brutal than any other urban fantasy out there. It’s not. There is one scene (arguably two?) where racism is referenced at all. The scene in question is brutal, but it’s extremely out of left field. The reason for it is because Blood Like Magic is set twenty-eight years in the future, and in this future, racism isn’t that prevalent. Voya says that she has never been called a racist slur, nor conditioned to feel ashamed of being Black.
However, the book is still—to some extent—about racism, or at the very least, the fancy term known as “systemic racism.” Despite it not being in-your-face like in Legendborn, it still abounds in society itself. An example is showcased by NuGene, a big genetics company with a lot of weight in society. Apparently, if your genetic code implies that you might have a violent personality, you’ll be treated like a serial killer without even committing any crimes (or something), and this just so happens to be more punishing when it comes up in a Black person. The company’s employees insist on doing the whole “use gender identity at the end of their names” thing, but it turns out they’re hypocritical homophobes, which is shown when Voya’s transgender cousin is given the wrong set of chromosomes in their official record.
The cherry on top is that Voya, as narrator, still uses those same race labels, despite the fact that they should be archaic given the context. In a way, Blood Like Magic more cynical than any other books of its kind. No matter how much progress we make, those in power won’t change. In that way, Blood Like Magic has left me emotionally distraught not in the moments of reading it, but when reflecting on it afterwards.
ANYWAY, let’s discuss the actual story! If you’ve read a YA novel, Mama Jova’s task will seem straight out of the edgiest urban fantasy ever: Voya must kill her first love. Fortunately for her, she joined a gene-matching program by the aforementioned NuGene, and was paired with Luc Rodriguez, the sponsor son of NuGene’s CEO. Of course, they hate each other as soon as they first meet. Key word: “first”.
After being given her task, Blood Like Magic becomes part-romcom, part sci-fi mystery as she juggles a classic tsundere relationship with Luc, and this weird stuff her family’s been hiding from her. It’s balanced surprisingly well, especially since YA novels this thick (just under five hundred pages) tend to drag. I read it with my butt clenched waiting for that inevitable conspiracy to be revealed.
Normally, I’d criticize the characters, but this time… I don’t actually hate them even though I should. By themselves, pretty much everyone is either unremarkable and/or very snarky. But together, their chemistry made them among the more tolerable YA casts I’ve seen. I loved Voya and her cousin, Keis, bouncing witty remarks at each other, or Granny—who basically runs the Thomases—asserting her absolute authority. Even what would be a cringe-inducing, formulaic tsundere relationship between Voya and Luc ends up seeming more legitimate and believable than “I hate you! I hate you too! *Proceeds to viciously make out*”.
Despite all its novelty, Blood Like Magic still has a lot of those annoying YA tropes. If you guessed that Voya falls in love with Luc and can’t kill him, then congratulations! You’ve read at least one YA novel! At the very least, the story manages to play out in a way that’s quite unexpected for the genre.
Final Verdict: 9.5/10
I’m probably wrong and off-base about a lot of what Blood Like Magic is trying to say. But regardless, the thing to be invested in is without a doubt the families’ relationships. And I use a plural possessive noun because I don’t just mean the Thomases; I’m referring to their relationships with each other, as well as with the other witch families. Overall, I’d recommend Blood Like Magic just for the emotional story of Voya’s family.
This is another light novel series I really wanted to read. I mean, LOOK at that cover art. Also, the description implies that it’s stuffed full of Shinto folklore, i.e. my kind of jam. For the love of Amaterasu, The Haunted Bookstore: Gateway to a Parallel Universe had better be a banger!
In The Haunted Bookstore, an ordinary woman named Kaori Muramoto lives in an extraordinary place: the spirit world. Despite the title, our titular haunted bookstore is an establishment within said spirit world; it’s not actually a gateway TO it. She lives there with a cranky old oni named Shinoname, and helps all sorts of people. But one day, a weird exorcist boy named Sumei appears, and ends up lodging with them.
The thing that makes this inherently appealing is the commitment to Japanese mythology. If you’re knowledgeable about this stuff, you’ll see some familiar faces. And if you’re an American who’s struggling to find accurate research material for it, then The Haunted Bookstore has you there as well.
Uuuugh, as much as I wanted to love this, I have to say “that’s about where the positives end”. Being a slice-of-life isekai, everyone and everything is super-grounded, and there’s never any reason to feel tension whatsoever. While this can be done well in certain (rare) cases, The Haunted Bookstore is one of those that “pretends” to have heightened tension with numerous action sequences that just aren’t exciting because, by nature of the subgenre, we KNOW that everything will have to turn out all fluffy in the end.
The book also does a slice-of-life isekai trope that I hate: arbitrarily trying to wax poetic. One example is a side story where Kaori looks after a pair of cicada spirits who have a similar situation to Hikoboshi and Orihime, but in the form of dying and reincarnating over and over again. It’s supposed to make you cry, but… they just come back, so what’s the point of the feels? The universal theme of the series is a big philosophical question of whether or not humans and yokai can coexist. They make a big deal about it, but you just need to look at real life to know that it’s a ham-fisted thing. In the context of actual Shinto, humans and yokai live together whether we like it or not. It could be brushed off as a creative liberty, but it’s not like yokai have completely cut themselves off from humans in The Haunted Bookstore; in fact, there are plenty that live in the real world just the same. Also, I’m gonna have the gall to criticize a Japanese person for being inaccurate, but… the author categorizes jorogumo as a type of tsukumogami, which I’m pretty darn sure is wrong, since those are limited to household objects, while jorogumo is a spider yokai.
The writing could also be better. For how enchanting the cover art looks, stuff is described with about as much heart as expected in a standard isekai; i.e. the bare minimum of what you could call a description. It’s a real shame, especially considering that this world is supposed to be the appeal of the whole darn series.
As usual with me, the characters are what I really can’t stand. They are all boring. While they have some semblance of personality quirks, the subdued nature of the series means that no one can really express themselves in a way that has oomph. Kaori is kind of tomboy-ish, but she’s also super special and entitled for no reason, given her ability to live in the spirit world. Suimei is a garden variety kuudere; by living with Kaori, he’s forced to experience feelings for the first time in his life. Shinoname is a grumpy old man and that’s about it.
The characters from Japanese mythology were also not very engaging. No matter what their personalities are in the actual legends, they are all equally as dull here. Also, there were no kami present whatsoever. I feel like it would’ve mixed things up, but nope.
What a disappointment. I shouldn’t have expected a straight-up masterpiece, but I at least expected something that wasn’t just as mediocre as a standard isekai, especially with the legitimately cool ideas at work here. It’s not the worst thing ever, so I’ll try to keep up with it. But to be honest, there isn’t much appeal with The Haunted Bookstore. At this stage, I wouldn’t even recommend it to a fellow weeb.
Okay, sooooo I kinda said that I wouldn’t be covering light novel debuts for a while. However, at the time, I had completely forgotten that I was looking forward to The NPCs in This Village Sim Game Must be Real! (along with one other series). Look, Japan puts out thousands of these every year; I’m not the only one to completely forget something I knew I wanted. So, after this and that other series, I’m DEFINITELY not covering any light novel debuts for a while. I think?
In The NPCs in This Village Game Sim Game Must be Real!, a NEET named Yoshio receives a strange package, containing a game in its alpha build: The Village of Fate. He must test the game, but the fact that it’s classified is really weird. That, and the fact that it has the most realistic graphics ever despite how well it runs on his older computer. Oh, and the fact that the characters seem all too human.
Right off the bat, Village Game shows a lot of promise. The author clearly put a lot of thought into the game mechanics, but it’s definitely not something most people would play. Basically, imagine a village sim roguelite, which sounds pretty kickass just from that description. However, there are some things that seem like utter BS, and intentionally so. For starters, Yoshio gets only one run, and the game permanently soft-locks, in addition to the permadeath that can happen to the NPCs. Also, he cannot directly control them. The only way to command them is to write a prophecy as the villagers’ god. And this feature only refreshes once every twenty-four hours of real time. He can accumulate Fate Points (FP) to unlock powerful and necessary upgrades, but the upgrades are expensive, and—here’s the real kicker—the game has micro-transactions.
This series seems to be setting up a character study that can—hopefully in an intellectual manner—examine people and how easily they can lose their sense of reality to that of a game world. And in addition to that, Yoshio undergoes some real growth that most characters of his ilk do not. Since he’s stuck in the real world, he has to face his insecurities head-on. As questionable as The Village of Fate is, it has compelled him to go outside. He even has to get a job because, as expected in a game with microtransactions, The Village of Fate is pay-to-win. And I don’t even mean that from the standpoint of making a grindy game less grindy; it is simply impossible to gain enough FP to keep up with the crap the game throws at you.
The problem lies within The Village of Fate itself, and I don’t mean how intentionally sadistic its design is. The game’s worldbuilding and denizens are about as bland as any substandard isekai. Our cast of the game is a family of three, whose little daughter has an unhealthy crush on a fourth main character named Gams, a significantly older man. They’re… there. I don’t see how Yoshio got so invested in them outside of how realistic they look in the game.
I didn’t expect The NPCs in This Village Sim Game Must Be Real! to be good at all. And yet, it pleasantly surprised me. I highly anticipate how much more advanced the game will get as more stuff happens, and Yoshio’s character arc is very engaging. I recommend it not to isekai fans, but slice-of-life fans, since it’s pretty grounded for a fantasy series.