One Piece Pirate Warriors 4: A Great Game… for Fans

Hoooooo-doggie! If you’re reading this, then I’ve either completed (or, more likely, gotten tired of completing) one of the latest of the grind-heavy Dynasty Warriors crossovers: One Piece Pirate Warriors 4. I had loved the third game (to a point), and a relative gave the newest installment to me for Christmas. So, after about eight hundred hours, here we go!

One Piece is my favorite manga of all time, so I naturally knew the story going into Pirate Warriors 4. And you better know too, because you are spoiled to death regarding everything from the beginning up to Whole Cake Island. The Wano portion is game original, but you will still be spoiled on where the climax of the actual manga arc takes place (I had luckily just started that part when I played the game).

Honestly, with the amount of One Piece videogames out there, you can almost tell that they’re tired of telling the same story over and over again. The Japanese voice actors are excellent, but they even seem more “oh boy this line again” than the previous game. The dialogue is stiff and awkward, but that could be because of the localization. The cutscenes are also half-assed, even reusing some pre-rendered cutscenes from Pirate Warriors 3. Fans buy this game for the gameplay.

All five thousand hours of it!

If you haven’t played a Dynasty Warriors game, the idea is simple: you vs. eight million enemies. Maps are pretty simple, split into different rooms. There’s your allied force, the enemy force, and an occasional rogue force. Every playable character has an elaborate combo system that can be expanded upon (and you will have to memorize every single one of them). One Piece is a series where the protagonists have gone head-to-head against entire armies by themselves, so the Dynasty Warriors system works perfectly. 

In addition to your usual combos, you have JUMPING. If you jump after landing a hit, you launch nearby foes into the air and can unleash an ENTIRE EXTRA SET of midair combos. These can get absolutely obscene if performed well, but you seriously gotta memorize the moves. There are also four different special moves you can equip at once for each character. There are many types of special moves beyond the ones that freeze time and have a cinematic cutscene. Ones that provide buffs (including transformations like Gear Two) are tied to this system. There is also a Power Dodge that sends you forward and deals damage, making it a good panic button; just be wary of stamina.

The game also introduces different “types” of characters, which honestly, makes it way more complicated than it should be. All the types are pretty self-explanatory, and since you’re expected to be familiar with these guys, it’s not really an important detail. The only stand-out is Sky-types. These characters specialize in air combos, and most importantly, their Power Dodge can be used in one constant burst until stamina runs out. This can be a lifesaver since Dynasty Warriors games tend to have important events take place at opposite ends of the stage.

Like most Warriors games in general, mooks are utter jokes that you can basically look at and kill instantly. Tougher enemies have an armor gauge that must be drained to get them into a temporary vulnerable state, where they glow purple and can be comboed more easily. Of course, actual bosses are even tougher. They can have a temporary “super-shield” that doesn’t drain. But honestly, you just have to do what you always do in these games: smack it a lot!

They pretty much abandon the XP system from Pirate Warriors 3 to introduce the Growth Maps. Each “island” on them needs a lot of Beris and Coins to give them stat boosts, new abilities, and more. There’s a beginner map that applies to all characters. It’s important to prioritize getting the big stat boosts here so that new unlocks aren’t insanely weak right off the bat. In addition to the beginner map, EVERY PLAYABLE CHARACTER has TWO unique Growth Maps! I prefer this change because getting everyone to Level 100 is a far worse undertaking than maxing out all the Growth Maps. Other than these changes, Pirate Warriors 4 runs pretty much the same as others.

The environments have never been the strong suit of these games, but they at least go to lengths to make them feel more organic. The layouts, for example, are no longer sectioned into square-shaped keeps, but territories. These function the same, but can be any shape and size. The most important aspect of this is that they can get pretty large, which makes capturing them easier. They also add the ability to destroy environmental objects, which can help make navigating easier since you won’t have crap in your way.

In terms of difficulty, Pirate Warriors 4 is a bit tougher than Pirate Warriors 3 for a number of reasons. You can get juggled a lot more easily, especially in Treasure Log where you’ll be fighting more boss characters simultaneously (especially against Ace and Law). I’ve also had less luck with healing item drops, even with the skill that allows little mooks to drop items. Fortunately, min-maxing the Growth Maps helps make things easier. The Indomitable Spirit skill is a lifesaver, and it can be obtained very early on in Treasure Log. What it does is cause health regeneration during a buff, and at max level, you can heal back to full from the brink of death. With Concentration to fill up the special gauge faster, you can basically never die, even on the toughest missions.

Sadly, that does not stop the bosses from being absolutely obnoxious to fight. It could be because I use this game to veg out, thus refusing to learn the nuances of the game, but it’s also a license tie-in, so… Anyway, when you destroy the armor gauge, the meter turns purple and slowly fills up. Obviously, you have until it’s full to combo them before it refills. However, when fighting bosses specifically, they have a completely random ability to use a shockwave attack which instantly frees them from your combos AND immediately recharges their armor. It’s stupid and you just have to deal with it (or, you know, actually know how the game works).

Pirate Warriors 4 has three modes, just like the previous game. Dramatic Log is the main campaign, which has all the stiff cutscenes and stuff (seriously, these games probably made us desensitized toward Ace’s death). The missions are shorter and more numerous, allowing for a more accurate experience of the story arcs as they actually happened. But sometimes, it gets a bit much. Why is there an entire stage just for the first battle against Sir Crocodile? The Free Log is the ability to replay story stages, but since they no longer have Treasure Events or that stupid grid thing (THANK GOD), there isn’t much of a point. S-Ranks are as easy as ever to obtain, and there’s no reward for playing on Hard Mode, except maybe a trophy in the PS4 version.

My personal favorite mode is Treasure Log. Similar to Pirate Warriors 3’s Dream Log, Treasure Log is a series of short, semi-random missions. I love it because there’s no boring cutscenes; just straight gameplay. Also, you get to live a number of impossible, fan-fic like scenarios, such as getting to beat the crap out of that sumbitch Akainu, or winning a 2-v-1 against Big Mom and Kaido as someone like Bartolomeo. It’s also a lot harder, doing crazy things like pitting you against the entire Straw Hat Crew at once. Unfortunately, you still need to progress in Dramatic Log to unlock the Straw Hats’ later move sets, like Gear Four and all that. But bizarrely enough, I actually look forward to these games for playing as anyone OTHER than the Straw Hats. I love the crew, but there’s a weird charm to being able to play as one of the villains, or characters with interesting abilities, such as Bege. Of course, if you want to get 100%, you’ll be playing as the Straw Hats in this mode a lot, along with everyone else. Just be wary of playing as Sanji in this mode, since female enemies can spawn in for random side missions even if it’s a stage that guarantees all male opponents.

I didn’t actually complete the game as far as maxing out everyone’s stats and doing every stage, but this game is pretty reasonable by comparison to others of its kind; it’s no Hyrule Warriors that’s for sure! As long as you have the Coin Collector and Cat Burglar skills and do the most of your grinding in the New World-tier Treasure Log stages, it doesn’t seem like it’d take that long. Maybe 100-odd hours, which is—yes—shorter than the previous Pirate Warriors, and WAY shorter than Hyrule Warriors (that goes to show you the standard that the Warriors games set). If you wanna complete one of these games, do this one!

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Final Verdict: 8.35/10 if you’re a fan

One Piece Pirate Warriors 4 feels great if you really love and understand the series. The combat is fun and over-the-top, and the way they handle special moves give it a lot of depth and customizability. In case I didn’t make this clear, ONLY play this if you’re a diehard fan of One Piece!

Chainsaw Man: Too Seinen for Shounen Jump?!

It’s no secret that Weekly Shounen Jump has not had the best run in the late 2010s. The newest manga by Naruto’s author got axed, among MANY other 2019 and 2020 debuts. And when they actually had a good series, it would either end off on a bad note (Shokugeki no Soma), or one of its writers would end up being a felon (ACT-AGE). But one series managed to be a standout franchise until the bitter end: Chainsaw Man, published in English by Viz. I gave it a good word in my First Impressions. Let’s see if it’s held out.

In Chainsaw Man, a dreg named Denji makes a living by hunting devils, with the help of a chainsaw-dog-devil named Pochita. But “makes a living” can be read as “barely scraping by”, for he’s shouldering a serious debt from his late father. However, when he’s almost cut to pieces, he fuses with Pochita and becomes a chainsaw man, after which he is taken under the wing of Makima, a beautiful girl from an official team of devil hunters.

Chainsaw Man is, for the most part, a very straightforward manga. The plot is very traditional shounen at first: bad guy appears, kill it, then wait for the next one. Denji’s heart becomes a major MacGuffin, but we aren’t informed of why for a pretty long time. Things heat up in the second half, and by the final third, it goes absolutely berserk with insanity.

What makes Chainsaw Man a great manga is its characters. The mangaka takes common shounen tropes and puts a seinen twist on them with Denji and the people around him. Denji himself seems to be a generic, self-insert shounen protagonist, but he’s more complicated than that. He’s very attracted to women, but he at least tries to maintain his feelings for Makima, despite the amount of other beautiful women who tempt him. I don’t like using the word “human” to describe a character, but it’s done exceptionally well with Denji. He’s an innocent kid thrust into an adult world, and his simple-mindedness made me sympathize with him.

The other thing is that the women in his life subvert common conventions as well, especially with Makima. Us readers are informed very early on of how suspicious she is. But Denji doesn’t know any of it, and he’s naively in love with her. Unfortunately, she takes advantage of his love for her to essentially exploit him, which I think is a great commentary on the idea of waifus in general. 

Of course, Makima ain’t crap compared to Best Girl Power. She’s just… effing awesome. She’s like the best friend that you’re so close to that you just start busting each other’s chops. Her chemistry with Denji is one of the best I’ve seen in all of Jump. Sadly, I didn’t really care for the rest of the protagonists. For one, I forgot a lot of their names, which is a bad sign for me. Fortunately, the antagonists are as fun as they are plentiful. They have some of the more memorable character designs and personalities, especially compared to the supporting protagonists. 

Somehow, I went almost the entire review without discussing exactly why Chainsaw Man is big (or would be if it weren’t for Kimetsu no Yaiba). Weekly Shounen Jump has some cute girls with cleavage, but that’s usually about it; the magazine is for early-teens kids after all. Chainsaw Man, however, has R18+ stuff; pretty much everything except for female private parts are shown. The manga is full of extremely visceral gore, and one character just straight-up asks Denji if he wants to have sex. The fact that something like this ran in Jump is insane.

That’s where my biggest gripe with Chainsaw Man lies. Its whole thing is that it’s very mature for a Jump manga. But the thing is—and the reason why I’m posting this so soon—that Chainsaw Man is getting a part two in Shounen Jump+, home to a lot of seinen series, from Jigokuraku to World’s End Harem. As a result, Chainsaw Man loses the one thing that makes it stand out from its ilk. This was probably inevitable because, you know, minors.

Anyhow, the artwork is fantastic. It’s rough, and dirty, with some phenomenal action scenes, and a surprising amount of abstract panels late in the series. The managaka is also able to contrast such insanity with some genuinely heartfelt and emotional scenes. It’s going to be so sad to see this twisted beauty dumbed down in the upcoming anime.

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Final Verdict: 9.15/10

Chainsaw Man is one of my favorite Jump manga of the 2010s. It’s over-the-top, with a lot of quirky characters, and a very alluring charm. Seriously, how in the world did Kimetsu no Yaiba beat this?! I highly recommend Chainsaw Man to anyone who likes their battle shounen super dark and edgy. Hopefully, if Viz licenses the sequel, I’ll be doing a post or two on that!

Mission: Yozakura Family is Literally All About the Waifu (First Impressions, Chapters 1-30)

Spy X Family is a manga about a spy who makes a fake family, and that’s all well and good. But they’re not the only ones on the block. Mission: Yozakura Family has a family made entirely of spies. It’s managed to last a year in Jump’s ruthless gauntlet, so that means it must be doing something right. 

In Mission: Yozakura Family, a shy boy named Taiyo Asano has been coping with the abrupt death of his parents and brother (which is not at all a cheap emotional hook). His only friend is this girl named Mutsumi Yozakura, the adorable school idol. When Taiyo is attacked by Mutsumi’s overprotective brother, Kyoichiro, he is introduced to the Yozakura family (of spies). Because he’s the ultimate husbando (and because he doesn’t want to get assassinated), he marries into the family and vows to protect Mutsumi with his life.

I don’t know of many manga attempting to combine gag shounen with battle shounen (apparently, Katekyo Hitman Reborn! is one example, but SOMEONE (*cough* Viz *cough*) doesn’t have the manga licensed), but Yozakura Family has been a real fun time. Of course, there really is no narrative to speak of. The death of Taiyo’s family is pretty much glossed over until it gets to the designated “It wasn’t really an accident” plot development (which, honestly, isn’t a spoiler because that pretty much always happens).

The sillies are what matter, though. Yozakura Family is loaded with bombastic, over-the-top comedy that completely disregards realism, including a literal spy magazine and social media group. I also have to post a trigger warning: there are cases of minors (and adults) carrying firearms to school, so if you have any memories tied to an actual school shooting, then this manga might not be for you. There haven’t BEEN any school shootings so far, but I doubt that’ll stop you from being triggered. Also, as of where I left off, the manga hasn’t gone straight-up full battle shounen, like many gag series do. 

Unfortunately, Yozakura Family fubars one of the most important aspects of shounen: training. They show some of Taiyo’s training early on, but it’s gone over super-fast. It’s so abrupt that he goes from wimp to Bruce Willis overnight. Since this is primarily a gag shounen, I’m not too butthurt about it, but I’m definitely the minority in that.

This manga has a great cast of characters (for once). Taiyo is kind of that generic guy, like always, but the series isn’t called Yozakura Family for nothing. While Mutsumi herself is that “waifu” type, her siblings are where the personality comes in. Kyoichiro might (read as: “will”) annoy some people, but I think his ludicrous devotion to Mutsumi, plus his overly lacking subtlety of how much he hates Taiyo is hilarious. Her other siblings have very distinctive character design and memorable personalities, but sadly, they don’t have too much screentime. In any case, the antagonists are all fun, even if a lot of them (so far) have been in the throwaway category. 

The art is great. It’s simple, but effective. The action scenes are swift and packed with line work, while the facial expressions are on point. It’s what you’d expect from a shounen manga.

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Current Verdict: 9/10

Mission: Yozakura Family is starting off strong. I have no idea how popular it is, so I don’t know if it’s going to be ending soon, but I hope it has a solid run down the road. Of course, you can never truly know with a Jump manga.

Two Muscular, Magical Reviews in One Post!

I had every intention of reading Mashle: Magic and Muscles since its debut in Weekly Shounen Jump. But then, Seven Seas came out of nowhere and licensed a light novel with an extremely similar title: Muscles Are Better Than Magic! Since they seemed so identical, I decided to review them both in this post. Although Mashle came out in the U.S. before Muscles, the latter actually predates the former by three years. So naturally, I’ll go over it first!


Muscles Are Better Than Magic! Volume 1

In Muscles Are Better Than Magic!, a boy named Yuri lives in the forest alone. He has managed to train himself to the point where he’s super ripped, and can take on anything. When he finds an elven girl named Filia Windia, he decides to go on adventures with her, for no reason whatsoever.

If Muscles appears to be a run-of-the-mill, typical shounen fantasy light novel to you, that’s because it is! The whole darn thing is the two of them hanging out. A lot of the interactions are just him using his muscles and freaking people out. And like I said in the premise, there’s no purpose to anything that happens. They just go on adventures that are no different from your typical slice-of-life fantasy with no real spice beyond Yuri’s muscles.

The mostly boring cast doesn’t help either. While Yuri and Filia have some legitimately cute and funny interactions, they are surrounded by idiots. All the other characters are inconsequential NPCs who have no personality other than being shocked by Yuri’s muscles. That’s literally it! But even then, Yuri is also incredibly bland, with Filia being the only remotely likeable character.

The biggest issue is the writing. Muscles is one of those light novels that feels like a rough draft and not a publication. Although the action scenes are pretty good, descriptions of locations are as bare minimum as they typically are in these series. I get that writing is really hard but that doesn’t excuse when it’s bad in a published work!

Verdict: 5.75/10

Muscles Are Better Than Magic! is no better than your typical blazé fantasy. Similar to Buck Naked in Another World, Kuma Kuma Kuma Bear, and others, it uses some defining character design trait to pretend that it’s subversive. My chances of reading more are pretty low. But let’s see whether or not it’s the lesser of two evils when I review Mashle!


Mashle: Magic and Muscles First Impressions (Chapters 1-15)

In Mashle: Magic and Muscles, a boy named Mash Burnedead lives in the forest with an old wizard guy. He was born in a world of magic, but has no magic himself, making him an easy target of the police. When he bests the police with his bare hands, he is given a deal: enroll in Magic School and graduate at the top of his class or be pursued by the law forever. He accepts the deal, and attends the school with no magic power whatsoever.

I made a big deal about how Muscles and Mashle are the same, but… it turns out that Mashle resembles Black Clover more than anything else (oops). In any case, Mashle already shows greater personality than Muscles. Not only is the humor (and its delivery) much more substantial than in Muscles, but there’s also a purpose to the shenanigans that ensue.

So far, Mashle’s biggest issue is its simplicity. While I love a good, clear-cut Jump manga, a lot of [very vocal] people don’t. Because of this, there’s no rhyme or reason to the magic that gets used; they don’t even bother to explain the rules. And of course, let’s not forget the magic word, “unrealistic”, because of how impossibly strong Mash is for a teenager.

Mashle has a similar issue to Muscles: everyone other than the main character exists just to react to how swole said main character is. Furthermore, the lead girl is less remarkable than Filia, to the point where I already forgot her name. But unlike Yuri, Mash is a significantly more likeable character. In fact, he’s the bread and butter of this whole manga. While he’s completely devoid of personality, the author somehow makes that lack of personality into its own personality quirk. Also, his inane obsession with cream puffs makes him even more hilarious.

The art doesn’t look like much, but it’s more than enough. The panel composition expertly sells the humor, while also delivering the appropriate amount of punch to Mash’s attacks. If there are any issues, it’s that the black wizard robes make a lot of the foreshortening shots look kind of weird.

Current Verdict: 9.35/10

Muscles might be better than magic, but Mashle is far better than Muscles. It’s a risk investing in a new series when you don’t know whether or not it’ll get axed, but here’s hoping that Mashle stays for a couple of years at least. I recommend it to people who like battle shounen and fun (i.e. not cynical).

Haikyuu!! Full Series Review

I was apprehensive about sports manga at first. Whenever I saw my father watch football, I was like, “Why are so many Americans’ entire lives defined by a game made for entertainment purposes?” (he says despite how videogames and stuff define his life). As a result, I never chose to read sports manga… until I read Haikyuu!!, published in English by Viz. With its rather lengthy run in Weekly Shounen Jump, simple story, and massive fanbase, Haikyuu!! has definitely become mainstream. But despite my aversion towards said mainstream, I think it deserves the praise.

In Haikyuu!!, a short boy named Shoyo Hinata dreams of becoming a volleyball champion. Despite his height, he has great reflexes and jumping skills. Unfortunately, in junior high, he is utterly schooled in a match against setting prodigy, Tobio Kageyama. In the aftermath of this humiliating defeat, Hinata attends Kararsuno Highschool, the same as his idol, the Little Giant. However… Kageyama ends up attending the school as well! With their abilities, they just might bring the school back from its long volleyball slump.

Like I said, Haikyuu!! is simple; straight as an arrow. Since it’s a sports manga, it’s an underdog story about a couple of young upstarts and their volleyball team. Compared to Eyeshield 21 and Kuroko’s Basketball, it’s really nothing special. But I always believe the execution is more important than the idea, and the execution is where Haikyuu!! delivers.

The best thing the series does is buildup. Haikyuu!! is really good at creating anticipation for upcoming matches. From Karasuno’s rival school, Nekoma, to the powerful Shiratorizawa, there’s a reason behind every fight. Unfortunately, there’s only so much that can happen in a volleyball match. It’s an inherent problem with sports narratives, but volleyball is literally just hitting and blocking a ball. Basketball and football at least have different directions and formations, while in volleyball, players are stuck on set sides of the court, and in a set position that rotates throughout the match. 

Furthermore, Karasuno’s team kinda sorta has plot armor in a sense, more so than in usual shounen manga. For the uninitiated to volleyball (myself included), the sport is played in sets. This basically means that all volleyball matches are a best two out of three (or three out of five in rare cases). From a writing standpoint, it’s a no-brainer for the really, really important matches in a volleyball narrative to last the full amount of sets. As such, I concede that the matches in Haikyuu!! aren’t too exciting during most of the early sets.

But once they hit that third set, it becomes a pure adrenaline rush. At that point, it’s easy to get fully immersed in Haikyuu!!, despite the pretty obvious plot armor. The climaxes of fights are when the manga is at its peak, and putting up with the other shounen tropes is well worth the payoff.

Even with the adrenaline rushes, Haikyuu!! wouldn’t have been the same if I couldn’t be invested in Karasuno’s volleyball team, which I’d consider to be one of the best teams in all of sports manga. Almost every one of its members has a definable personality trait, as well as some major hurdle to get over. This might be cliche, but the chemistry between Hinata and Kageyama is the best in the whole manga. Their clashing attitudes, and desire to one-up each other make them always entertaining to see.

I also must acknowledge some of Karasuno’s opponents. While the mangaka doesn’t flesh out every SINGLE member of those teams, they each have at least one or two memorable characters. They also go through the backstories of these teams during the matches with them, to hammer in the fact that Karasuno isn’t trying to beat an “evil volleyball team”, but a team of normal, likeable people who have the same aspirations that our protagonists do. It’s effective, but it gets kind of redundant over time.

Of course, no sports manga can be good without amazing art, and Haikyuu!! has some amazing art. While the artstyle looks disjointed and sketchy at first, the mangaka ramps it up to eleven when the emotional tensity warrants it. They’re also a master at gesture drawing, which really sells the power and speed of each shot. The panel flow is amazing, and always kept me on my toes; I never knew if a spike was actually going to count until the little scoreboard popped up in the panel.

However, there’s one last thing about Haikyuu!! that sets it apart from its contemporaries. But I can’t mention it without spoiling endgame content big time. On the flipside, it’s something that could make or break the entire series for you. As such, I made the following paragraphs the same color as the background. If you want to read the spoiler, then highlight the section of your own free will. Otherwise, skip to the end of the post.

A lot of sports manga- and Jump manga in general- are meant to be inspirational and lighthearted. They give hope to the underdogs out there, and have themes oriented around never giving up and achieving your dreams. However… Haikyuu!! is not a manga about success, but a manga about failure. Karasuno fails. Sure, they lose some early tournaments, but that always happens in sports manga. If the team loses, there’s usually some loophole in the tournament rules, or a magical secret tournament that they can use to reach some sort of glory. But that doesn’t happen with Haikyuu!! Karasuno FAIL-fails. Even after the third-years graduate, the first-years are not able to avenge them. Despite my aversion towards cynicism, I actually love that this happened. I have mad respect for the mangaka for taking such a big risk with a mainstream I.P. like this. I have no idea if any sports manga has ever done this before (except Hikaru no Go, but that manga doesn’t count because it’s not very good and it doesn’t go into any sort of aftermath either), but Haikyuu!! does it really well.

I know, I sound like a hypocrite, saying that this tonal shift is a good thing. It makes me sound like the people (*cough* Western critics *cough*) who say that cynical narratives are more “realistic” because “people don’t achieve their dreams by force of will alone” and that “life is meant to be miserable”. Normally, when we see a cynical narrative, it’s a long process of seeing the main character fall into pieces and wax poetic about how “suffering is the only truth in the world”. But Haikyuu!! takes cynicism and twists it into something truly unique. Instead of wallowing in misery, the cast of Haikyuu!! just… lives. Haikyuu!! is about being able to make like a cat poster and “hang in there” even if you never achieve your dreams. Sad to say, I do truly believe that a lot of people can never achieve their dreams, just because of how our society works. But that doesn’t mean you kill yourself. That’s the lesson. The final arc of Haikyuu!! is just adult Hinata having fun playing volleyball with new and old friends. Narratively, it’s not very exciting, but it ends in the best way possible: a rematch between Hinata and Kageyama, using all the skills they’ve learned throughout the course of the story.

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Final Verdict: 9.25/10

Haikyuu!! is an amazing manga, and is definitely among one of my favorite Jump manga of all time. It’s more grounded than most shounen, so I can more easily recommend it to critics. For once, Haikyuu!! actually deserves swimming in the mainstream, and I’m glad that a lot of people love it.