Well, here it is. Another irrelevant monthly post because it isn’t August whatsoever. But hey, at least being super picky with light novels means that I’m going to have glowing reviews of all of them, right?
Do You Love Your Mom and Her Two-Hit Multi-Target Attacks? Volume 10
This could’ve been the final volume. But NOPE. Instead, for the penultimate installment, we get a bunch of filler stories. But like other filler volumes, the final chapter alone is actually plot relevant, so you can’t skip it! The filler chapters aren’t bad, but it’s the principle of the thing. As I’ve said numerous times, this is an expensive and time-consuming industry. Well, whatever.
Eighty-Six Volume 8
Right at the start, we get our goal for this volume: to capture some base somewhere, which will have some information about the secret base that has the secret shutdown code that can end the war. Oh, right, Frederica is a princess for some reason that may or may not have been properly foreshadowed (knowing light novels, probably not), and she’s the key to all this.
Clocking in at two-hundred-seventy-seven pages on BookWalker, I believe this was one of the longest volumes… and one of the weakest. Even when things ramped up in the second half, it just didn’t feel engaging. I just couldn’t get a sense of 3D space in the base they went to (I could’ve just been tired though). Also, this area really has zero purpose. The ghost operating the boss of the volume doesn’t even have a name or character. I see no reason why they couldn’t push for the hidden base. They could’ve spent the whole volume training for it, and I would’ve liked it better.
Also, spoilers here. The volume has a fake death, along with a Deus Ex Machina… either that or I was just REALLY tired (or bored) of it. Nothing quite says “I tried to be cynical but I failed” more than a fake character death. I swear, if the final arc doesn’t start with the next volume, I might end up dropping what I had originally considered one of the best light novel series out there.
Otherside Picnic Volume 5
It’s business as usual here in Otherside Picnic; episodic chapters where weird stuff ensues. It’s surreal and creepy as always. Well… not exactly “as always”. I took a week-long break from reading stuff, and it felt really nice. So, it might be the stress of having to keep up with this stupid and expensive market that’s coloring my impression of today’s volume of Otherside Picnic.
But regardless, it might just be one of the weaker volumes. And that’s mainly because it’s not really that creepy compared to previous installments. The odd-numbered chapters in particular were very unceremonious. Weird stuff happens, but they’re situations where the protagonists weren’t in danger. Runa Urumi regains consciousness in this volume, but as huge as that sounds, it’s put to the wayside. Fortunately, the even-numbered chapters are as weird and scary as expected. This was not a bad volume by any means, it’s just that half of it doesn’t meet the series’ standard.
Durarara!! SH Volume 2
Now that we established the main premise, it’s time for Durarara!! SH to start in earnest. Unlike most light novels, time isn’t wasted as our new unlikely trio investigates the disappearances. It’s obvious that Celty didn’t do it, and she arrives to tell them that right off the bat. Also… I effing love Celty.
Basically, this volume concludes the arc that was established in the last volume. We get some more development with Yahiro and Himeka, and more teasers as to whether or not Izaya is still alive. I don’t know if it’s the aforementioned stress from reading, but I didn’t enjoy this volume as much as the first one. Due to the sequel curse, SH is destined to not be as popular. I wouldn’t consider it bad, though. It just came out at a really bad time for me.
I’m really letting the stress get to me, aren’t I? It’s already stressful keeping up with an industry like this that has no subscription service dedicated to it. Part of me wants to swear off light novels forever. Even the ones I really, really love. But in better news (at least for me), there are no light novels I care about being published this month! If one or two happen to sneak by (because Yen Press likes dropping release dates short notice), they’ll be covered in the October 2021 installment.
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.
I didn’t think I’d have to lump multiple months together AGAIN. Geez! Only two volumes (excluding debuts) piqued my interest in January; nowhere near enough to put it in a Weeb Reads Monthly. So, here we are. Hooray for being relevant.
WATARU!! Volume 2
Holy crap!!! Another volume of the masterpiece, WATARU!!! …said no one except for me. MyAnimeList doesn’t exactly have a page for this series, and I haven’t read any reviews on WordPress, if there are any. But honestly, I can say with full confidence that I’m in the minority in loving WATARU!!! I mean, it’s so simple and superficial with no story; all violations of the arbitrary rules of good literature!!!
But if you are one of my fellow uncultured swine and love the first volume of WATARU!!!, then the second volume is just as good. There’s more insane hijinks and meta-humor than ever. They also introduce a new character named Elphabell. It seems like she could become a yandere in the future, but she’s not even remotely as insane as Best Girl Aria. According to the afterword, WATARU!!! isn’t too successful, which kinda sucks. Light novels can get axed just as easily as manga, so there’s a chance that this could be the end.
The Bloodline Volume 2
“Wait, why’d you use the first volume’s cover as the thumbnail?” you ask. Well, for whatever reason—be it the licensing or the artist being lazy—the cover of the second volume is just a zoom-in of the first cover!
In any case, my feelings for the volume are mixed. The first half is slow and boring, with a lot of uninteresting dialogue. There’s a really contrived development, thanks to Nagi being smooth-brained, and a ridiculously predictable Top Ten Anime Betrayal. The ending of the volume has a clever twist, but… there’s a chance that this is the end of the whole series. BookWalker doesn’t say “Completed” or anything, but that doesn’t necessarily mean the series is ongoing. I admit I’m curious about what could happen moving forward, but it’s just as likely that it’s over. If it is, then I’ll just say that The Bloodline had some good ideas marred by boring writing.
Konosuba Volume 13
I was concerned about Konosuba slowly falling apart, and honestly, I might be correct. The first half of this volume is almost the same as the first half of volume twelve: more shipping war stuff. As much as I love these characters, their interactions are getting incredibly redundant, and this is coming from someone who loves One Piece. The second half of the volume concerns Wiz, and this guy stalking her. The way it turns out is as silly as you can expect. But at this point, it’s obvious that the endgame plot is looming and it’s just a matter how long the author can beat around the bush leading up to it.
Do You Love Your Mom and Her Two-Hit Multi-Target Attacks?! Volume 8
The first thing you see when you open up this volume is a group of idol moms. Despite how silly that first impression is, this is actually the most emotional volume yet! If you recall from last time, we learned that Porta is the Fourth Heavenly King of the Libere Rebellion. To be honest, it should’ve been obvious, since we’ve strangely never seen her mother.
Fortunately, that gets rectified in this volume! The mastermind behind the whole thing is actually Porta’s mom, who is also one of the key devs behind the game world. Porta feels obligated to join the Libere Rebellion, despite the fact that her mom seems to be a real b****. Ahhhhh, familial bonds!
The theme explored today is independence. In fact, that’s the whole reason behind the Libere Rebellion itself. Porta’s mom hardcore believes in the philosophy of letting the child grow entirely on their own. And as such, we learn of the point that every mom has to deal with: when to let their kids go. Overall, it’s a perfect storm of emotion and humor, making this my favorite volume up to this point. One concern I have, however, is that this is pretty much the end of the Libere Rebellion plot thread, yet the series is confirmed to have three remaining volumes. After the cliffhanger ending, I can’t imagine how it would go beyond a ninth volume.
ROLL OVER AND DIE Volume 2
This volume immediately begins with a discussion between several high-ranking demons, where we get more context for the series’ lore and the purpose of those crazy Uzumaki things. After that, Flum stumbles upon some strange child named Ink, who raises even more intrigue.
The main conflict of this volume revolves around Dein Phineas being an ass, as well as the church’s latest monstrosity attacking the town. I’m not even going to describe this calamity, but it follows in the last volume’s footsteps by being incredibly effed up and gruesome. The ridiculous part of the scenario is that the church’s evilness is so well known that even the nuns acknowledge it. This series is really ham-fisted on dissing Catholicism, which I’m okay with as an agnostic, but some subtlety would be nice.
When it comes to light novels, this is definitely a great start to 2021 (*insert pretentious and not-at-all overstated comment about how it’s better than last year even though nothing’s changed here*). Since I’m going to take a month’s hiatus in early March in order to avoid Attack on Titan finale spoilers, I’ll be lumping March and April’s posts into one. Hooray for that!
Fans and critics of the massive and iconic Sword Art Online franchise can easily agree that it’s been a wild ride. From waifus to gratuitous sex to inherent appeal to contrived B.S., it’s been a very fascinating series of ups and downs. With the anime caught up to Alicization, only one arc remains exclusively in light novel territory: Unital Ring (I’m pretty sure it’s the final arc, too). I would normally wait until it’s finished and cover it in one post (since individual volumes tend to make no progress), but I just HAD to get my first impressions out, since there’s a ghost of a chance that this one is actually good.
In Unital Ring, Kirito is hanging out in Alfeim with his waifus, Alice and Asuna, when they suddenly find themselves playing Minecraft. Like, literally, the game just changes to something completely different. Since their stats also get reset, Kirito is no longer Mr. Perfect… right?
The titular new game is, for all intents and purposes, the most well-realized in the series (which isn’t saying much but still). The game is very intuitive since it plays like Minecraft; you find resources and build stuff. However, SAO is SAO, and Unital Ring has some issues. While a large number of items can be instantly crafted through the menu, as to be expected, the game tries to capitalize on its “V.R.” gimmick and makes it so some things have to be crafted by hand. This would sound cool, but the problem is that you need real-world knowledge on how to make this stuff, and there isn’t exactly anything in the game that can teach you.
Unital Ring also has a weight system, where items in your inventory will actually, well, weigh you down. While this does allow for some creative situations in combat of all things, since you could drop materials from high up and let gravity take care of the rest, I feel like this mechanic was created solely to make Kirito have to spend the early parts of this arc in only his underwear (i.e. “manservice”).
This volume is, as expected, merely the characters getting acquainted with the game world and its basic mechanics. Beyond that, there’s no real plot progression. Bizarrely enough, this is probably one of the best volumes of the series. The only sexualization is of Kirito, and there’s relatively low exposition dumping. Since Unital Ring seems to be all wilderness, it at least doesn’t look like there’ll be any rape-faced villains in this arc. The volume ends with the introduction of a new character and a returning character whom I don’t remember at all, and since it’s a cliffhanger ending, they’re likely to be important moving forward in this arc.
SAO has really grown up. It’s gone from tedious and pseudo-intellectual to just above average. Unital Ring might not be as impressive of a start as Alicization, but since this is the first entirely new arc (as opposed to the original web novel), Kawahara will be going into it from scratch as a full-fledged adult with an adult brain who might actually be uncomfortable with sexual assault as a plot device. Next time I post about SAO, it’ll be a review of Unital Ring from start to finish, so stay tuned for that!
Well, this post’s a bit late. The reason is because the latest volume of Otherside Picnic came out too close to the end of the year. But hey, at least I got this out on the same week as New Year’s Eve, right? Anyway, let’s do this.
Sorcerer King of Destruction and Golem of the Barbarian Queen Volume 2
I had a sliver of hope for this one. After all, it started out as a pretty lonely, post-apocalyptic isekai. However, it doesn’t take long for Nemaki to reach a town. At this point, Sorcerer King pretty much turns into your run-of-the-mill slice-of-life isekai.
If I was a more generous reviewer, I’d say it’s fascinating to see the fact that Nemaki doesn’t exactly understand Gol. She’s very trigger happy, and her clothes are more than just cosmetic. Nemaki genuinely does not know what she’s capable of, nor what makes her tick, giving a genuine sense of mystery and concern. Unfortunately, I’m not a more generous reviewer. From rubbing cheeks to looking at her underwear, Nemaki’s interactions with Gol are no different than that of a typical isekai waifu. It seems like she was made as a golem just to pretend that Sorcerer King is subversive. And with the usual stiff writing, I have little to no interest remaining in this series.
May These Leaden Battlegrounds Leave No Trace Volume 2
Before getting into this volume, I must clarify that I did not cover The Eminence in Shadow Volume 2 like I planned. First off, I ran out of money because, well, Christmas. Second off, I had too many doubts about that series. The fact that Cid’s made-up enemy turns out to be real, along with them actually skipping how his own organization comes about… It’s just plain stupid. Combine that with the subpar characters and you have another series that, in my opinion, does not at all deserve to place on the Kono Sugoi Light Novel rankings.
I also had doubts about May These Leaden Battlegrounds Leave No Trace. Like most time travel narratives, Leaden Battlegrounds is kind of… iffy. But for some reason, I enjoyed it because I was curious as to how stupid it could get. So here we are!
The main premise of the volume is Rain and Air getting into a scuffle with some Western soldiers, one of whom is a cute girl named Deadrim, and the other person is… there. Once again, most of the volume proves to be boring, but there’s just enough intrigue at the end to make you wanna buy the next one. The only other noteworthy thing is that fact that Air should be using the Devil Bullet on Rain, but that whole aspect of their relationship goes in the direction you’d expect.
DanMachi Volume 15
It feels like it’s been forever and a day since we had a new DanMachi volume. Unfortunately, this one’s a filler volume. Sure, DanMachi has had some of the better filler in light novels, but not this time. We do get more backstory to some of our main protagonists, in addition to the backstory we already got, but it kind of feels excessive. For example, the first chapter is literally about the inn that Bell stayed at until he found out about Hestia. Do we really need that? In any case, most of the stories are pretty good, though not the best that DanMachi has to offer.
Infinite Dendrogram Volume 13
After the relative nothing that happened last time, we finally have an event that’s been building up for a long time: a conference between Altar and Dryfe. In order to participate, Ray forms a clan with his friends and gets a new job. This new job, as always, is something wild that nobody likes which ends up being really useful for his build. In any case, it’s not even a spoiler to say that the conference goes south, and a big fight breaks out.
The one gripe I have is something that’s happened twice now in Dendro: withholding information from the reader that the main character, who’s narrating, happens to know. It’s a cheap way to build anticipation and I don’t know why any writer would ever think this is a good idea. Nemesis, once again, evolves into a new form after a small time-skip leading up to the conference. We also don’t get to see it, since this volume ends in the middle of the action. Other than that, Dendro still meets (and exceeds) expectations.
Otherside Picnic Volume 4
It feels like it’s been forever since we got some Otherside Picnic! With the anime in development, I cannot wait for yuri fans to get super toxic and scare off potential viewers. But in the meantime, we have this. As usual, it starts off [relatively] chill, with the girls going to the cult HQ from the previous volume to clear it of supernatural gook.
Other than that, it’s pretty typical stuff. Sorawo and Toriko’s relationship gets more intense, and we learn a bit of the former’s past, but that’s about it. There’s no new goal established. However, I’m fine with that, because Otherside Picnic is a CGDCT at heart, and core narrative doesn’t really matter in those. As long as the suspense is still off the rails (which it is in this volume HOLY CRAP), then I’m good.
Overall, we had a pretty good lineup of light novels to close off the year. Unfortunately, it looks like I’m going to be skipping this January’s Weeb Reads Monthly because there are only two volumes that I actually have interest in, excluding the upcoming debuts. February might be skipped too, because I only see ONE volume of interest on BookWalker’s Pre-Order page at the time of writing this post. Regardless, whatever I skip will all be lumped in with another month eventually!
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.
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.
Last time on Kuma Kuma Kuma Bear, a girl named Yuna logs into her favorite MMO, World Fantasy Online, during a new update. She is given some game-breaking bear-themed equipment as a gift for playing for a long time, and is sent to an unfamiliar part of the game world in said bear equipment, with her level reset to 1. She saves a girl named Fina from wolves, and the two of them head to the nearest town with the mob loot. They sell it at the guild, and Yuna spends her hard-earned cash at the inn. The next day, Yuna- guess what- registers at the guild, but only after- guess what- beats some red-shirted upstarts. She then buys a ton of throwing knives, along with a sword and butchering knife, as well as some normal-people clothes. She also acquires bear-themed magic, which she practices on some wolves. She beats enough of them for it to instantly promote her to E-Rank at the guild. Some of the friends of that guy who she beat up start slandering her, and as a result, she is forced to undertake a goblin-slaying quest with them. The required amount is fifty, and she offers to fight them all herself and give them the credit so they stay off her back. She goes with the female adventurer, Rulina, defeats them all herself (double the required amount and a boss), and earns respect among the other group. Over time, Yuna defeats so many monsters that she becomes D-Rank with no effort, and hires Fina to butcher the spoils. They go on a quest to fight tigerwolves, which go down easily. Lastly, Yuna spends a heap of cash on an empty plot of land, and constructs a bear house to live in.
The bear-themed antics are just as bear-themed and… un-antic-y (professional term) as last time. Honestly, I struggled to write anything of substance in this post, and that’s why I’m pairing it with a review of Infinite Dendrogram Volume 12. The second volume of Kuma Kuma Kuma Bear is almost exactly the same as the previous one.
At the current rate, it seems that it’s going to commit to being an episodic CGDCT isekai, which for some (many) people, is enough (especially with the bear onesie). Yuna visits some noble guy, which- I’ll admit- her apprehensiveness to the request was actually kind of funny. But afterwards, Fina’s mom is sick, and Yuna- being the OP protagonist she is- restores her to perfect health almost instantly. Everything happens so unceremoniously that it bores me to tears. Furthermore, the “let’s tell you the same chain of events you just saw but from Fina’s perspective” thing does not die down in this volume.
The issue really is the bland and basic writing style. While there comes a point where TOO much finesse can make you sound like a pretentious hack, not enough will make your work seem lifeless. I couldn’t be immersed in any fashion, and I could barely visualize anything besides Yuna.
You know what, Yuna really is the only thing that matters, isn’t she? She doesn’t just look adorable, but she also helps people for no reason. WHAT AN AMAZING AND NOT-AT-ALL IDEALIZED PERSON. I feel like the author expects people to love her because of how good she is. Well, us critics got a name for girls like her: Mary Sue.
Kuma Kuma Kuma Bear is so superficial. It’s cute, it’s relaxing, but it relies entirely on Yuna’s cuteness. If she didn’t have a bear onesie this thing would not sell. All of her powers are typical stuff, but they just have the word “bear” tacked on to them; they aren’t even puns! Compare it to Invincible Shovel, which actually uses shovel-like properties, such as “digging” through people’s memories, or “burying” entire castles. My chances of reading more Kuma Kuma Kuma Bear are next to nil. I’m going to be so salty when the anime airs because I KNOW that people are gonna be all over Yuna’s bear suit and her good will, WHILE SOMETHING LEGITIMATELY GOOD AND ORIGINAL LIKE TO YOUR ETERNITY WILL GET SHAFTED BECAUSE FUUUUUUUUU-! Anyway, if you like CGDCT and isekai, then Kuma Kuma Kuma Bear will do just fine.
Infinite Dendrogram Volume 12
Last time on Infinite Dendrogram (volume 10), Ray goes to college while also having a new accessory made for him that would help him resist poison. That’s it for him. In Caldina, Hugh Lesseps gets involved with some crazy woman named AR-I-CA on a quest to find a bunch of sealed boss monsters that were stolen from Huang He. A powerful mafia called Mirage goes after them, but they become a non-issue real fast when Dancing Princess Hiuli defeats them all by herself. Gerbera, in the Gaol, also gets stronger as she trains with her new friends in Illegal Frontier, led by the King of Crimes, who is incidentally involved in what is going on at Hugh’s end. Things are looking intense, AND WE FINALLY GET TO SEE WHAT HAPPENS NEXT.
Er, well… not quite? The stuff that happened last time felt like setup, and this volume feels like… more setup. The developments last volume end up being ignored in favor of some new ones. First off, Figaro’s yandere girlfriend, Hannya, is released from the Gaol. She hates couples… which is why it’s so perfect that she was released during the time of a lovey-dovey festival in Gideon.
There’s also some new political developments, mainly this arranged marriage with Princess Elizabeth and one of Huang He’s princes. In order to butter them up, they hang out during the aforementioned festival. They also hint at a potential alliance with Caldina in the future, but nothing seems to come of it yet.
The volume starts with some more insight on Kashimiya, this iai-fighting dude that we only got to see a blip of once upon a time. But after that, the bulk of it is the lovey-dovey festival. And yeah, it kind of feels like a filler volume, even moreso than the Gloria prequel fight. The interactions between the characters are genuinely cute, but this is the first time I’ve seen the overarching story get backseated this violently in Dendro.
Things do ramp up toward the end; Dendro always has to have a crazy fight scene or two. But as far as character development goes, it’s really only Figaro and Hannya who get it. We do get introduced to some new Dendro A.I. but we’re still kept in the dark; in fact, the prequel volume told us more than this one did! And as usual, we still don’t get to see any of Legendaria nor Ray’s sister.
I don’t know what it is, but this is probably my least favorite Dendro volume so far. It’s a cute little mini-arc that set some stuff up, but it’s been a long time since something intense happened. Something big needs to happen, and fast, or this great series could REALLY become the next SAO (and I mean that in a bad way).
The eight Generation of Pokemon has been perhaps the most controversial in the series’ history. Pokemon Sword and Shield has gotten a bad rap since they were first announced, when it was stated that there would be no National Pokedex for the first time in the franchise. And the games themselves have… issues. In my own review of Pokemon Shield, I praised the graphics, quality-of-life improvements, somewhat decent character development, and enjoyable difficulty level. However, it also had a lacking postgame, and perhaps the emptiest region design in the entire series. Plus, the Wild Areas- which could’ve made Pokemon a more open-world and grandiose JRPG- were just vast expanses of nothing. Despite all this, the new DLC might make Gen Eight more viable. Today, I cover the first part of the Sword and Shield DLC: Isle of Armor, specifically, the Shield version.
In this DLC campaign, your character is mysteriously given the Armor Pass, which allows them to go to the Isle of Amor. As you enter the train station, you end up fighting against a Galarian Slowpoke (unless you played the update beforehand in which case you already did that months ago), and catch a glimpse of a strange character heading off to the aforementioned Isle. When you arrive there yourself, you are challenged by this person and compelled to train at this Master Dojo place on the island.
With this being DLC, the story here can’t intrude on the main story; consider it filler in an old anime. The Pokemon here average at around level 60, and with battles exceeding level 70, making it seem like you are meant to go here during the postgame. But tbh, there really isn’t much of a story. You go there, fight some people, get a new Pokemon. The dojo master does foreshadow some kind of undisclosed event at the end, but I’m going to assume that’s Crown Tundra territory, since I couldn’t find anything of plot interest after the campaign.
This DLC does introduce some new faces, and one of them is determined by your version of the game. My new rival on the Isle of Armor was an eccentric, tye-dye-clad psychic named Avery. He is a lot like Kukui from Sun and Moon; someone with a secret other personality, and the tendency to use Pokemon moves’ names in their dialogue. His character arc was short, but sweet. The Dojo Master, Mustard, is also a great character with that lovable “old-fart-who’s-actually-really-strong” personality.
I don’t know about you, but I spent a lot of postgame doing Dynamax hunting, and since I was stuck with poopy A.I., I jacked up my team members’ levels to average at the mid seventies, way too high for the Isle of Armor. So, I made an entirely new team, with Pokemon caught specifically in the Isle. While some were carried over from the main overworld, there were definitely a lot of missed faces from previous Generations, such as Sharpedo and Jigglypuff. I was able to use Pokemon that I had never used myself in a serious campaign, and I was glad at this opportunity from the Isle of Armor. Since it’s short, I might just take the same team to Crown Tundra.
Design-wise, the Isle of Armor shows some great positives. After you fight your first battle, you’re told to head to the Master Dojo immediately. In most Pokemon games, you’d be blocked every which way various NPC, such as poachers who tried to force you to buy their Slowpoke Tails. But here, you are actually able to explore the whole perimeter of the island to your heart’s content. There’s also a lot more biomes in this area than in the main Wild Areas.
Unfortunately, the Isle of Armor is still an island, and an unsurprisingly small one. It only takes about a couple of hours to scope out the whole area, and that’s if you try to catch every new Pokemon as you see them. The individual biomes themselves are also similarly bland to the Wild Areas, with Pokemon placement just as haphazard as before.
But just because it’s small, doesn’t mean that there isn’t a lot to do. Unfortunately, a lot of that “lot” is helping out the Diglett Trainer. There are ONE HUNDRED FIFTY Alolan Digletts all over this place, and he wants you to find them. It’s nowhere near as bad as the Red Lobster thing in Xenoblade Chronicles X, and for a number of reasons. For one thing, the game actually tells you how many are in each area. And more importantly, ALL OF THEM EXIST AT ONCE. But if you don’t have 20/20 vision, good luck finding them. Your only visual indication is the three little hairs that stick out of the ground, which blend in in a lot of places. You obtain a regional variant Pokemon for hitting certain milestones. I didn’t find all of them because my last reward was Alolan Eggxecutor and that was good enough for me. There is also a new mechanic with the Watts. After a certain point, you can donate them to spruce up the dojo. It takes HUNDREDS OF THOUSANDS to get all the upgrades, and I honestly didn’t have that kind of time.
In addition to this is the Armorite Ore mechanic. You earn these by doing Dynamax battles on the island, and they can be used on this one dude to dig for more Watts, a guy at the dojo to teach some exclusive new moves (as in entirely new to the series), and on this one lady in an all-or-nothing gamble for additional Armorite Ore. The first and latter mechanics are all luck-based. Also luck-based is the Cram-o-Matic. You can insert items and pray that you get a better one. Using berries can make TRs appear. Additionally, Apricorns return to this game, and using them can get you a rare Poke Ball… if you’re lucky.
A welcome addition is Max Soup. This stuff can take any Pokemon whose species is capable of Gigantimaxing, and enable that to any of that species that can’t Gigantimax. This is a really good mechanic. However, it requires Max Mushrooms, which are easy enough to find, but only respawn after Dynamax Battles. And as someone who needs to rely on A.I. trainers to win them… I didn’t exactly get to use Max Soup too often.
The new Pokemon are the biggest reason to play Isle of Armor. First up is Galarian Slowbro. There are two reasons why it’s one of my favorite regional variants yet. The first reason is that I’ll never forget the time when Chuggaaconroy trollishly made Lucahjin and MasaeAnela draw it during TheRunawayGuys Colosseum Direct before it was ever revealed. The second reason is that it’s flat-out really good. It comes with the unique Poison-Psychic type, and the effect of the Quick Claw as an ability. I paired it up with an actual Quick Claw… and have no idea if the effects stack. But hey, it makes me feel good!
The other new Pokemon is Kubfu. It starts off as a typical Fighting-Type, but after MUCH level grinding, you can use it to take on one of two towers. Whichever one you beat determines which version of Urushifu it evolves into. Urushifu is definitely a great Pokemon, or at least my version is. It comes with an ability where it ignores Protect as long as it attacks with a direct contact move, plus a signature move with great base power that always crits.
As I said before, there isn’t anything of story interest after you finish Isle of Armor (unless I missed it). But there is one thing that does appear: Restricted Sparring. This is a competitive battle gauntlet, much like the Battle Tower, but you can only use teams with a matching Type. It’s really interesting, especially as someone who’s always wanted to do entire campaigns in this manner. But since it has teams built around competitive battling… yeah, I didn’t dabble in it too much.
Final Verdict: 7.65/10
The Isle of Armor improves a lot of Sword and Shield mechanics, and shows the potential for what a hypothetical Generation Nine can hold. However, it’s short-lived and relies on grindy mechanics in order for you to get the bang for your buck. It’s worth playing if you’re a series’ veteran, but it’s more rational to wait and see if the Crown Tundra can justify the Expansion Pass’ cost.
PREFACE: In case you do not already know, I should warn you the Trails of Cold Steel Franchise is explicitly designed to be played in chronological order. No, it doesn’t have a stupidly convoluted plot like Metal Gear or Kingdom Hearts, but this is nonetheless a direct continuation of the first game. As such, this review will contain unmarked spoilers of the first game. I will also not explain any basic mechanics of the first game, as you are expected to know already from playing it. If you are interested in this franchise, click on this link to read my review of Trails of Cold Steel I.
The Legend of Heroes: Trails of Cold Steel has its strengths and weaknesses, but overall, it was never meant to be a full game; no, it exists solely to lay down the groundwork for a truly epic tale, spanning four massive games. I was more engaged in the story of Cold Steel than any JRPG I’ve ever played, and it was definitely one of the best turn-based JRPGs in terms of gameplay. With that ridiculous ending- Crow being one of the main antagonists, mechs existing, Crossbell’s declaration of independence, mechs existing, Ouroboros and Fie’s old squad have been helping the Noble Alliance pull all the political strings, MECHS EXISTING- my body was beyond ready for the sequel. The first Cold Steel set the expectations, now it’s up to The Legend of Heroes: Trails of Cold Steel II, to meet said expectations.
When we last left our intrepid hero, Rean Schwarzer, he- in his mech, Valimar- was forced to leave his buddies in Class VII behind during a losing battle against Crow, the leader of the Imperial Liberation Front. A month later, Rean wakes up on a mountain range with Emma’s mysterious cat, Celine. Now it’s time for him to make like a battle shounen protagonist and pick himself back off the ground and find what’s left of Class VII!
Same World, New Problem
Immediately, the game starts off way sadder than Cold Steel I (even if the opening sorta ruins it a little by showing that EVERY student in Class VII is still alive). As soon as you start the game, the familiar title card appears dark, with the words singed by fire. A minor-key remix of the original game’s titlescreen music plays, and zooms in on Rean’s unconscious body. His voice actor sounds much more distraught than usual at first, and his portrait in the menu looks like someone who’s been through hell and back. Then, mere minutes after you find respite in his hometown of Ymir during the prologue, the town gets attacked. In most JRPGs, I’d say that an opening like this would constitute little more than shock value. But since this is a continuation of an existing story, it’s actually more effective, since you’re likely to be invested in the story if you’re picking up this game up after playing the previous one.
If you’re still new to the series, and you’re STILL reading this review anyway, I should SERIOUSLY warn you that the game basically gives you the finger for not starting from the beginning. There are two reasons why it’s seriously important to start from Cold Steel I, and the first of which is merely because it will be way too overwhelming if you don’t. The title screen does have a menu to read a recap of the first game, but honestly, the first game is so involved, you’d spend hours of Cold Steel II trying to memorize everything while trying to follow the present plot.
But even for a returning player, it can be confusing knowing who’s on what team. So here, I’ll remind you. The Imperial Liberation Front is in cahoots with Fie’s old jaeger squad, Zephyr, who both report to Duke Ceyenne, the leader of the Noble Alliance. Ouroboros is with them as well, but Sharon seems to be a double agent; someone on both our and their side. Vita, the sexy sorceress lady, seems to be in a third group, containing space wizards (or something) who’ve been working on a completely separate thing.
I pointed out that you need to keep in mind that Cold Steel I is the start of a larger story in order to enjoy it. In Cold Steel II, you need to keep in mind that it’s a continuation of a larger story. As a result, there are a lot of reused assets. While the world is big enough that you do get to visit areas that have only been mentioned, there are times where you return to old places. It really plays on your nostalgia bug, like at the start of chapter one, which has you go through a previous Field Study dungeon backwards.
Unfortunately, playing this game has kind of broken my immersion when it comes to Erebonia itself. Cold Steel I was split into multiple, self-contained areas, connected by long train rides. This was an effective way to make you use your imagination, and imagine the grandiose scope of the world. However, in Cold Steel II, you end up taking the roads that connect various areas in foot… and this is where the immersion breaks. It’s as soon as you set foot into Trista Highway for the first time that it’s made apparent; those train rides that took hours of in-game time were the alternative to roads that took minutes to traverse. It’s a nitpick, I know, but Erebonia definitely feels less Tolkienian since the world feels so much smaller now.
As far as the narrative is concerned, it’s actually… kind of lacking for a direct continuation, especially after an ending like Cold Steel I. Similar to how the first game’s purpose is to acquaint us with the world of Erebonia and all who inhabit it, Cold Steel II starts by reacquainting us with it, and seeing how much has changed as a result of the war. But even after the point where the story is supposed to ramp up, most of the game boils down to reclaiming areas from the first game, and gaining more support. It’s satisfying to do, but you don’t learn much about the core narrative, at least not until around the 75% point of the game, when it vomits information at you like any JRPG would.
The biggest issue with the narrative is that it never ends. After you defeat what is very much intended to be the final boss (which took me two and a half hours by itself because there’s, like, five phases), you end up playing a side section that serves no purpose other than to get players interested in another franchise set within the same universe (which, I’ll admit, was pretty darn effective, even if those games aren’t released in the U.S.). And then, you get an entire in-game day’s worth of content to do. AND AFTER THAT, the true final dungeon appears for no discernible reason. It got so annoying. The issue is that this game hypes itself up to be the conclusion of Cold Steel, and while it does a pretty good job at conveying that on an emotional level, it is very watered down by the known presence of two more games.
Same Faces… Plus a Few New Ones
Fortunately, there’s a surprising amount of stuff to learn from the characters. We get closer looks at characters like Claire and Sharon, and even deeper looks at the students of Class VII. I love them even more than I did before. To think that I brushed most of them off as bland anime tropes at first… that’s character development at its finest. I’ve grown so attached to them, that I even gave some of them nicknames, such as “Reany-Beany” and “Useless Jusis” (even though the latter is my favorite of the supporting male characters).
We also get more development on the antagonists, such as Crow. Plus, there are some interesting new antagonists with quirky personalities, such as the cocky yet socially awkward Duvalie, and the sleepy McBurn. Unfortunately, Duke Cayenne proves to be a pretty one-dimensional villain for the post part.
Unsurprisingly, Cold Steel II‘s graphics aren’t too different from the first game. I shouldn’t have expected them to be since it’s both the same system and the same world, but I still had to mention it. But one thing I didn’t acknowledge in my review of the first game is that a lot of the animations for attacks, especially S-Crafts, have aged very well. They look soooooooo animeeeeeee!
The soundtrack is also more-or-less the same. A lot of tracks are reused, but there are also some new, updated battle themes. Unfortunately, a lot of tracks overstay their welcome. One bad example is that there’s a point where you tackle four dungeons in quick succession, and music for all of them is some really grating opera. Furthermore, the previous game’s issue of “having the dungeon theme play over the battle theme because it’s INTENSE” comes back even more in this game. And similar to the other example, those themes get reused as well.
For the gameplay section, I will still split it into Daily Life and Deadly Life. But like I said before, I will go over mechanics as if you’re already familiar with the first game. I will also bring up the fact that this version of the game, Relentless Edition, SPOILS you. First off, the amazing Turbo Mode feature is still present. Second off, you get WAY more items in the DLC than last time, including 99 U-Materials.
Before we start, I must also bring up the other important reason to play Cold Steel I first. When starting a new game of Cold Steel II, you will be asked if you want to load Clear Save Data from Trails I on your system. Doing this will give you items based on Rean’s previous Academy Rank, and change dialogue based on various accomplishments, as well as the person you chose to dance with at the end of Cold Steel I (G.G. for anyone who chose Crow). It felt really satisfying to have my actions acknowledged, and it helped maintain a sense of continuity.
JRPGs Always Need an Airship
So, the first question I- and probably a lot of people asked- going into Cold Steel II was, “Without Thors, how’re we gonna have the same school mechanics?” Well, the answer is a minor spoiler, and one that is spoiled in the game’s intro at that. After a certain point, your main base of operations is on the Courageous.
But the problem with the Courageous is that it needs some help. Fortunately, scattered throughout the world are your fellow peers from Thors. Whenever you see them, it is encouraged to recruit them to the ship, as many of them unlock new facilities. Most of these are carry-over mechanics from Cold Steel I, so I will only discuss new things here.
For starters, there’s new training facilities. These are basically your Practical Exams from Cold Steel I, except you can do them whenever. They are split into Melee, Range, and Arts, where you are locked into using characters who are built around those fighting styles. The biggest issue with them (other than how stupid hard they get) is that you don’t get to prep anyone before the fight itself like you can in the first game. Furthermore, you don’t get to see the conditions until the battle starts, which can be annoying.
There’s also the new Triple Tri- I mean- Blade II. This game plays like the first one, but with meaner trap cards: Blast and Force. Blast Cards allow you to destroy a card in your opponent’s hand (but you can’t look at it), and Force Cards double your total. Even with how game-breaking these new cards are, I still lost 95% of the time because I suck.
Once you recruit Munk, you are able to bribe him to apply to radio contests on your behalf. There’s a cheap one where you win a modest prize, and a high-risk, high-rewards one. The results come in after five battles (excluding the training facilities in the Courageous), so make sure you use it before you go out into a combat area.
“Hey, Rean! Have you finished those errands?”
Quests are pretty much unchanged, except with the added feature of reporting manually by Skyping Olivert. And despite the hard times, people can afford to pay up. In addition to the usual rewards for completing a quest, you get a monetary donation for reporting it. There are still hidden quests, and they are sneakier than ever. Some require you to have or not have certain people in your party (but I have no idea if the game indicates it to you because I was always lucky enough to already have met the conditions).
But unlike the first game, you cannot miss ANY quests if you want to max out your Academy Rank. Last time, I missed three and still barely got it. But now, even after doing every quest (with the trophy to confirm it), I ended the game with only ONE excess AP. There is only a sliver of leeway, as I didn’t get all S-Ranks despite getting all quests. I guess some of them had more favorable outcomes and I didn’t realize it. Fortunately, due to the game’s circumstances, there are no exams this time! Yay!
You Never Have Enough Sepith in This Game
One thing I noticed in Cold Steel II was that everyone’s Arcus slots are still fully opened. But that doesn’t mean you’re out of the woods. In this game, you spend Sepith to UPGRADE your slots, and I blew through most of my DLC Sepith just to be barely close to maxing out one character. If you don’t do this, you can’t equip rare quartz. It’s annoying, but they had to change it up somehow. As a side note, you eventually get the ability to create EX Orbs, which are equipped to Valimar to boost its stats.
Wow, this game has an actual overworld!
The most standout improvement in Cold Steel II is the ability to go to older areas at will. The Courageous makes it really easy to do so, and you can leave from almost any point on the map. There are times where you will be asked for specific party members, but fortunately, summoning the Courageous from the overworld allows you to reorganize your team without having to leave and come back.
So, what did Cold Steel II do to replace the Old Schoolhouse? Peppered throughout the world are these strange shrines. Gameplay-wise, they’re the same as the Old Schoolhouse; do the floor, beat the boss. You can’t complete them at first, but you obtain bonus AP for knocking out what you can early on (plus they got good loot in them).
The whole Courageous thing is the best and worst aspect of the game. It does open up a lot stuff, and adds much variety when you’re running errands for people. One thing I noticed is that there aren’t as many hidden quests once you obtain the Courageous (in fact, I only had one in Act 2 Part 4 and one in the Final Act), which is nice. However, this new level of accessibility makes it so that you can get said missable items out of sequence. And it’s not based on the order that the areas come up in the story; for example, a single shop can have both the first recipe and last book chapter of that particular time bracket. As a result, I think I spent even more time repeatedly talking to the same NPCs over and over again than I did last time.
Saving the World? Nah, I’d Rather Fish and Cook
Cooking and fishing have both been buffed since last time. While fishing is mechanically unchanged, fishing spots get marked on the map after being used once, which is nice. And due to the ability to travel to older areas, you get a lot more respawning fishing spots that you can use. Unfortunately, this also means completing the fishing is a nightmare. In Cold Steel I, all fish eventually end up in Trista. However, that’s not the case here. Furthermore, the fishing locations don’t respawn as quickly as they should, meaning that you’ll need more groundbait than ever (or save-scumming) if you want to get all the fish… on top of having to try each and every location without knowing which one has a fish you missed. In fact, I resorted to looking up the fish just to save time. But hey, at least recipes are only cooked by one character now, which simplifies the process of getting a specific type of dish.
Nakama Power, the Most Important Superpower in Any Anime
Bonding Events are much more important in this game. While there are some Bonding Events early on, the bulk of them take place on Stopover Days that occur at the end of a chapter once you obtain the Courageous. Unlike the first game, EVERY party member, as well as Alfin and Towa, are available to spend time with. While you get more Bonding Points than last time, it’s not enough to make it easier to decide. “We’ll, it’s not gonna kill me if I don’t know EVERYTHING about EVERYBODY,” you think. We’ll, you might just want to save-scum to view every event, because Bonding Events have a new and trollish effect. Some SPECIFIC events will allow a character to learn new abilities earlier than they would’ve from levelling up, which is kind of annoying. I only saw one of these particular events, and the game doesn’t even tell you about them in the first place.
There’s also the case of Final Bonding Events. These are exclusive scenes between Rean and assorted characters towards the end of the game. In order to unlock a character’s Final Bonding Event, you must get their link level to its second-highest level, which is now six out of seven (technically, it only needs to be up to five and a half or so since finishing Act 2 boosts everyone’s links by 1000), as well as fulfill specific other conditions. You can also have Towa and Alfin in line for this, but you will need to do every single Bonding Event with them in order to be able to satisfy the conditions with them. Fortunately, the game will tell you when you have an opportunity to satisfy one of said conditions, which is something much appreciated that most JRPGs don’t bother doing. Also, once you recruit Beryl, you can use her services to confirm with whom you have met the conditions for. Unfortunately, when the time comes, you can only do one per playthrough, so save-scumming at that point is essential. It is also impossible to meet the conditions with everyone at once. This means that you will have to play through again in New Game+ to see everything (which you would’ve had to do anyway to complete the character notebook entries).
What is this, Sonic Adventure 1?
A new mechanic is snowboarding. Throughout the story, you unlock new courses to snowboard in. Beating these gets you great prizes, but like in any videogame, it gets really difficult late on. In addition to snowboards, you also get to ride Angelica’s bike. It can be used almost anywhere and greatly makes up for the lack of fast travel points on highways.
A Steep Learning Curve Just got Even Steeper
Here’s the final reason as to why Cold Steel II does not like newcomers: All the combat mechanics learned over the course of more than half of Cold Steel I… is taught all at once during the Prologue. So seriously… if you’re somehow still reading this and not familiar with the series. FOR THE LOVE OF AIDIOS, PLAY COLD STEEL I!
For returning players, this brings some immediate positives. In Cold Steel II, every character has all their Craft and S-Craft from the first game. Your Link levels are also higher at the start, with Rean starting at Link Level 2 with everyone. This at least makes it easier for returning players to get reacclimated to the game.
A new mechanic is Overdrive. Use this between a pair of Linked characters to give them a free heal, and a set of three free attack turns with no delay. This also guarantees Unbalancing. The gauge fills by doing things in battle, but it fills up much faster based on your tactical bonuses at the end of a battle. Unfortunately, only people paired with Rean can do it…
…at first. New to Cold Steel II are Trial Chests. These chests make a set pair of party members fight a tough battle. But as a reward, you get great items, a heap of Link XP for that pair, and unlock the ability for them to use Overdrive together. It’s a great way for characters that aren’t Rean to get large amounts of Link XP, since the bonding events from Cold Steel I kinda threw off the balance of everyone’s link levels (but it still ends up being way off-balanced).
Mech Battles Before Xenoblade X Made it Cool
My biggest concern when it came to combat was how Cold Steel II would expand on the Divine Knight (a.k.a. mech) battles. Introduced during the final boss of Cold Steel I, mech battles felt very stressful and iffy. Basically, mech battles were a game of rock-paper-scissors, where you had to attack a section of the target that was weak- the head, the body, or the arms. Attacking a weak point resulted in a crit, which allowed you to press X for an immediate Follow-up, and after obtaining three Bravery Points, you could use a powerful Finisher (basically an S-Craft). The catch is that the weakness changed based on the enemy’s stance, which resulted in having to memorize a lot of combinations. Attacking the wrong spot could result in getting the attack blocked, or worse, evaded. This, as always, gives enemies the chance to counter. You also couldn’t Impede attacks that enemies were charging up last time, even if you inflicted a crit, so you were basically screwed.
Fortunately, Cold Steel II greatly fixes some of these issues. The game adds a Defend command, which allows you to greatly reduce damage and recover a small chunk of HP. But one of the best additions by far is the fact they show the Unbalance Efficacy of each piece- in each stance- after you attack it once. THANK YOU.
Although Rean is on his own in mech battles, his buddies can at least help with EX Arts. Basically, you have another character who takes their own turn in the fights. When it’s their turn, you can have them cast some EX Arts, the nature of which are determined by the person. This greatly fleshes out the mech battles, plus every person has a charge function to restore Valimar’s EP (which doesn’t really justify the parts of the game where you wait for him to recharge…). You also have a Unity Attack that you can do with five Bravery Points.
Other Things to Keep in Mind
Rean also gets some significant boosts in this game. After a while, he is able to summon Valimar to regular battles for three turns, and is able to activate his Super Saiyan form at will. These can be very useful in some super-tough battles, especially if you play it on Nightmare difficulty.
One new feature is the optional bosses, the Cryptids. These enemies appear throughout the world after certain points in the story. Defeating them nets you a rare quartz containing a Lost Art. These Arts are really powerful, but consume all of a character’s EP. Fortunately, they are affected by the Zero-Arts turn bonus, which can seriously save your bum. I didn’t use them too often, but I imagine they are essential in Hard and Nightmare difficulties.
Either This Game is Hard… or I Suck
If it wasn’t obvious enough that this game alienates newcomers, they also make it much harder than Cold Steel I. I died way more often than before, and in this game I actually knew what I was doing. They really expect you to have mastered the turn order system, along with all the other mechanics, ‘cuz the kid gloves are off this time! The game also introduces a rare case of enemy attacks that ignore and remove all buffs, and some of these attacks happen to be their strongest attack. The Zeram Capsule + Moebius setup I utilized in the last game made its final dungeon a joke, but that same setup was a necessity in this game. If I hadn’t gotten forty of them as DLC, I would’ve been sunk.
Fortunately, I learned some important things about the series that I didn’t know last time. Stat changes do stack in Cold Steel, which I honestly should’ve noticed before. Also, Evasion is a broken stat in this series, especially if you give your most dodgy character (preferably Fie) the Wrath Quartz, which makes all counterattacks crit. I also had her paired with the Master Quartz, Mirage, which adds a good chance of evading magic. This game was my first time trying an Evasion build on a character; I’ve always prioritized defense in JRPGs in the past. Furthermore, Speed is immensely important, as it reduces characters’ Delay between turns, which again, is something I should’ve known last time.
Final Verdict: 9.5/10
Trails of Cold Steel II is a massive improvement over the first game in almost every way (except strictness, and knowing when to roll credits). At this point, I am hooked on this story and I fully intend to see it to its end (and pray that I get the True Ending of the fourth game). However, I am concerned about the third game. Based on the one thing I know about it, it feels like it will be a step backward for the series. Well, with my job opened back up, you won’t know how I feel about it for a while. Anyways, as far as recommendations for Trails of Cold Steel is concerned, I think it’s definitely worth giving a shot, even if you are uncomfortable with missing things. The game is good at letting you know when you’re at a cut-off point, making it a lot less stressful than most JRPGs.
I have a confession to make: a couple of years ago, I read the first volume of My Next Life as a Villainess: All Routes Lead to Doom, and wholly disliked it. Maybe it improves, but all I saw was a typical, slow-paced, “grounded and realistic” slice-of-life fantasy that tried to hide that fact with an interesting premise. “Now what does that have to do with the topic at hand?” you ask. Well, you’ll see when I describe the premise of Deathbound Duke’s Daughter, published in English by J-Novel Club.
Deathbound Duke’s Daughter is a blatant clone of My Next Life as a Villainess. An unnamed character, who was apparently murdered at her workplace, is reincarnated as Erika Aurelia, the antagonist of her favorite otome game, Liber Monstrorum. Erika has a red shirt on, and is destined to die at the very beginning of the game. With her wits, the new Erika might be able to reverse her fate.
The immediate difference with Deathbound and Villainess is the world that the “games” are set in. In Villainess, Katarina is harassed by the student body, or accosted by bandits or something (I actually forgot because, to reiterate, I didn’t exactly like that series). On the flipside, Liber Monstrum proves to be the Dark Souls of visual novels; there’s vampyres, werewolves, and all kinds of Lovecraftian horrors that await.
This gives Deathbound a much more adventurous vibe than Villainess, which automatically makes it a great light novel for me (even though “objectively” it’s bad because it doesn’t involve solving personal, human issues *sarcasm*). It wastes no time diving into the titular Seafarer’s Ruins, where Erika must save some kids from being King Midas’d to death, and more importantly, saving herself by having their hypothetical dead spirits not curse her.
However, the characters- like many-an isekai- leave much to be desired. Erika, despite supposedly being evil, is just about as un-evil and plain ordinary as Katarina from Villainess. The other major characters include Claus and Anne Hafan. The former is a typical overpowered self-insert protagonist (but he’s not the MAIN protagonist, which makes him subversive! *sarcasm*), and Anne is just a boring moe blob.
The art for this novel series is great, especially the cover art. It has a very whimsical look. However, the interior illustrations look kind of weird to me. It’s probably because it’s shoujo-looking, and I find that artstyle to be weird in general.
Deathbound Duke’s Daughter is definitely a better version of My Next Life as a Villainess. However, it’s not perfect. If it doesn’t grow some personality soon, then I’ll end up dropping it just as hard as I did its clone. For now, I recommend it to fans of Villainess, as well as Ascendance of a Bookworm and Mushoku Tensei.