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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Final Verdict: 10/10

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

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

No Guns Life First Impressions (Volumes 1-5)

An unspoken tradition in the world of anime and manga is to make things into guns. Swords are among the first weapons to become guns, for example. Even Western anime like RWBY honor the tradition by turning scythes, boots, and even suitcases into guns. Honestly, it’s surprising that it took until the manga No Guns Life, published in English by Viz, to turn an entire person into a gun.

In No Guns Life, people get all kinds of augments. The people with these augments are called Extended. Juzo Inui is so Extended… his freaking head is a gun! Although there is no war, things are not safe in the city, and he does all sorts of odd jobs to get by. But one fateful day, a dude hires him to protect a child named Tetsuro Arahabaki. Turns out that the dude was being remote controlled by Tetsuro due to a special ability called Harmony. Because of this, the megacorporation known as Beruhren tries to climb up Juzo’s ass. But that doesn’t matter; if the client pays, he’ll do the job.

At first, it seems that No Guns Life is a typical “cyberpunk starring a hard-hearted war veteran who was used as a tool, is outcast by society now that he’s obsolete, and is sucked into a massive government conspiracy while he comes to terms with his past and makes us wonder what makes us human”. And, well, that’s because it’s just that. Like Levius, there really isn’t anything particularly special about the manga in terms of ideas.

Fortunately, it does have a good sense of momentum. So far, No Guns Life has behaved similarly to Ghost in the Shell, where we observe Juzo take on various jobs, each of which tells us a little more about the world and the overarching story. The plot is engaging, and full of intrigue, even if it’s all stuff we saw in every piece of cyberpunk media ever published. 

Unfortunately, its cast is not too special. Juzo is the most likeable by far; he’s that nonchalant bad-ass type. There’s a number of parts where he gets livid just for someone messing with his favorite brand of cigarettes (as a small side note, there is a chance that the fact that it is implied that his smokes are essential for his Extended body to function could be interpreted as the manga endorsing substance abuse. But I’m the last person who wants to be “that guy” so I’ll leave it to your discretion). But other than him, we have some typical cyberpunk tropes. Tetsuro is basically a shounen protagonist disguised as a supporting character, and his personal engineer, Mary, is the sisterly figure who exists to tune him up while sometimes being a waifu.

The antagonists aren’t much better either. If you couldn’t tell from the rundown of the premise, Beruhren is the typical evil, monopolizing conglomerate that “symbolically represents Apple and Google and their massive conspiracy to take over all our personal data and allow the world to be controlled by Chinese censorship since they’re the biggest market in the world and all they care about is money” (side note: I’m being sarcastic and I personally don’t believe any of that). There’s also the organization, Spitzbergen, that is against the Extended (and guess what: they use Extended to kill other Extended which represents “the hypocrisy of the government and/or every organized religion”). And as far as individuals are concerned, at this point they’ve mainly been war veterans who got all cuckoo as a result of PTSD which “represents what Juzo could potentially have become which makes them morally ambiguous for some reason”.

At the very least, No Guns Life has great art. It has a rough style, with plenty of action. Even if the antagonists are lackluster, they at least have some legitimately creepy character designs. And speaking of character designs, Juzo definitely stands out as a protagonist given his unique head shape.

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Current Verdict: 8.4/10

I hate saying this as a sci-fi fan, but cyberpunk has definitely lost its luster since the 1990s. At the time, sure, it was cool to be like “Whoa, what if we’re living in a simulation?” or, “Does pimping ourselves up with machinery make us no longer human?” But now, in this day and age, questions like that are about as cliche as a hentai protagonist being popular among cute girls. Despite how much the genre brings to the table, it’s deceptively restrictive. Personally, I believe that sheer entertainment value is all that cyberpunk has left in terms of appeal, and No Guns Life delivers (took me long enough to get to the topic at hand). I recommend it to any cyberpunk fans, as well as edgelords who think having a gun-head is cool.

May These Leaden Battlegrounds Leave No Trace Volume 1 Review

Time travel is always a contentious topic, both in real life and in writing. While scientists debate whether or not it’s possible, writers explore its ramifications. The results of the latter, well, vary wildly. But sometimes, you don’t need to travel in order to change the past, which is the case in May These Leaden Battlegrounds Leave No Trace, published in English by Yen Press.

In May These Leaden Battlegrounds Leave No Trace, two nations- one in the east and one in the west- are at war, with the latter on the winning side. For a cadet named Rain Lantz, everything changes when the Fire Nation atta- I mean- when he meets a girl named Air Arland Noah. The bullets she fires are special; a killshot from these bullets results in the target’s erasure from past, present, and future.

While not a particularly interesting concept, Leaden Battlegrounds is essentially Steins;Gate but in a military setting. It’s pretty easy to suspend disbelief, since it’s set in a sci-fi fantasy world. All bullets have magical properties, but Air’s are one of a kind. They are called Devil’s Bullets, which will henceforth be known as D-Bullets, since it would be way too coincidental if they weren’t an intentional reference to Steins;Gate‘s D-Mail.

And similar to Okarin, Rain spams the D-Bullets like a Smash player using Kirby’s Down Special. For the time being, there doesn’t seem to be many cases of time-f***ery like there usually is. That’s kind of bad because it makes the light novel have no stakes, given how serious it takes itself. The D-Bullets are almost an excuse for Rain to never have to face any form of consequence. 

There are also a couple of issues that tend to plague most light novels, especially isekai (even though this isn’t one). There is some tonal whiplash, an example being a whole chapter of typical school antics (i.e. ecchi) that have no place in the story whatsoever. The author also gets exposition-happy, oftentimes reminding us that the D-Bullets erase people from existence at least once per chapter. There are also some examples of cheap shock value that appear to just arbitrarily elicit an emotional response.

But all things considered, Leaden Battlegrounds has some solid momentum. Other than the stupid ecchi chapter, there’s always some kind of new development and intrigue. Of course, being somewhat of a time travel narrative, it could fall apart quickly. But for now, I’m curious as to how things can play out from here.

Unfortunately, it has the usual crapshoot of bland characters. Rain is a pretty generic teen who sometimes feels like he’s better suited to be in a gag shounen (which may be symbolic of militarism or something but I digress). Air is basically the highest selling point of the book; a cute loli with the out-of-left-field trait of wanting to show Rain her panties. Everyone else is kind of just… there.

The art is middle-of-the-road. It’s appealing enough to make someone at least look at it, and that’s really enough when it comes to selling a light novel. I’ve definitely seen better, but Leaden Battlegrounds still has respectable visuals.

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Verdict: 8/10

May These Leaden Battlegrounds Leave No Trace is off to a better start than most light novels I’ve read lately. But like I said before, there’s no telling where this story will go. For the time being, I recommend it to time travel and military science fiction fans. What are your thoughts on this volume? Leave a comment if you’d like!

The Legend of Heroes: Trails of Cold Steel II Full Game Review

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.


Intro

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.

Audiovisuals

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.

Gameplay (Intro)

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.

Daily Life

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.

Deadly Life

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.

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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.

The Extraordinary, the Ordinary, and SOAP! Volume 1 and Outer Ragna Volume 2 Reviews

I’ve stated my disdain toward slice-of-life isekai in my reviews of Ascendance of a Bookworm, Mushoku Tensei, Buck Naked in Another World and Kuma Kuma Kuma Bear. There are exceptions, like Konosuba, but that one’s more of a screwball comedy that’s only technically a slice-of-life because of its general lack of plot progression. I have yet to like any of those chill fantasies that have the word “wholesome” slapped onto them when they try to sell their one-dimensional, superficially cute lolis to savvy audiences, such as If It’s For my Daughter, I’d Even Defeat a Demon Lord (a.k.a. one of the worst light novels of all time (side note: I know it gets darker later, but I got to that point and I still hate it)). But maybe, just maybe, The Extraordinary, the Ordinary, and SOAP! (published in English by J-Novel Club), will be the exception.

In a kingdom whose name I already forgot, a girl named Lucia Arca is living her life as a royal maid who washes clothes for the soldiers. Thanks to her only magic, Soap, she gets the tough stains OUT (R.I.P. Oxi-Clean…). But when monsters attack, she ends up using Soap against them in panic, and… it works! Now her whole lifestyle changes for the better.

But before that, there are definitely a number of hurdles to jump. This volume takes about 25% of its content to get to what’s mentioned in the product description, which also includes two side chapters. It is a pain, but thankfully, it doesn’t take long to get through. 

Unfortunately, it is- surprise, surprise- a bit boring. The writing isn’t that interesting, and I found myself zoning out a few times (mainly because I was looking forward to resuming Grimgar of Fantasy and Ash for the first time in two years but that’s beside the point). The biggest issue is that- I’m gonna have a heart attack I’m so surprised!- the soap gimmick does not shake things up. Sure, it’s all neat and cool that Lucia has this unusual power, which could’ve made Extraordinary Soap a power fantasy combined with slice-of-life fantasy. But due to the fact that Lucia is a woman, she’s forced to stand aside and let the men handle things, in complete disregard of her overpowered ability. There’s also not much in the way of stakes, even though the volume tries to have them with its cliffhanger ending.

Also… the cast is boring. “Slice-of-life characters are more human,” you point out, “therefore they don’t need the unrealistic, over-the-top personalities of your battle shounen and power fantasy isekai trash!” Being human MEANS having quirky personalities, not being a blank slate (something I’ll get into more detail once a certain manga is complete). As I was saying, most of these characters are boring, “good” people. Lucia is the typical “poor girl who’s special for literally no reason” and this guy named Celes is the “perfect ideal boy-person that the aforementioned poor girl gets for literally no reason”. 

“Hang on,” you say, “you compared this LN to isekai in the first paragraph, but it’s NOT isekai. Just because an LN is a fantasy doesn’t mean it’s an isekai!” I know that. However, Extraordinary Soap throws you a curveball; it IS an isekai, but Lucia is not the person from our world. The person from our world is Maria, who is admittedly the most fleshed out character. She’s got an abrasive side, an emotionally insecure side, and a weird yuri side. Perfect waifu material if I do say so myself! Unfortunately, she and Lucia are part of a sitcom-like love triangle, and Celes happens to be the unlucky third vertice.

The artwork for Extraordinary Soap looks more manga-y than light novel-y. It has nice, vibrant cover art, but overall, the grayscale illustrations are bland. Also, it looks like a shoujo manga, so it loses additional points from me.

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Verdict: 7/10

The Extraordinary, the Ordinary, and SOAP! is more ordinary than extraordinary, and soap not even a factor. It’s a typical, “WHOLESOME” isekai, falling for the genre’s typical trappings thanks to Middle Age misogyny (in Layman’s Terms, it would be better if Lucia actually got to USE Soap). It’ll likely become a sleeper hit if it ever gets an anime (and people are gonna LOVE Maria, I can tell). If you like any of the books I mentioned in the first paragraph, then this one should scratch the same itch.


Last time on Outer Ragna, Twitch streamer PotatoStarch booted up his new deluxe edition of the Dark Souls-ian JRPG called Dragon Demon RPG, where humans are caught in an unending war between elves and vampires. But unbeknownst to him, it’s actually a real alternate world, and his character, Kuroi the slave girl, is a real person whom he’s controlling. With his skills, she manages to defend the human village from monsters, learns some magic from an item drop, and acquires the rare job of Apostle. She is inevitably joined by the knight, Agias, the fire sorcerer, Odysson, and a loli named Sira. Things heat up when an Elven army (complete with its own Apostle) moves in and occupies the human territory, in preparation for a battle against the vampires. When the vampires actually appear, the humans and elves team up and manage to drive them away. Kuroi was MVP, of course, and she is turned into an object of worship: the Hare of Flame. Now humans are- for once- sitting pretty, and even joining Kuroi in her stat farming regimen. But it doesn’t stay that way for long when the vampires commence another attack, this time with one of their own Apostles. As you’d expect, Kuroi steamrolls the vampires with her flame sword and wrecks their Apostle, the Golden. In the aftermath, Starch gets a strange message…

…that is completely ignored, apparently. But there are more pressing developments to discuss, such as the world-changing exposition dump given to us during various chapters set in the real world. Apparently, Dragon Demon RPG was a computer virus disguised as a videogame that’s being used in cyber warfare? What’s happening in the game world is the Parallel World War, and if I’m understanding it correctly (which I have been consistently failing to do based off of the previous volume), the different races are all being run by various world powers. If this is correct, then I’ll admit that my interest is piqued for Outer Ragna.

However, despite how cool all of this stuff is, it doesn’t change much of the content within Dragon Demon RPG itself. The POVs are still all over the place. The descriptions of locations, characters and where they are in 3D space, etc. are still pretty lacking. 

Furthermore, the characters are no better than last time. The existing characters still feel like cardboard cut-outs, and I completely forgot about a lot of them from the previous volume. The only new character who seems even remotely interesting is Shadow Tamika, a vampire person who seems to want to do away with all the gods in the world. However, she’s about as boring as everyone else.

And I still can’t seem to tell where anyone is at any given time. I’m really bad when it comes to large-scale military narratives, and I lose myself in all the different cardinal directions. “Oh this person’s this way, that person’s that way…” I can’t make any sense of it. That’s not a problem I can fault Outer Ragna for, but it’s definitely having an inverse effect on my enjoyment of it.

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Verdict: 6.5/10

Outer Ragna has a lot of great ideas, but it’s all falling flat on its face. I don’t know what it is, but I just can’t get into this one at all. I might give it one more volume, but it’s likely that I’m not going to read Outer Ragna anymore.

The Legend of Heroes: Trails of Cold Steel Full Game Review

Despite my love for JRPGs, story is ironically the one aspect of videogames that I care the least about. And yet, because of how much I enjoyed Ys VIII, I wanted to try another series by the same team, The Legend of Heroes: Trails of Cold Steel. It is a single, mammoth, epic JRPG, spanning four entire games meant to be played in chronological order, and VERY story-driven. Let’s see if it’s good enough to stay in it for the long haul.

In Trails of Cold Steel, a boy named Rean Schwarzer begins his attendance at Thors Military Academy. But bizarrely enough, his uniform is different from everyone else’s. It doesn’t take long to find out that he’s in an experimental group called Class VII, the first class to have commoners and nobles both. Since this is part one of four games, it’s naturally going to spiral into something big.

By nature, the game can be slow at first, but it’s done thoughtfully, and tries to hook you. The game begins with a flash-forward that you play. It’s incredibly overwhelming, not just because you don’t know what’s going on, but because it gives you every party member at once, with every battle mechanic unlocked, with every characters’ abilities that they’ve learned at that point. This is to build anticipation of what’s to come in terms of both the story and the gameplay. Also, when it kicks into the proper opener, they make you do combat pretty regularly, so you can slowly become acclimated to your new life without being bored.

The story might have some common fantasy themes, such as “Ah, rich people crap on poor people. War is  helpful for the economy. Make America great again bwaaah!”, but they at least made the effort to submerge you neck-deep into it. There is a butt-ton of lore in this thing, and it shows in the various books you can read, which contain important foreshadowing for later, as well as in-universe fictional books (if you can find them).

The creators were also very thoughtful with the world from a design and visual storytelling standpoint. Early drafts of this review (I wrote it in bits and pieces as I played) stated the world felt small, compact, and segmented. The segmented style is, of course, an unavoidable consequence of the whole game’s structure, but the compactness is only early on. Each place you go to outside of the school is done in a specific order. You start out in small towns, then expand to bigger and bigger places (or at least, places that seem big thanks to out-of-bounds geometry). This further helps ease you into the world of Trails, as it starts small and gradually grows bigger and bigger. In this way, I am willing to claim that Trails is the most Tolkienian JRPG I’ve ever seen (yeah, I know a lot of poetic-waxers compare fantasy stuff to Lord of the Rings, but I think this is a somewhat fair comparison, since Lord of the Rings expands its scale in a similar way).

Unfortunately, the graphics don’t help. While I hate being a stickler, Trails is not the most visually appealing JRPG I’ve seen. While most of the towns appear pleasing enough, a lot of the combat areas are bland and samey. It’s similar to Ys VIII, but that game at least did more with angles and area continuity that made a lot better looking. Yeah, I get that this was 2013 and the game’s structure results in the whole thing being divided into segmented areas, but I digress. Also similar to Ys, the character designs are by far the most appealing, as they are very vibrant in color and have that classic anime style to them (except their hands look hideous). Fortunately, the soundtrack makes up some for the graphics’ shortcomings. While not as rocking as Ys VIII, it’s more than good enough. The towns all have their own unique atmospheres, and the battle music is pumping. 

As far as the overarching narrative is concerned, you can color me impressed. I’m used to having a ton of exposition dump forced down my throat in modern fantasy, but Trails is one that eases you into the plot organically. It’s pretty good at buildup, and maintaining interest, even when it’s boring school time. In fact, the boring school time tends to be a great change of pace, and doubles as a “calm before the storm”-type thing. Without spoiling much, the main narrative is divided into two main plot threads: one concerning the strange ruins of Thors’ Old Schoolhouse, and another involving a set of big political moves that slowly become more dire as the world moves towards collapse. How these two different things can possibly be connected is one of the many questions I anticipate to be answered in this series.

What you must keep in mind when playing this game is the fact that, like I said before, it’s not just the first installment of a series, but the first part of a bigger story. As a result, this game’s main narrative is all about laying the groundwork of the story and setting expectations for what’s to come. This means that it doesn’t quite rise to the fever pitch that most JRPGs would, even when you’re well past the halfway point, as well as the fact that some plot threads will be left unresolved at the end. But hey, the game does an excellent job at setting said groundwork, and this is honestly the most engaged I’ve ever been in a JRPG narrative. Now that I’m attached to the characters and the world, the later games will likely deliver the feels.

I was worried about the cast at first, because I figured that Class VII’s character development would only show during optional and limited social links. But no, they actually give a lot of time for these characters to grow on you (they better, since this is part one of four). While they do start off as typical anime tropes, the way that they’re slowly introduced is quite impressive. Also, the fact that it’s not a Persona game makes it relatively light on the teen angst. Just be wary that it has a LOT of the “I know important, plot relevant things, but I can’t tell you because reasons” trope (looking at you, EMMA).

But out of all those in this massive cast, the NPCs ended up surprising me the most. Due to how the game is structured, each and every NPC- from townsfolk to miscellaneous students- have their own character arcs that progress along with the plot, some of which even foreshadow future quests. I ended up liking a lot of these people, especially Best Girl Mint. The biggest issue with them is that there aren’t enough unique NPC models. That’s normally a given in JRPGs, but the fact that, for example, the sister of one of the Thors’ instructors who you meet late in the game doesn’t just look nothing like him, she looks like a lot of other generic women in the game.

My other issue is with the antagonists. The established villains of the game are a group of terrorists who, for some reason,only go by their initials. Their leader is incredibly generic, and his minions are, guess what: brainy guy, busty woman, and muscular idiot. Fortunately, the game makes it readily apparent that the REAL mastermind is operating behind the scenes, and the terrorists make up just a small part of those involved.

Story is all well and good. But what about gameplay, the most important thing in any videogame? Due to Trails’ nature, I will divide gameplay elements into “Daily Life” and “Deadly Life” segments, similar to Danganronpa games. But first, I must discuss one gameplay aspect that’s useful in BOTH school life and combat: Turbo Mode. This feature, exclusive to the PS4 port of the game (and pretty much the only one you can actually BUY these days), makes the game move twice as fast at the push of a button. It’s incredibly useful if you ever need to save-scum and rewatch a long string of cutscenes upon reloading the save.


Daily Life

Trails is set in a school, and like Chi-Chi always said in Dragon Ball: studying comes before saving the world. If you couldn’t tell, this series is structured very similarly to Persona, which was initially going to be a turn-off for me. I never played a Persona game, nor do I want to, simply because I’m anal about getting all the things done in a JRPG, and Persona is against that. In those games, you need to juggle your social life and actual combat, and you must plan an arbitrary route that can involve save-scumming in order to get everything, which ultimately makes the games extremely stressful. There are also some logic issues in Persona, such as, “Oh you chose to eat some ramen for lunch? Okay, BOOM! now it’s ten o’clock at night!”

Trails‘ way of doing it isn’t perfect, but it’s substantially better… or so it seems. First off, social links are triggered by spending Bonding Points on them. But in order to narrow down your inevitable dilemma between choosing which character to hang out with, a given day of Free Time only has set people available. Spending time with them does NOT make it instantly TOMORROW like in Persona, but you only get a certain amount of Bonding Points per day. These events get you a ton of Link Points, which are essential for a mechanic in battle. Furthermore, you are only allowed to have these events with plot relevant characters. This means that you won’t have to waste time hanging out with filler characters like in Persona (even if some of them are admittedly interesting), and if you feel uncomfortable about significantly older women taking a liking to the protagonist, that is also thankfully not the case in Trails.

Despite the fact that I played the game specifically because I figured it’d be more lenient than Persona, the social links are arguably far worse, not just compared to Persona, but Danganronpa as well. In those games, no matter when you started or continued a social link, it would be the same (except for some rare cases in Danganronpa). However, social links in Trails, while no different from a gameplay standpoint, are all unique BASED ON WHERE AND WHEN THEY ARE. It’s also not possible to view every event, as the game flips you a bird and consistently gives you one Bonding Point short of viewing all available events. If you really care about all the characters, you MUST save-scum in order to view all of them, and only save after the ones that you want the Link XP for. 

In addition, you have Academy Points. Most AP is done by completing quests, which comes naturally enough. Time doesn’t pass until you finish Required quests, and that’s one advantage Trails has over Persona. However, additional AP is earned for being an extra good pupil, and achieving an optimal outcome, such as riding a motorcycle without wrecking it. Advancing the story will IMMEDIATELY cause any incomplete optional quests and available events to expire, but the game is at least consistently good at warning you of these cutoff points.

However, this IS a school game, and that means being smart. And that means exams. Class VII has to take practical exams every month. These are basically mini boss battles that give you bonus AP if you meet certain conditions. The later ones can get pretty ridiculous…

…but even the hardest practical exam beats any written one. At first, I thought you could take pictures of every book in the library and you’d be fine. But no… it’s worse than that. Almost worse than Persona. In Persona, you merely had to remember any material gone over up to that point (which you can take pictures of as they come up), and then have your Academics stat above a certain threshold to get the highest grade. In Trails, you must make use of a special study day, which is a Free Day, but instead of Bonding Points, you spend Studying Points to go over test material with peers. Similar to Free Days, there are more events than what you could possibly view. HOWEVER, regardless of what NPCs actually imply as far as the relevance of what they’re studying, material from EVERY event WILL BE on the upcoming exam. Furthermore, you must also seek unmarked events that give you additional free knowledge (typically with instructors) in order to come out on top. As long as you save scum to view every event, and find the hidden knowledge blips, you should do fine…I think. The silver lining is that there’s only one of these exams in the game (excluding however many there are in subsequent games). But… you don’t know the exact outcome until after you’ve done the entire following Free Day, which includes your next run of the recurring monthly dungeon.

But just because you don’t need to memorize the books in the library for the exams doesn’t mean you don’t need to memorize them, period. Some quests result in you having to answer questions out of these books, so make sure you take time to jot down (or take pictures of) each and every page. Make sure you not only do the second floor of the library, but the recommended reading corner that gets updated every chapter. But even then it’s not enough. Some of these quiz quests require you to remember remote bits of dialogue from up to tens of hours earlier in the game (or from future chapters even). Fortunately, they’re few enough so that you can basically brute force those with save-scumming.

Save scumming might be dirty, but you should have no shame playing dirty because Trails does the same by giving you HIDDEN QUESTS. Not only will random, missable NPCs give random, missable items, but they can also give quests not marked on a given tasks envelope. Like I said before, since talking to every NPC at every opportunity is encouraged from a story standpoint, it’s not TOO bad. At least it’s not a Tails Of game which doesn’t even mark quests at all, regardless of if you found them, and some of them are the starts of chains but don’t continue until fifty hours later and by then you’ll FORGET you even STARTED it and- *huff* *huff* Just keep in mind that Trails does give a bit of leeway. You get 15 AP for beating the final dungeon, so you’ll need at least 415 by the time it opens up in order to get the highest rank at the end, which I BARELY got. 

In order to discuss other missable events, I must also briefly touch on combat, specifically the areas where it will occur. Most combat is fought in the Old Schoolhouse, which is literally Tartaros from Persona 3. As you progress the main story, more floors of this dungeon open up, and it’s encouraged to check it out (or grind). Just keep in mind that the day will advance to evening once you leave, so do it last. It pressures you to select a set team, but you can always change it by examining the exit of the dungeon.

While Trails proves to be just as stressful as Persona, it’s good to note that it feels much faster paced. Each chapter has one single Free Day, split into daytime and evening segments. So even though social links are just about as limited, you don’t have to worry about wasting 85% of them just to grind out enough personality stats to actually talk to girls. However, Trails still clocks in at eighty to a hundred hours of playtime, so it’s really just an illusion.

Similar to Persona‘s special story segments that happen on set dates (like the full moon, TV rescue, etc.), Trails has field studies. These are excursions to new areas with their own quests to do, along with new story developments. Finishing one gives everyone a heap of link XP (thank GOD). But as soon as you finish a story arc here, YOU CAN NEVER GO BACK. So make sure you do everything while you can.

The field studies locations can take a while to get to, even on express trains. This is plenty of time to… PLAY A CHILDREN’S CARD GAME. Fortunately, Blade is not even remotely as agonizing as Final Fantasy VIII‘s notorious Triple Triad (and the music is nowhere near as annoying). Blade basically plays like War, but with Trap Cards. It kinda sucks, honestly. I don’t entirely remember how War works, but Blade is basically decided entirely by the players’ starting hands. If you draw too many trap cards, not enough high value cards, and not enough 1 cards to counter one of the types of trap cards, you’ve pretty much lost. I’ve genuinely tried to win, but I’m pretty sure it’s impossible depending on the setup (obviously, the fact that I’m saying a card game is entirely reliant on luck means that I’m a filthy casual at card games, and lack the ability to read opponents and use basic logic to deduce their next move). Fortunately, you only need to fight every available character once to get link XP.

There’s a lot of things you can miss! Fortunately, the pawn shop in the main town can sell items from previous areas, including items found in the chests there, and book chapters. The pawn shop is also good if you have a surplus of crappy items that you can trade for a single better version.

Like in any JRPG, cooking and fishing are the most important things in the game. When it comes to cooking, you can somehow cook anywhere in the world as long as you have the ingredients. Depending on the skill levels of Rean and who you cook with, the dish could end up ranging from Regular, to Superb, to Peculiar, to Unique. Unique dishes can only be formed by someone who has a secret knack for cooking that particular item (but it’s always someone who shows a high likelihood for a good result). These are objectively the best, however there is an NPC who wants to see such dishes, so be frugal (and for the record, there’s someone who wants peculiar dishes as well). Most recipes can be learned by NPCs who will randomly give you one. And of course, these can be missed.

Of all the different school facilities, you’ll be visiting the Engineering department more often than any other. The guys here use variously colored Sepith earned from enemies and can mod your Arcus with them. You also earn generic Sepith Mass, which is exchanged at shops for actual money. Anyway, Sepith is used to unlock new slots on your Arcus, as well as craft new quartz (which I’ll get to later).

Fishing isn’t as exciting, though. Basically, you just fish and mash the prompted face buttons, and you get a fish. There are only a set amount of times you can fish per day, which means a finite amount of times you can fish total. You can use groundbait to make more spawn, but the only way to farm for it is to farm U-Materials off of assorted enemies, then trade them at the pawn shop for groundbait.

One final quip that I have in the Daily Life segment is fast travel. For some reason, fast travel is either excessively helpful, or nonexistent. Basically, if you’re in a town, you can fast travel to buildings that are, like, two feet from each other. But in a combat area, you can’t fast travel back to the hub. This becomes a big issue if you’re trying to talk to every NPC to find hidden quests (especially in chapter 3). 


Deadly Life

Combat is limited, but when it happens, it’s really good and really involved. Fortunately, Trails does a great job of easing you into all the different aspects as you go along. The main issue with it is the same issue as most JRPGs: that most characters have limited abilities and customization early game. But once you get more utility, it becomes incredibly rewarding.

For the most part, Trails operates like an old-school turn-based JRPG. Then turn order is displayed on the left, and it cycles through everyone. However, you will have to take Delay into account (which it’ll show on the turn order when selecting a target). Some attacks, mainly magic, will take a while to go through, and you will need to plan ahead in order to come out on top. There are also turn bonuses, which can give free heals and boosts just by it coming to your turn. Enemies can also get bonuses, requiring you to plan even harder. Sometimes, you’ll need to cast spells specifically to use the Delay to steel turn bonuses. The mechanics behind the turn order are very nuanced, and take a lot of self-teaching to figure out. It’ll make the difference if you desperately need to cast an Art in a pinch. 

For the first time since maybe Chrono Trigger, position matters. When using moves that have AOE, you need to carefully aim the attack in order to catch as many enemies in its range as possible. If you’re too far, you’ll have to waste a turn to move within range (which enemies might also have to do). Some attacks will also change a character’s position, and that must be taken into account as well.

What’s even more complicated is that you have two sets of special moves: Arts and Crafts. No, you don’t make paper peacocks by tracing your hand over construction paper; the different types are literally called Arts, followed by Crafts. Each consumes a separate stat, EP and CP. EP is traditional MP, and can easily run out if you get trigger happy. It can only be restored from turn bonuses or consumables. CP is like a Special gauge in an action game, and fills from dealing and receiving damage. Characters get 200 max CP that they can store. However, as abundant as it is, there are special S-Crafts that you learn over the course of the story. These take from 100 to all of a character’s CP, and are insanely powerful. It is more incentivized to use the 200, since it’s stronger. The most important part of S-Crafts is that they can be used out-of-turn. This causes an S-Break, which can be a lifesaver if used to steal a turn bonus that you don’t want the enemy to have. The issue with them is that recovering from them is ROUGH. For most of the game, the only good way to restore CP is with Alisa’s Blessed Arrow, which comes at the cost of some of her own. In a lot of boss battles, I’d end up having to whittle them down with regular attacks just to slowly regain it back.

The way each set of skills are learned is different. Crafts are learned by levelling up, and Arts are learned by setting quartzes to your Arcus thingy. First, you set a Master Quartz, which gives a set of stat boosts and bonus effect s. Each Master Quartz can be levelled up, and you’ll definitely be getting new ones to play around with. Additional quartzes can be set to learn new Arts, gain stat bonuses, or in rare cases, both in a single quartz. 

It’s generally a good rule of thumb to know your enemies in order to win, and it’s really important in Trails. By either battling a lot of the same enemy, or using an Analysis spell, you can find out a lot of stuff about them. The most important thing is not just their elemental resistances, but their status resistances as well. This is really useful when planning out attacks, especially with status ailments. Once you get the ability to inflict status ailments with your attacks, you will NEED them, for they will be your friend. Also, Trails is one of the few games where bosses are susceptible to status ailments, so make good use of them!

While the game is pretty good at holding your hand, there is one important mechanic that they don’t teach you, and that’s Impeding. Basically, certain specific Crafts will cancel an enemy when it takes a turn to cast an Art (indicated by a red glowy thingy). The game expects you to know about this, so just be aware of it. There are also quartzes that can give all a character’s attacks an Impede percentage, but the specific Crafts are guaranteed to do it.

The Ys series makes a crossover into Trails with the Unbalancing mechanic. Monsters can be staggered by hitting them with an effective weapon type, be it Slash, Thrust, Pierce, or Strike. Doing this allows for a Combat Link to work. Set a Link in the camp menu or during battle and linked characters can assist when the enemy is Unbalanced. After a certain time, you begin to earn Bravery Points through Link Attacks, and can spend them during an Unbalance to perform a stronger attack. Like in Miitopia, Link Abilities get better and better when you level up their link levels. Similar to Persona, crits will automatically Unbalance an enemy no matter what. 

If there is any flaw with the combat- and it’s moreso a nitpick than anything else- it’s that the difficulty is all over the place. You don’t need to grind in order to be able to beat the game smoothly, but it follows the JRPG rule of “equipment is everything” to the letter. When it comes to status ailments, any enemy that can inflict it WILL if you don’t have the equipment to make yourself immune to it. The early game is particularly rough because you won’t even have enough of this equipment to put on the whole active party. But when you do get the equipment, you’re gonna need it. A lot of bosses can wall you if you’re unprepared, and even if you are prepared, it can be rough. It’s also really bad that there are no multi-targeting healing items in the game without the use of a specific Master Quartz.

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Final Verdict: 9.15/10

It’s stressful, but Trails of Cold Steel is nonetheless a fantastic series opener. Since this is the first game, you have plenty of time to learn how it works. But as much as I’ve learned about the game, I don’t know how ready I am for the sequels.

One thing that I do know about this series is that Trails IV, the finale, has A TRUE ENDING. That is so mean… to make such a long story that people would need to spend at least 500 hours to see to its conclusion, just to troll them right at the end because they didn’t do enough stuff. It could be generous like in Ys VIII, but it could also require every single Academy Point in the game to get it. I could look up the conditions now, but I might spoil something for myself, which would be bad, since I actually LIKE this story so far.

Since this is just the hors d’oeuvres, and an incredibly stressful helping of hors d’oeuvres at that, I can’t recommend this series easily. I’m going to have to wait for Trails II, the first of a three-piece entree, to arrive at the metaphorical table first. For now, I recommend Trails of Cold Steel to any fans of Persona, Danganronpa, and Tails Of… since those fans are used to eighty hour games where you can miss a million things.

Hinowa ga CRUSH! First Impressions (Volumes 1-3)

I haven’t talked about Akame ga Kill! on my blog, so let me give you a short gist on how I feel about it: I love Akame ga Kill! It is a fun, edgy battle shounen with dark undertones and a surprising amount of emotional tension. Oh, and of course, the manga’s better than the anime! So with that out of the way, let’s dive into Akame ga Kill!’s sequel series, Hinowa ga CRUSH!, published in English by Yen Press.

The nation of Wakoku has been caught in a civil war for, basically, ever. Our main character, Hinata- who changes her name to Hinowa, taking after her mother who died in battle- dreams to end said war (pretty typical). It’s definitely a lofty goal. But fortunately, a familiar face washes up on the shores of her village, and just so happens to be pretty stinking powerful. (Spoilers: It’s Akame! *fan gushes*)

Despite the whole, you know, war going on, Hinowa is noticeably lighter in tone compared to its parent series. The first thing that’s easily noticeable is the fact that Hinowa’s friends don’t get slaughtered to death within the first volume, which is what happened to Tatsumi’s redshirted buddies in Akame. In fact, not a single protagonist dies in the volumes that I’ve read, other than Hinowa’s mom way at the beginning. This is a huge tonal shift compared to Akame, which had been memed as the “Game of Thrones of anime” while it was airing.

So while Akame got backlashed for having too many deaths “just for shock value”, Hinowa seems to suffer from the opposite; plot armor. We only see bits and pieces of training throughout the story, and it mostly comes down to them getting whooped by Akame in mock duels. It’s not enough to show how darn good these kids are during their very first battles. One particularly bad example is when this redshirted commanding officer gets one-shot by some other guy, while one of Hinowa’s friends- who’s still a greenhorn- manages to hold their own against the same exact guy. Maybe the author responded to the backlash in Akame? Or is this all a red herring before a dark tonal shift later?

Unfortunately, the characters have been downgraded from Akame. The whole cast of Akame either had a very expressive personality, memorable character design, or a creative ability. In contrast, the titular Hinowa and her buddies are just generic teenagers, and seem to handle being in the military as well as going shopping at the local mall; no moral quandaries here! The weapons in Hinowa are similar to the ones in Akame, but are nowhere near as interesting thus far. 

But what about the character we all came to Hinowa ga CRUSH! for: Akame? It has been a couple of years, but I remember her being way better than she is here. Akame goes from being a “tough-exterior-unstable-interior” type of girl to kind of a “perfect girl” type; powerful, but kind and supportive. While it is possible to follow Hinowa without reading the prequel, the context of Akame is important, or else you might think it’s strange that such a powerful woman just magically turned up when it happened to be convenient.

Another concern is the change in the artist. Overall, the new artist did a good job making Akame recognizable, but there’s a noticeable lack of oomph compared to the previous artist. All the over-the-top gore and expressions are toned down a lot, which makes Hinowa more “grounded”, but I’m still not a big fan. It could’ve been worse, I guess.

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Current Verdict: 7.25/10

I don’t want to be one of those fans that’s like, “It’s not EXACTLY like the original series I loved so much, therefore it’s objectively bad”, but I feel like Hinowa ga CRUSH! is lacking the chutzpah that made Akame ga Kill! so great. With how different it is, I definitely can’t easily recommend Hinowa to Akame fans. Honestly, I’m gonna have to sit on this one for the time being.