Tell anyone what’s a fantastic gateway into the Warhammer series and you may receive a host of different answers. Since the 90’s until now in the 2020s there have been more than a haystack full of various types: FPS, 3rd person shooters, RTS, 4x grand strategy, XCOM-like, Turn-based, ARPG, sports, puzzle, MMOs, cards, auto-battler, VR, crossovers, heck there’s a new racing one coming out and I wouldn’t be surprised if a visual novel is located deep in the vast library already or will be in the future. Need I say more? Oh, wait, recently a CRPG came out. But where’s my Kojima-version?! Meh, I’ll take a Cavil one coming... oh wait- April Ahhh- what a cruel world.

Nevertheless, despite my low experience in the franchise I am here to tell you about an incredibly solid real-time strategy(RTS). Warhammer 40,000: Dawn of War - Master Collection for the PC. Mouthful ain’t it? I’ll refer to it simply as the DoW master collection for short. A bundle containing the first dawn of war game. The first expansion, Winter Assault, contains two campaigns. And two others are called Dark Crusade and Soulstorm. I completed all the regular single-player ones with the two meta campaigns I'll play off and on since they barely have any plot. Primarily a conquer the whole system/planet type of gameplay. For now, I’ll dive into the first installment. Move onto my mixed feelings plus mods, then the final expanded content. In Dawn of War 1(DOW 1), The story begins as you control Gabriel Angelos. Captain of the Space Marines’ Blood Ravens 3rd Company among others to assist the planet Tartarus defenders from Ork invaders. Yup, you heard that right. ORK not orc or uruk-hai. Ork. Big scars, super ugly faces, and body. Hulking armors haphazardly glued together, massive sneers and frowns, sharp pointy weapons combined with menacing growls and teeth. Waaagh! Battle cries galore, but still deadly in wreaking havoc and mayhem wherever they tread. Ultimately giving off a decent main story narrative after the end credits rolled. For now, let's dive into the vast grimdark world that is Warhammer.

To imagine how different the aforementioned universe is. Conceptualize both sci-fi and fantasy elements where inside the fictional universe of the sci-fi variant lies a technologically advanced human society in constant battle against both hostile aliens and the supernatural variant. Unaugmented and augmented humans, the latter of which are bigger than us average-sized individuals. Oversized armor platings and pauldrons, 4x-8x the size of regular guns, and a fierce facial expression capable of withstanding sheer terror. Combating hostiles, without shying away from blood, ashes, skulls, and death is the norm while slapping magical powers and thrusting all of these in the unforgiving nature that is war. Where deathstar-likes exist and exterminating countless billions is commonplace. Ork warbosses killing their comrades without remorse for disobedience exudes similar energies when the imperium of man, and chaos space marines do the same. Albeit in different methods. I’ll leave the disgusting imagery in your imagination. Amongst the other supernatural and alien forces. Epic stories are told harrowing tales of humanity in the imperium triumphing against the might of corruption and whoever stands against them. For the Emperor… While I live and breathe. All is not dandy. The universe delves far into the vastness of these ideas unflinchingly. Screw good and evil. Fighting is everywhere.

For a more comparable, but different example. Think Starcraft(SC) except far more grittier in tone and visceral in tackling the onslaught of armies with little remorse. Adding spectacle in the action without gorgeous cinematics. If you have that mental picture, good. Then add more races beyond the base three in SC. Replace basic gathering resources by sending off workers to collect crystals and vespene gas(resources in SC) with acquiring requisition and power. One has you gather specific points on the map. The other is increasing by making generators. For combat. We have to train units from buildings using any of the above resources. Thankfully starting we don’t need both, usually, power is enough. Once you gain enough upgrades to your headquarters and establish more structures then you can fashion better grunts to do the leg work. In general, the game operates in two different groups. One infantry where you can send scouts, marines, jetpack dudes, medics, builders, and more potent exterminator squads once you acquire enough necessary architecture and tiers. Vehicles are on the other side. Mighty mechanized entities. Tanks, transport trucks, mobile mortars. And my personal favorite is the impressive dreadnoughts. Big hulking mechas. Oh yesssssss…. As a mecha fan. You know which I picked already heh! Aside from troop recruitment, players can also construct research centers(to impart passive bonuses and possible tech trees on their army), defensive turrets/bunkers, and various others to unlock the capability to recruit the above-mentioned groups to use in battle.

Keep in mind there is a sort of light rock-paper-scissors(RPS) to produce certain battalions. Being effective against types or multiple and vice-versa is advisable. For instance, you can highlight a mouse cursor over a soldier icon to see what they're effective against. The tooltip will say. Blah blah blah this squad is effective against certain infantry. Light armored vehicles can be super weak to heavy infantry. Dynamic companies are formed later on once the headquarters is upgraded to the max. Allowing the player to summon robust dreadnoughts or elite squads to do your bidding. I’m sure you can imagine what their weaknesses are. Here’s a hint: none. Unless you like testing their mettle against a full regiment against one sole capable hero then the odds may not be in your favor. Although, you generally don’t have to conform to the RPS formula at all. Sending out a mix-matched corps of various molds can get the job done as well. And that’s a strategy I like a lot. The non-adherence to basic tenets of predestined unit composition, allowing anyone to conjure any manner of crowd combinations to win against your foes is an awesome dopamine rush that never gets old.

And I have to say after engaging in countless skirmishes and laying waste to foolish mobs. I found the whole experience of combat to be enjoyable to the point I completed multiple campaigns after the first ended. Didn’t take a lot of hours to complete either. With the first taking nine hours and winter assault taking ten. Not much rigorous thinking is required. The mechanics are neither too complex nor too simple. Managing to hit the fine line to grasp newcomers and veterans in the RTS genre to pick up with ease. A tutorial is here as well, so newbies shouldn’t fear complex systems to learn. Different difficulty modifiers are present to shift the challenge from easy to more punishing for those in need of it. I played the game + expansions in vanilla form. And honestly, I was satisfied because the devs hit regular elements of what I was looking for in the genre. A fun loop of replacing dead soldiers with fresh blood, with non-complex mechanics to understand, without any major faults, defending my bases, completing my main and secondary objectives with challenging enemies to fight against, and the coup de grace of having every map with a hero analogous to the good old days in Warcraft III. Without any of these or tweaked in a more squad-based approach. The formula becomes different from the core formula. It is why I bounced off Company of Heroes and wasn’t too enthused by the shift in core mechanics in Dawn of War II(& chaos rising). Latter I finished, former is on hiatus. Not a negative at all for those games. I simply prefer training useful meatshields for my cause and creating defenses. Here I was able to build numerous armies, select them all, and order them to eliminate everyone in their path. Designing fortifications, and turrets, and queuing new grunts to throw into the fray. The loop became more enjoyable as new missions came in and new goals to take advantage of the war-torn battlefields littered with orbital bombardment, wire trenches, destroyed structures, and fleeing citizens. Creating an immediately grim reality than what reports would suggest.

Nevertheless, I am here to report that DoW 1 has a great mission structure. Often most mission targets will boil down to eliminating all hostiles with extreme prejudice, but when the game shakes things up with infiltration using stealth, eradicating new mob specimens, embracing guerilla warfare, investigating a new area, escorting your champion to the point far in the map deep within enemy territory. Starting with no bases and must use a limited supply of troops to establish a foothold, and defend against multiple waves. And I could go on into detail for a package totaling eleven missions. The difficulty was a natural progressive curve. Didn’t find it too challenging outside of learning my go-to formula for amassing squads and defenses quickly. Super cool going up against an uphill battle where my armies start small and I have to build fortifications, shield my dudes from enemy fire and grant a reprieve, soldiers, upgrade them then set forth in completing both my main and secondary quests. Maps for each mission are medium-sized and can take time to march your whole company, with a decent amount of variation. Tartarus is like Mars. Except filled with human colonies before the invasion. Terraformed so you will see lush forests, vegetation such as grass, and rivers with water and snow! But as the invasion occurs the atmosphere slowly bleeds out becoming harsher. A yellow-to-red tinge filter occurs. Explosions litter the once industrialized cities becoming desolate and broken beyond repair. Fires are commonplace and the once lively greenery we saw before has irrevocably become charred. Countless sandbags, barbed wire, and ruined roadways leave a haunting effect on those remaining alive to fight or flee. Try mustering morale while besotted by ash in your face, the dead comrades who tried to save you while still bogged down in enemy fire. It is harsh, unrelenting, and brutal to keep ongoing.

I'm treated to a gritty sci-fi human race struggling to defend their continent from alien hostiles. However, have faith for when all hope is lost Captain Angelos is here to help! He surprised me a great deal with how strong he exudes. Beyond his rough exterior lies a man who will do anything to protect Tartarus from imminent annihilation. And the lengths which he undergoes and struggles is a sight to witness. Stoic, grit, unbending on his ideals, and relentless fortitude to keep going in the face of overwhelming odds stacked against his combatants. Tough not to like him to be honest. The side-cast like the librarian, inquisitor, and villains are also brought up with a respectable screen time I appreciate without being another mustache twirly antics and handled relatively well. To the point, my suspension of disbelief wasn’t bombarded by an orbital strike.

Usually in RTS games, I adore how they implement commanders or leaders. Heroes as I like to call them such as Angelos, are far stronger than an average foot soldier. But he isn’t alone at all; sometimes others join his missions to combat against the armies of Orks like Isador, a librarian, a close friend to Gabriel, and has the power of psychics. Making him invaluable on the field. Casting smite. A force-like energy to push and damage enemies at a distance, weaken resolve to lower the morale of enemies and the word of the emperor. Making all allies in an area unkillable for a small amount of time. Good thing I never used that ability heh. Seems too overpowering. Inversely the enemy champions can utilize their abilities so being on the end of those isn’t pretty. So watch out, evade, and retaliate with overwhelming strength! Anyway, commanders make the constant tug-of-war between engagements with combatants interesting. Sure you can send waves of enemies en-masse by placing a rallypoint, but nothing beats attaching a dude in full space marine armor leading the charge while viscerally leaving nothing but broken morale, broken swords, guns, and more in their wake. Laying waste to all who oppose the Imperium(galactic empire of humanity). Activate their abilities to turn the tide in your favor and a cool benefit is they instantly respawn freely with no cost whatsoever should they die. So sending them feet first in the bloodiest of all skirmishes is the right way to go! Take that blood god!

Now time for my mixed feelings. Not a positive or a negative. The following text is a set of observations I had, perhaps a critique or two. A recommendation and some other tidbits I think are important to know beyond all the praise I’ve been sprouting up above.

First, when diving feet-first in any RTS game one needs to remember what pathfinding is. For those unaware, I understand this as how a unit will move across the map when instructed. Hopefully without being obstructed by comrades or by terrain obstacles. DoW1 pathfinding I think could be better. I had uncommon moments like this one in my playthrough. Sorry about the low quality. When the group pathfinding is supposed to be smooth. The gif is from Dru Erridge from game developer. He has an informative breakdown of how to approach pathfinding issues. Relative to our current topic. Should be noted, that this has been a regular occurrence since the 90s with Starcraft with the remaster being faithful to the original as you can see. Nevertheless not a big issue. Very minor actually

Second, I think the troop limit is awfully strict initially at twenty for both infantry and vehicles . For the unaware. In real-time strategy games, you cannot build infinitely to send your lackeys in mass. There’s generally a maximum to what you can build. For DoW 1. Each one can take a certain amount like two to four. Again not a big deal since they can be upgraded to have eight or more. So essentially if you have say a squad of jetpack bros taking up a three-unit cap. And you built six of them. Then you have 18/20. A unit isn’t always singular by the way. Sometimes they’ll be accompanied by two to four plus. You can also upgrade the group to give them more personnel thereby giving substantial health, new weapons, etc. In the end, after playing through the main story, I think I'm on board with the hard restriction. At first, I was a bit disgruntled since I'm used to 100 or 200 as the cap. But twenty feels balanced. Heck, there’s a faction that allows you to hold way more than twenty! So look forward to controlling a swarm of ugly creatures to send over the trenches.

Third, before starting the game. It’s important to remember the developers of Relic Entertainment haven’t updated the game in a long while since the original release back in 2004. Therefore, quality of life improvements I frequently see in modern RTS games are missing here. As a result I’m gently recommending everyone to check out the pcgamingwiki article on the aforementioned game before starting. For essential mods to install enhancing the vanilla content. Only a small list. For me I only needed skip intro videos, higher resolution models, enabling 1080p. Forcing AA by graphics drivers, V-sync. Contains bug fixes and recommended mods too! I didn’t have any bugs throughout my time in the collection and the latter I'll talk about later. Before I forget please install the camera mod to allow zooming out during gameplay. Vanilla you can’t zoom out and get a general overview of the battle. Picture your face closer to the screen. And extend your pinky touching the monitor and putting your chin on the thumb. That’s how close my experience was without camera zoom.

Fourth. I think maps could use more variation in tile design within the campaigns. Kinda got old seeing the red palette terrain in the first game. Could’ve used more interesting mission purposes like defend for ‘x’ amount of time. Tower defense, more stealth, rescue missions, time limits, etc. While the vanilla content is satisfactory, the inclusion of these suggestions would’ve changed the great mission structure into a fantastic, excellent one. Fifth, a great majority of missions. Were truly easy in my opinion. Turns out the normal difficulty is easy while the hard mode felt normal.… I didn’t know until I checked what parameters from which each tier changes. Sighs cue facepalm upon learning… A gentle reminder for veterans looking for a challenge in the genre. Enable hard difficulty. Newcomers try either mode to see which you fall in.

Hope this helps those interested in the game. Not trying to deter any folks. Most of my observations shouldn’t be taken as a negative and more as a point to know coming in.

Now onto Winter Assault(WA). The first expansion and one hell of a follow-up I like probably equal to Brood War from starcraft. A separate story from what Captain Angelos endures on Tartarus. We run through familiar, but different missions in reclaiming a winter planet called Lorn V. Shorter than DoW 1. WA has two campaigns. Order where you control the guardsman and Eldar. And Disorder where you command the horde of Ork and Chaos. Both have 6 missions with a branching split mission before the last one changing the final faction you oversee and perspective. Motives for each of the races are somewhat near the same wavelength. The guardsman's underlying purpose is to recover a powerful weapon called the Titan Dominatus. Eldar’s agenda is a bit mysterious. Halt an old enemy while secretly assisting the guardsman and who knows what else is in our sights? Both forces have an uneasy alliance to conquer the globe and direct the titan. All the races have changed since their introduction in 1. A more extensive list of changes can be read at the wikipedia page.

Honestly, I like Winter Assault's mission design the most. By improving on one of my earlier points from my mixed feelings regarding uniquely challenging assignments. I am thrilled to say Relic must’ve wanted to go wild here and holy moly they go the full nine yards. Ya know when you engage in tug of war, and you have enough strength to win in several pulls? That’s how it was playing DoW 1 on normal. Winning in three tugs. WA says no. We're in for the full ride. Blisters, warts, and full-on tugging and warring. I had repeated wins and losses in most of the main missions. And again on the same difficulty I had previously. And I can’t imagine continuing beyond the 4th mission on higher difficulties with how arduous it can be…

Anyways, objectives have expanded. One to three main assignments are gone in favor of secure areas, assault enemy bases, switch to your ally, and accomplish subsidiary goals like flanking the enemy to unlock a path for your comrade. More secondary objectives to complete, reinforce allies defending a critical position, luring an army, repairing a vital machine, and I could just go on man. It’s incredible and super gratifying witnessing the devs flex their creative muscles with better encounter design. Back then there was a predestined path you could move towards. The expansion also operates the same. Except we may need protection. Manually go brave through gunfire in the trenches. Eliminate various waves of enemies blocking a key position all while supporting our main bases. Or transport bombarded people in armored APCs to mitigate enemy fire. Take advantage of bunkers to burrow beneath the surface and re-emerge like a gopher near another bunker. Ah to be a human Diglett except harshly conducting guerilla tactics.

Narratively I don’t consider either campaign the strongest suit to offer. The last missions in the endgame are flipped with different objectives based on the faction. With the earlier ones being different and offering a unique experience. Governing the Eldar, Guardsman, Chaos, and Ork was extraordinarily entertaining and I still recommend it. Each race has unique characteristics I found to be distinct enough to tinker around. Guards don’t have a superhero, instead, they're kinda of a weaker sect of humanity with stronger-than-usual vehicles and defense capabilities and a nice tunnel network for stealth purposes. Helps a bunch transporting a group of dudes to the frontline. Eldar is sublime. They’re like Protoss from Starcraft, but are more mystical and deal in energy weaponry. They differ from humans in one crucial ability. All of their buildings can teleport to another location. For example, you can participate in hide-and-seek against an overwhelming force bearing down on your location as long as you produce a node to act as a waypoint for them to travel. Chaos is well, from my understanding. More of a darker form of humanity and their sworn enemies. Think of these guys like fanatic dudes embracing the dark side of the warp instead of the glory of the emperor and well for the blood god. Summoning demons, consorting with imps and all manner of monstrous beings to do their bidding. Their aesthetic design reeks of evil and forging any superstructure feels wretched. Builders can speed up the construction of structures at the cost of health, and most of their capabilities usually have a drawback in their skills to activate. Summoning a badass daemon for instance requires sacrificing people or guardsmen. Ork is a breath of fresh air. They massacre the 20-limit cap to oblivion and can reach over 90. Activating the Wagghhh ability strengthens others when near a warboss and while they can be a bit stiff, gaining resources in the beginning. I’ve likened them similar in some respects to Zerg rushes. Due to the sheer amount, I can train at my disposal.

Dark Crusade(DC)/Soulstorm(SS) offer different but almost the same meta-campaign. The former is reminiscent of how Total War operates intending to conquer all provinces on the sphere. Depending on the aliens you choose, you’ll be placed on certain points on the map. Tau, Chaos, Necron, Ork, Guard, and Eldar are possible choices to pick. Each has a different detachment of soldiers, structures, heroes, and advantages/disadvantages that come with utilizing them. You cannot attack and move all the time on the world map. Only one specified action. Either moving to another area or attacking. Once you finish your commands. You can end your turn and see what the other side will do on the map. Enemies can attack other foes and conquer the opposing lands. Careful though, they may attack you! If you’re nearby. Battles take place on a separate map. Tasking the player and opposing force to start from the beginning to establish a foothold and train infantry. The ultimate intent is always to defeat the enemy by eliminating every squad alive and architecture they have or at the very least destroy their headquarters and any builder. DC offers a cool incentive for replayability. As you achieve victory in battles/new territories you can gain passive bonuses like a reduction in costs for buildings/units and even wargear. Wargear makes your commander in battle stronger by strengthening their capabilities. Choose a helmet to grant true sight and reveal cloaked assassins, boots to prevent knockdown, body armor for increased HP regen, etc. I found this aspect rewarding and a nice incentive to keep going. While I didn’t finish the Total War-like mode, I think it could be profoundly addicting for those hungry for more content.

Soulstorm operates in almost the same manner as the above, except the dev’s added new factions; the Sisters of Battle to use, Blood Ravens, & Dark Eldar. Expands the meta-campaign to be system-wide. So no longer, are you essentially subjugating the planet. Instead, you need to control the whole star system. What’s stunning in both these expansions is facing off the commander in their stronghold shifts the battlefield to assume a special scenario. These come with voice text on the loading screen detailing the enemy commander’s background along with special orders of main and secondary targets. I kid you not. This single-handedly blew my freaking mind. In SS I faced off what I initially thought would be a puny guardsman, only to run between the tails behind my head in having to win every single engagement and defend my base against constant waves of enemies that would progressively become stronger as time passed. Must stop a convoy at regular ‘x’ intervals to stop them from manifesting a baneblade. Yeah, think ultra badass tank with a s%^& ton of health and massive firepower. So yeah for sure I’m gonna take great pains to stop the convoys. And if that’s not enough I have to contend with stealth punches against my troops, a biga@@ artillery that can wipe my army off the face of the map. Contend against sneaky nuclear assaults and if that’s not enough I have to deal with air types. Introduced in this standalone is the addition of air attackers for every alien. I won in the end, but I felt it was a hollow victory since It took me hours to brutally drill a win on normal difficulty. I should’ve stayed and cornered the guy while assembling enough power/requisition to reinforce my territories and establish a garrison. Instead, I Lee-roy Jenkins myself into battle without support… I didn’t finish SS’s campaign either, only taking one globe for the taking, but spent a large amount of time longer than DC’s. Nevertheless, I had to stop or else I would never see the light of day. Therefore I recommend them only if you hunger for more gameplay using different races. Offering a show, don’t tell approach without a major story to follow. Callum McCole wrote a fascinating article why meta-campaigns are fun and I largely agree with all their points.

In the end, I am here to tell y'all. Warhammer 40,000: Dawn of War - Master Collection is a brutally awesome gateway into the franchise for a real-time strategy game. Sure I had some mixed feelings but they feel largely minor and didn’t impact my overall enjoyment of the multiple plot missions on Tartarus and beyond. Gabriel’s story is only one piece, though a vital one to watch out for. His steadfast defense of the planet Tartarus is admirable against the onslaught of Orks, and unveils an incredible discipline to do what needs to be done. Let me share one quote from him later on. “Innocents die so that humanity may live. I ended their suffering, as I will end yours.” Chills man. I don’t think I will ever forget those words. And soon enough if you dive into the operations on Lorn V, be warned they aren’t for the faint of heart, mercy is thrown out the window in favor of carnage, bloodshed and cunning tactics exhibiting a grim spectacle of sci-fi war up close and personal. Yes, it doesn’t reach my favorites in the genre, but I swear its close. Perhaps, once I finish the meta campaigns here and there. I have a good feeling they will sooner or later join their ranks. Anyway, If you can buy the master collection below 7 bucks or 10. You’re in for a wealth of content to dive into with dozens of hours to devour. Besides, there's a wonderful community filled with amazing content mods you can add. Ultimate apocalypse, Unification, Strongholds, custom sets of missions, new races, new modes, and so much more. By the emperor, I am glad to be back in the series once again. Though I wonder why I have a pages upon pages of 40k reasons why you should join the Imperium of Man. At least they’re far better than those chaos dudes who preach about blood all day everyday. I mean come on “Blood for the blood god?”

I prefer Angelos’s words.

“While the enemies of the Emperor still draw breath, there can be no peace.”

8.5/10

References & Additional Material:
Long list of Warhamer games from the beginning
Example from my playthrough on pathfinding.
Example from game dev on group pathfinding
Dru Erridge article on group pathfinding
Callum McCole on RTS meta campaigns and why they’re fun.
Helpful Links for DoW: MC - Essential Improvements/Fixes/Difficulty Overview - pcgaming wiki on Dawn of War 1 + expansions -
Widescreen fix - Difficulty overview - WA changes - Player guide
Before I play DoW1 - Odd there was no section for the first game prior to this review, so I sent some tips. Hope this helps!

Cavil Warhammer Cinematic Universe - Slight tangent to above. But plugging the news since I'm so happy for Cavill for landing his dream job producing and starring in his favorite series with none other than Warhammer.

Last year I had the pleasure of unofficially starting into the Front Mission(FM) universe via a mediocre spin-off. Fast-forward to the present and now I started and finished a proper mainline with the first installment. And to my absolute surprise and delight. Front Mission 1st remake(FM1RE) holds up very well today despite some notable concerns.

Why should I play the remake(2022) when I could start the DS or fan-translated SNES game of the same name? Well, here’s a brief overview of what you’re getting on either version. The first Western installment officially came ashore with the Nintendo 2007 DS port. Originally released in Japan on the SNES in 1995. The game featured only one campaign, the OCU. Oceania Cooperative Union. Detailing one side of a major conflict in 2090. Later remade for the PlayStation in 2003. Featuring a new campaign added. The USN. Unified Continental States. Where the 2nd details the other perspective, months before the major war. Again only released in Japan. The 2007 port includes all the above in English with new secret scenarios for both sides of the story. A handful more or less provide extra context during your ventures. The 2022 title includes everything the last upgrade had with the original music and the option for a remastered soundtrack. Basic quality of life features like instant/faster movement, instant battle, and quicker battle speed. And a save-anytime option. With multiple difficulty configurations, I could change to my leisure. With new content coming later on in 2024 in the form of multiplayer and single-player scenarios. So I figured I’d start with the current one. Previously I owned and played the DS port several times but bounced off hard, considering the second and third missions being too brutal for me. So it's a blessing, that Square outsourced the JRPG/SRPG IP to Forever Entertainment with a respectable game for newcomers and veterans piloting their own mech in the battles to come.

It is imperative to note, that starting with the OCU point of view is recommended for beginners. Veterans for USN and disclosed prominently with warnings when starting the game. I’ll touch on the harder operation later. For now, if the player starts the first operation. The premise starts with you controlling a human in a wanzer(mech) by the name of Royd Clive, a young talented lieutenant who’s been sent to numerous hot zones. Coming back alive again and again. A walking coffin man. He is approached by Glen, a sergeant who after testing him proceeds to grant him the rank of captain. Complete with a recon squad to lead under him. For soon enough he’ll have to conduct a reconnaissance operation on a certain U.C.S. facility in Larcus. Traveling there with his fiance Karen. Yeah, I kid you, not that’s her name. They proceed to investigate the facility. All goes well. Until like so many JRPGs in the past go. Things spiral outside of their control and Bam! Newspaper headlines:

June 3rd, 2090:
The Larcus Incident


The Unified Continental States(UCS) publicly accused the Oceania Cooperative Union(OCU) of sending Wanzers. On a mission to destroy U.C.S. military factories in the Larcus District of Huffman Island.

Officially, the text is given following their first mission. The rest of the headline will go off shooting fingers at one another. Rising tensions between the superpowers. Making dreams of a peaceful resolution erode entirely. What happens after tensions build like this? Well, it all comes to a boiling point and soon enough the two superpowers declare war. Huh sounds familiar in real life eh?

Thus began the Second Huffman Conflict

Don’t worry about the first battle. Those are covered in a different game. What is important to cover for you budding newbies piloting wanzers. Is how awesome it is to command a whole team of mechs against other foes trying to destroy you to kingdom come! Here’s a cool rundown of what to expect out the gate. Large squad to use in a majority of battles. At the most, I was able to deploy 11 pilots on the field. Such a staggeringly large amount to utilize speaks well to the freedom granted. Sure there are a handful of missions with smaller deployments. However, allowing us to manage a sizable troop speaks of confidence by the developers G-Craft & Square. Battling twice our number, easily replicating large-scale warfare. Nothing beats the slow hum of our engines roaring to life and clashing amidst the heated missiles and bullets galore. No copy-paste in environments. You’ll find a varied selection of biomes to traverse and fight in. Cityscapes, day, rain, night maps, jungles, sandy areas like dunes, beaches, ruined towns, rivers, snow and heck forts, and mountainous tiles are not spared either. Meaning there’s always something to look forward to when picking a mission on the point-and-click world map.

Excellent quality of life features. I mentioned them previously, but to expand on why? The difficulty options, instant battle/movement, faster battle speed, and save anytime are a godsend and should be used whenever you fancy a brisk pace or an easier time. Due to the fact battles can take a while on normal. And there's not any dialogue spoken between hostiles during their animation phase or new animation when a critical strike occurs. The remake includes two options; classic mode and modern. I chose the modern mode. Displaying freedom of the camera in every aspect. Meaning I'm not constrained to a set camera perspective while overviewing the field of battle. Resulting in better situational awareness of any hidden details I may have missed if I had chosen the other mode. It is a small pet peeve of mine in tactical games when I'm not offered the full freedom to move the camera at my own pace. A tactical map is exhibited. Picture a bird's eye view of the entire battleground much like a real-time war map. These also contain fixes and improvements to the DS port.

Earlier I classified the game as a JRPG, but to be honest, calling FM1RE an SRPG fits too. You fight on grid battles and tactfully determine what terrain you should place your units on to gain cover bonuses. Level up your pilot during skirmishes with the enemy. Earn enough experience to be granted abilities changing the tide of battle. Shoot any part of Wanzer? Well hello! VATS-like system in place. Except this game came before the Fallout series. I can shoot and if the shot hits the limb is destroyed. Right, and left arms, legs, and body are the only possible choices. Choose wisely, since each provides an additional layer to help in your fight on Huffman Island. Eliminate legs to reduce their overall movement power to traverse the land. Land body blows and if successful you can explode the whole unit to smithereens. Thereby lessening remaining oppositions within your vision. Destroy both arms and the enemy becomes a sitting duck without any capability to repair themselves. Unless there is a supply truck nearby. Supply trucks can restore ammo to long-range weapons and have the cool ability to slam bullets on unfriendlies with a weak attack. Heal when nearby for free for a small amount and exchange equipment and items when needed. Speaking of items. Man, they can help if you’re in a pinch. I love using repair packs. Think of these as the potion to high potion and various other tiers similar to Pokemon or Final Fantasy. Restoring decent to large amounts of health.

A big feature of any mech game is customization and I am glad to report you have a lot to tinker and dabble your mech. Once you finish all the tutorial missions you will be inside a town/city. Enter the shop and outfit their squad with any manner of weaponry they see fit. Some key things to note. Arm accuracy is king. Make sure to equip your party with high-accuracy arms to not miss your shots. Missing early game is a snowball to a death sentence once the enemy has more strikes than you. Then the result is you have a less likely chance of surviving. Although if you’re a cheesy dude, one could quicksave before a battle and RNG in your favor to give a slight advantage. Heh. Legs are akin to an additional decoy target. If any dum dum manages to shoot your legs and make them go boom. Well, the only penalty is a reduction in movement capability. A 6-tile with a full hp leg becomes a 3-tile shift if destroyed. So you’re not entirely a helpless fighter who can’t move. HP is self-explanatory and represents your life. But the body is your life. If an enemy destroys your main body. Well, reload the save file, and voila you’re back in action. The world is primarily set in a fictionalized Cold War world similar to real life except with mechs. You can’t revive with a phoenix down or use a handy revive. Get your fantasy out of here. Thankfully, there is no permadeath like a certain JRPG series coughs looking at an emblem on fire Nintendo likes to do. Anytime any of your pilots die in the field of battle. They simply will return in tip-top form once the next mission arrives. Sure they don’t get any experience and you do have to pay their repair costs(which is miniscule). But hey! That’s why we have the quick save and quick loading here! So abuse the system and take out the pesky RNG nature if you get a solid rocket to your metal face. Players are allowed to exploit the RNG during their ventures gambling in the arena. Think 1v1 versus a variety of foes of various expertise. Picking one with higher odds and betting an ‘x’ amount like 1000 can net you a lot of money if done correctly. One trick is to use garbage equipment to increase the payout odds in your favor. So if you bet 1000 x 8.57. One time I saw the odds were x 32! But oof I couldn’t win that payout sadly. An awesome if not vital feature to grind for money and pilot skills.

Skills like Guide and Duel allow the VATS-like targeting mechanic to activate pretty much 99% of the time during any engagement with foes. Sadly the first installment doesn’t have a lot you can procure. Your initial party including Royd will only have vacant spots. You need to level up and reach certain ‘####’ tiers in proficiencies of melee, short, long, and dodge. Here's a brief overview of what each skill does in their respective categories.

Melee:
First - attack first during engagements.
Stun - Self-explanatory. Preventing them from any action for an ‘x’ amount of turns.
Double - Can attack again. Sometimes thrice!

Short:
Duel - Arms equipped with rifles and machine guns can manually target any enemy component.
Speed - Allows more bullets to strike the enemy.
Switch - activates other armament on the other arm. Granting one more shot at the enemy.

Long:
Guide - Shoulder weapons like missiles can manually aim at any enemy limb.

Skills are tremendously useful when gained. And can drastically shift the fate of a battle. I advise checking out when they activate for each character you recruit. Some can gain them swiftly than others while a select amount can only equip three abilities compared to five. So choose wisely! I’ll drop a link below. Nevertheless, I found their inclusion during fights essential to gaining an overwhelming advantage. Duel, guide, speed, switch, and first were instrumental in turning the tide countless times. However, keep in mind they’re not universal and dependent on the category used. So a missile cannot use duel, speed, or switch and vice versa with their respective categories. Furthermore, some wanzers do not have the power to activate some of the above if one uses a mobile weapon.

Mobile weapons are a secret reward that can be found once reaching certain tiles on a handful of maps. Think of these as special mechs that can’t be upgraded the usual ways as Wanzers but boast a miniboss-like design when faced as an enemy. Imagine crab tanks, hulking wanzers without arms but big ol cannons equipped sometimes on their chest or using dual machine guns. Here’s my screenshot as an example. Honestly, I didn’t use any of these since my two-legged crew was more than enough to blast these supposedly superior mechanized machines to nothingness. Additionally one can unlock concealed missions by talking to a sequence of people or new unknown characters after or before completing a new mission. These secret operations convey extra context on either side of the story and may provide clues to the overarching narrative or breadcrumbs to one character’s past in particular. I recommend them wholeheartedly. Considering you can win a mobile wep. as a reward. I advise seeking out a walkthrough for proper instructions.

Before I forget I must talk about the music. I listened to the original OST initially. With remastered in NG+ to clean up any last-minute assignments. As a whole Yoko Shimomura & Noriko Matsueda's composition on the entire soundtrack is hauntingly jolly. A mix of techno and jazz, I initially thought their music styles would not work at all. Yet blowing past all my expectations once again! I was astounded. How their styles work in tandem. Shimomura’s techno expertise lends itself well to the futuristic tone the series starts with. Beats of Coaxial Town are sending me to nodding heaven as is her wonderful ability to switch to a different tone effortlessly. Like Field Hospital. Producing a serious yet catchy tone. Canyon Crow to my eyes encapsulates a prelude of events to come with heavy percussion on display foreshadowing the gritty war to come. Yet I cannot help but praise Matsueda’s style of jazz to complement the techno. Filled with her soul I embraced the ambient tracks in absolute pleasure. Tracks like Rise to Action blew me away. Hearing upbeat tunes on repeat and a cool rhythm loop never fails to impress me. Optical City by comparison is a nice change of pace delving into a cityscape almost a cyberpunk feel where the low passive background of woodwind instruments coalesce together with percussion offering a mesmerizing yet beautiful atmosphere permeating to my eardrums. Within Living Memory is breathtaking where minimal instruments are used and no vocals are echoed. Yet manifests a strong determination in both the foreground and background, thrusting my soul into contemplative tranquility. The passionate duos reach a powerful teamwork when endgame tracks like Fear. Culminate the true reality behind the uplifting tracks I've heard thus far. The remastered is good too, even if I’m more inclined to listen to the original OST first, yet the remastered isn’t of a diminished quality. Either option is fine to listen to. Nice to have as an option to change at any time and for what it's worth I think it is faithful when compared to the original work.

Any SRPG worth their salt WD-40 must manifest a fun combat loop. A fun combat loop to me in FM1RE is utilizing everything from how your unit composition clashes against the enemy, grid modifiers to help shield from enemy fire using cover, any underlying main/side objectives, and level design(easy/hard to traverse, any gimmicks, obstacles?) I could add more, but I simplified some basics. Combine everything topside with the player’s experience then. Outputting at the final stretch of any mission their current feelings based on whatever they experienced. To this end. The mission structure the OCU campaign launches us into is a ‘simple and safe’ fun combat loop after the initial hurdle in the beginning. I marched on countless varied terrains without being bombarded by enormous levels to tread nor filled to the brim with armies of mecha to stand against my party. No, not 300 vs. Persian size. Think of skirmishes. Eleven vs. double that number is more or less enough. Struggling against our opposing adversaries. Making use of the elevation at times to wipe foolish stuck mobs in a choke point never fails to inject a rush of immense satisfaction. Targeting with pinpoint accuracy to disable each hostile offensive capability leaving them defenseless and free from any sign of counter-attack is a fistbump moment every time I landed a deadly blow. Undertaking a protect/escort mission by slowly baiting my enemy to irrational decisions by striking my tanky ally embraces my inner keikaku greatly. Retreating is whenever my plan doesn’t work out upon first contact. Regroup and activate any items to halt or impede enemy advance and thus give your comrades a better fighting chance. Can’t say no to repair packs ya know?! Salvaging any secluded equipment during a 1v1 with a pesky opponent. Hell, I found a sweet rifle allowing me to shoot a big one nearly destroying a limb. Or heck, salvage a mobile wep! Taking my sweet time on each battlefield to read any dialogue between my members and the enemy. Delving into the horrifying effects of war on the psyche and how each soldier will try to trick my cabal into lowering their morale at times. Especially when reinforcements arrive midway or drop a plot beat. Demonstrating not only physical clashes but hurtful words against those under my command. Would be weird if my constant scuffles were silent no?

Concerning the OCU campaign. I was caught off guard by how geo-political, mortal drama and the war affect the innocents/soldiers' PTSD the plot underwent. A fantastic departure from the usual tropes I see with fantasy where we usually to some degree at the end of the day face off a [censored] b%^&@. The plot, endgame, and major antagonist were a refreshing change from those classic tropes I battled in the end. Presenting a fictionalized realistic take on border wars, ulterior motives, and backdoor shady deals you won’t see coming. Meanwhile, Royd’s journey without going into any spoilers enthralled me to the point I wanted to know the immediate aftermath causing the 2nd Huffman war, his allies whom he recruits later on and would soon as other JRPGs/SRPGs undergo after any lore bomb or revelation hits the climax reach the final map and fight to the bitter end to whatever hell awaits me before the curtain falls.

Concerning the USN campaign. I was again caught off guard by how different operations underwent, detailing the ‘enemy’ POV months before the 2nd Huffman struggle and the hidden events occurring behind the scenes. As well as controlling a new protagonist called Kevin Greenfield. Who controls a much smaller crew than Royd with his limit being up to seven. Nevertheless, they greatly differ from OCU by undertaking a more militarized focus. Back in Clive’s point of view, I conversed with relatable people in the city's bar and had a lot of downtime between activities to test the arena. Embracing the lethargic pace of sinking in the war took its toll on my army. Here take out the glacial threads. Remove the conversations in bars in favor of talking to your underlings. Bonding with them early on and seeking personal aspirations as vaguely as I can say without spoiling Greenfield's motivations for participating in the war provides an interesting parallel compared to Royd. Assignments are varied offering more tactical objectives than ever before and raising the difficulty a decent amount. You will meet new enemy types like fast-moving armored personnel carriers(APC), bigger cannons and smaller cannons, disabling prototypes, night vision, mini-bosses, protection, escort, and defeating all enemies within an ‘x’ amount of turns. All of these types emerge in greater volume. As a consequence of the small squad you have on hand. I can’t win by sheer numbers alone. Thereby, I have to make careful use of micromanaging my supplies and capability versus forces greater than my own.

Now time for my mixed feelings. Not a positive or a negative. Only notable concerns I had during my playthroughs that I think are worth noting.

First, on the technical side. I had ten crashes on my PS4 Pro. Five on a new game playthrough(NG) OCU and five on NG USN. Oddly enough. Crashing wasn’t a major pain because I reverted my past save back with barely any loss of progress. I usually have a high tolerance for game crashes. With Cyberpunk 2077 on my same console accumulating over 40+. Yet it didn’t affect my whole experience in a sizable manner. The save system was very well implemented. In a similar vein, FM1RE also didn’t impact my overall enjoyment. Only a minor portion. I did experience an uncommon amount of black screens sadly. Anytime after you finish a mission the background where you select areas to visit like the: shop, arena, hanger, command room, etc. will only have a black background. I’m not exactly sure about the cause of this. Since I have clear memories of no odd bugs like that for a long period. Pretty jarring since I like to admire the setting and having a black screen can be immersion-breaking. Still not a major issue, but one to look out for. Keep in mind you only have five save slots. Four of which you can manually overwrite whenever with the fifth being designated as an autosave. You don’t receive new slots if you decide to start the USN offensive. So if you accidentally overwrite your OCU save well… F$%! Pray you still have an earlier save just in case. Use the cloud or back up your saves via USB to help.

Second, loadouts and constant customization. I love reshaping all components in any mech game. So I'm puzzled that I reached a different outcome than the usual reworking craze. To the point I can't say I love the customization here. Early on I didn’t have trouble whatsoever changing and buying new equipment for my teammates. The tediousness comes from buying the same upgraded item ‘x’ many times repeatedly on each of my eleven units constantly. Imagine scrolling through various menus to pick a high-tier left arm. Only to repeat the process eleven times for my friends. Oh, but I'm not done. Need to upgrade the other ones like my right arm, legs, and body. Multiply those by eleven times. I’m still not done. I have to replace all my crew’s offensive capabilities. So left and right along with the shoulder to boot. Yeah, you guessed it, I'm still not done. CPU, backpacks, and items I still need to manually input. All the busy work would have been smoothly eliminated if I had load-outs. I probably spent fifteen minutes give or take some change after several missions passed to overhaul my allies. Each time. Tedious to do every time if I use the same stuff to slot each limb. Is it too much to ask for load-outs or at least a purchase button to replicate what I bought and install them for my whole squad? I don't know. I'm not a game designer. I can only offer alternatives and suggestions.

Third, wish there was more variation in mission objectives. Most of them boil down to killing everyone with rare odd ones out there being limited turns to complete and some optional side-goals of keeping allies alive, new units alive, to be rewarded the max amount of cash. Thankfully, the United side and hidden missions solve this dilemma, but for the regular OCU viewpoint. I felt it was formulaic and didn’t push the encounter design as much. Which was more experimental and pushed my mental limits further. Not a bad thing mind you. I appreciate the simple nature of directives in Clive’s story. But I think more variation in parameters could’ve elevated it further. Different enemy types, and new boss types instead of recycling mini-bosses and new encounters. A relatively decent oddball in the grand scheme of things.

Fourth, Possible information overload on what each user interface term does. Ask anyone off the bat what these terms mean. AT, DF, Hit, Weight, Power and if I hadn’t explained the short, long, melee earlier along with any other word terminology I surmise a decent amount may be confused and thus will be disinclined to persevere. Such an issue was one of the major factors I had when I played the 2007 version years ago. Look at this image(insert DS image of battle before attacking) and see if you can translate all the information displayed before determining your first command. Doesn’t help there’s no innate help button to identify and define the jargon given. Wish there was an explain button available. Still, the tutorial and in-game control guide + shopkeeper can give useful tips.

Fifth, difficult and a rough beginning. I initiated on a normal setting. And still found it somewhat challenging. Oddly mirroring the same experience I had with the previous rendition. Be that as it may. I did use some helpful links from: before I play, LegaiaRules walkthrough. Which are crucial and instrumental to grant me a better start. Tremendously received a better understanding and comprehension in regards to the mechanics and tricks. Thereby, giving me a solid push to persevere beyond meager gains through the main story content for each protagonist. I suggest grinding in the arena when necessary to help offset any hardship you may encounter or simply change the difficulty setting, for an easier time.

That’s it for my mixed feelings. Despite the minor bugs and crashes. And a gentle reminder to save constantly. The difficulty, customization, and information are the big key things to note coming in. However, I believe there is still a solid Mecha JRPG here. Enough to set an excellent foundation for newcomers to try before delving into the latter entries to reach the last mainline in the series. Where knowledge of each core game in the series is utilized to its fullest effect from the praise I’ve been seeing across the horizon. Nevertheless, I did enjoy a great deal of both campaigns. Worth experiencing in my honest opinion to get a better picture of the major war occurring. While dealing with palpable emotions. Human drama is essential in any narrative to connect with the cast be it main or side. Perhaps even villains themselves. In a 1995 Sakaguchi X Tsuchida interview with Famicom Tsuushin magazine. Translated by shmuplations. When the developers were asked about the colorful cast who pilot the wanzers they responded.

Toshiro Tsuchida(producer/writer): “That’s right. This was something that emerged from conversations with Sakaguchi, the idea that a game about robots would be ripe for a story about human drama. That was his idea, that in this game themed around war, we should try and include human drama as well.”

Hironobu Sakaguchi(supervisor): “I said, let’s not abandon or compromise on the tasteful, refined aesthetic that the G-Craft team has created, but let’s see if we can also include some human drama that would evoke the realism of war. In that sense, I think Front Mission ended up becoming a very mature, adult game.”

The realism of mecha warfare and vivid drama are intrinsically linked in FM. A gruff, gritty yet humorous at times evokes a dusty atmosphere to lighten the mature themes presented. Thus a fascinating foundational world-building sets the stage for the events to come in the later entries to follow. Royd’s walking coffin status plays a key role in shaping his development based on the tumultuous skirmishes he endures. Kevin Greenfield’s no man left behind personality provides a stark, but refreshing perspective in a militaristic point of view on the events in secret operations conducted opposite enemy lines. Both are assigned a colorful cast to bridge the narrative to each member. Their reasons for fighting, any grayish feelings buried deep within their psyche perhaps bubbling forth when any adversary taunts them, and perhaps through the fires of battles and camaraderie something deeper emerges. Bonds forged in hellfire. It is brutal, but not so much in the realm of senseless violence. But when used carefully in dozens of assignments they undergo. The threads start to align and knots converge, developing into a moderately satisfying geo-political strife against each superpower's story. Forever Entertainments' remake of FM 1st only deserves praise, despite some rough gears attached. Therefore, I hesitantly recommend the mature and realistic military plot mecha JRPG/SRPG to any folks willing to dive into an old but still fresh war spectacle. Akin to what Tsuchida likes to call “...For Front Mission, I wanted to combine the entertainment quality of a blockbuster sci-fi movie with the realism of a Vietnam war film.”

Tsuchida if I ever meet you personally, I firmly believe you succeeded on both accounts! Looking forward to trying out more in the IP!

7.8/10

References & Additional Material:
Sakaguchi x Tsuchida – 1995 Developer Interview
Examples of mobile weapon and black screens
FM1 DS guide and walkthrough by LegaiaRules - incredibly in-depth and remarkably holds up to the remake.
FM1 skills explanation
FM1 Before I play - Additional tips to know beforehand

“It’s often written about how Final Fantasy VII changed the fate of Japanese RPGs upon its release in 1997. Much less is written about how, one year later, Baldur’s Gate revitalized the CRPG genre. After the genre tapered off during the mid-90s, losing its appeal to “Doom clones”, RTS games, and the rising popularity of consoles, some CRPG developers were left wondering if they had coded themselves into a corner. Baldur’s Gate, though, managed to bring them back to the spotlight, selling two million copies worldwide and forever elevating the recently founded BioWare into a household name for CRPGs. It’s not that it was the only CRPG around. The revered Fallout series began a year before, to similar critical acclaim – but only a tiny fraction of the sales.” - Felipe Pepe, The CRPG Book: A Guide to Computer Role-Playing Games

As someone who didn’t grow up with Fallout or Baldur’s Gate. Two franchises continued to surprise me to no end during my ventures playing their older catalog over recent years. Fallout 2, being the last old CRPG I beat, I figured it was high time to see how much BG1 holds up, so I can familiarize myself with the universe before eventually starting BG3 down the road. First, I must confess to completing both the base game and Siege of Dragonspear with mods. I say this earlier on to not confuse my experience of a modded playthrough against a non-mod experience. As a consequence, I’ve gone the extra mile to play my switch copy to see how vanilla is to compare the two. Not to completion, but enough to grant me a fair grasp. I’ll discuss this in detail later, but I figure a warning would suffice early on to prevent any misconceptions between vanilla and modded content. I’ll talk about mods later and if I don’t discuss it, please assume I’m discussing vanilla.

Orphaned at a young age. Unknowing of their parentage. Adopted by the kindness of a stranger. Grew up sharing a loving childhood along a playful lass. Taught discipline and care by your father. Lived safely in the confines of the library fortress of Candlekeep for many years. What more could they want? Well… Such halcyon days must come to an end when suddenly you’re attacked by mysterious assassins! Questioning them leads to no answers. So we ask our stepfather later on for any information, However, he evades your queries in favor of leaving the bastion of respite and comfort you’ve known for twenty years. In search of finding answers to these unprovoked attacks in the Sword Coast of the Forgotten Realms. A campaign setting inside Dungeon and Dragons.

I adore the slow story approach to gently albeit dangerously letting the player go off to the coast and encounter whatever lurks behind the shadows, paved roads, and unbeaten paths. The unrestricted freedom is a major plus and to my delight, I found worthwhile discoveries across my travels alongside my horrible luck being attacked by foolish bandits or powerful creatures. Early on, I was scared yet excited. I came across another kind soul offering tips and directions. Yet unknowingly I wonder if such a person may have a hidden motive to backstab me. Anxiety, dread, and vigilance were my constant internal ruminations once I saw unfamiliar creatures patrolling. Even neutral bears are no exception. Capable of dealing massive damage to my comrades should I provoke one half-heartedly. Beyond the regular horrors of animals and insects, I was able to fight different manners of goblins, ogres, variants of ghouls, ghosts, etc. No shortage of interesting enemies to fight. And my axe cleaved through them viscerally. A dangerous yet fine balance emerges. Granting parties a fighting chance, and safety and instilling a sense of vigilance. I could’ve bumped the difficulty lower time, but I kept the normal difficulty throughout to give me a sense of challenge and excitement. I deeply appreciate the open freedom whilst encountering dangers and opportunities wherever I tread, reminding me heavily of roaming the Wastelands in Fallout 1 and 2.

Enjoyable isometric RPG gameplay. Dialogue choices do a good job of giving you a variety of options to be witty, sarcastic, no-nonsense, blunt, dismissive, etc. In effect, they augment conversations. A visit to the tavern to buy alcohol teases points of interest to travel and investigate. Conversing with the common folk results in similar outcomes. Innocent conversations may lead to potential side quests and multichain ones providing increased incentive to witness the outcome of an ailing NPC. Forget the conversations? Simply scrolling up on the text box reveals past lines said. A handy journal is equipped too which is interesting and provides the player character(PC) monologues of his/her/their internal thoughts about the quest or information sought. Therefore, depth to the world of Forgotten Realms is an alluring prospect. A search function is included too! I habitually checked my journal constantly to read my inner PC’s thoughts on a quest or journal entry. Occasionally to my amusement my dialogue choices can be quite witty, sarcastic, brisk, blunt, or gentle and helpful. The internal monologues are shared without remorse. And I welcome these thoughts and relish the lines.

For those not inclined to the hustle and bustle of speaking. One can dive deep into combat. No, not turn-based. No need to grind to level 100 like a JRPG. BG1 uses advanced dungeons and dragons 2nd edition(2E ADND) ruleset. This means you start at a measly level one, working your way to ten. Utilizing real-time action with pause fights they’re the main meat of the fighting aspect. Mouse over an enemy, click, and bam! Your whole party will auto-attack the individual. You can also initiate battles whenever you please. So attacking a shopkeeper or nearby civilian who’s off doing their errands is not exempt from your blade or spells. Hell, the AI will work its magic! No input is required! If the AI isn’t up to snuff. Tinker their script and check each unit’s actions. An aspect that surprised me greatly and the innate options to change their AI to your preference is excellent. Though to be fair I didn’t tinker too much! The default settings are adequate to suit my fighting playstyle. To BG1’s credit, plenty of customization options are at your disposal. Aside from the regular equipment, you can outfit each member: equip two rings, cloaks, amulets, belts, and extra weapon slots! Changeable in the heat of battle. I’m astounded by the sheer options at your disposal in 1998! Making build variety worth experimenting like a madman. Min-maxers will find no shortage to increase their stats or change spells in their spellbook to suit any occasion.

I felt super joy in clearing the nearby lands of evil and helping poor souls along the way. Despite ironically being an allegedly evil paladin. Builds and classes are plentiful and deep. I could assign any of my members in dual classes(within reason), learn spells for my mages, or slot any manner of weaponry as long as the class allows them to. Use ranged weaponry, a sling to hit enemies, and casting spells using wands. By the last chapter, I was running a six-man crew consisting of A Blackguard who is an evil paladin, a thief who is a ranger, and my childhood friend. A vengeful half-orcish Blackguard, A red wizard who begrudgingly joins our motley crew, a neutral evil drow cleric, and an unlucky wild mage who can’t control her powers. A dysfunctional group, full of uneasy alliances and explosive personalities, stayed together through thick and thin. Many fights ensued and yet. We. Did. Not Falter. Okay I must admit we did fail a lot in the final boss… but that’s a story for another day

Companions are plentiful. Twenty-four plus allies you can recruit and four exclusive ones in the enhanced edition. My feelings of satisfaction permeated once I saw a potentially new member along the horizon. Asking for genuine assistance. By random chance in a building. Stumble on unique encounters. Where any battle may ensue or a unique script may play. Choose to help, attack, or run away. These instances never rinse and repeat in a tiring formula. Instead, they felt natural. Moving on the question may arise to utilize canon units before importing to the following expansions/sequels. According to my CRPG veteran friend of mine. The individuals or other party members you choose are “subjective and a pretty fine line. I think if you're uncertain, go for the canon. If you like your setup already, keep it. A little better, but not something you should go out of your way to meet.” Upon completing the plot and seeing the difference between my non-canon friends and my switch version, I'm rolling alongside the canon company. Ultimately, I agree with their statement. Only adding follow your heart to suit your desire. Although, you should keep Dorn as a prospective acquaintance to recruit mhhm.

The Sword Coast is full of danger, excitement, and surprises. Gentle worldbuilding and clean-to-deep lore work wonders. Boosting the writing to levels near engrossing to read. I love it! Reminding me heavily of Lord of the Rings except if the fellowship decided to go off the beaten path and help those in need. Forget the ring! Anyway… a wealth of books you can buy in taverns, and shops presenting interesting backgrounds on religion, history, past historical events, legends, myths, etc. Never hurts reading! Connecting nicely in minor ways to my allies, citizens, and villains! Not pages of exposition. Mostly a couple of paragraphs or extra if you get a heavier tome. Granting informative knowledge on the races, items, and locales. Subtly nudging me to go deeper beyond the surface level “Oh that’s just an elf. Meh, a dwarf, bah a human?” Nay my marvelous friends! They’re more than meets the eye. For the elf could be a half-elf or a drow! Dwarves mistaken for gnomes! And humans themselves can prove resilient. though still squishy… And relations between people are not the norm such as jolly and peaceful. Reminds me of X-Men/Mutant/Brotherhood relationships with the common folk except fantasied. Racism, class hierarchy, and hidden factions are abundant. And I, the poor unlucky son of a gun, have to find answers?! Gimme a break. I’m only level one…

Sidequests feel natural and written well. I like how little down-to-earth they are and deal in relatable matters. One has you stop a man about to jump off a cliff! Search for a cloak to return to a dismayed individual. Clean a house of spiders for the owner to take up residence. May seem mundane and not offer much. Nevertheless, I appreciate the slightly monotonous tasks to slowly build up my user and partners' strengths. Sooner or later I was rolling level 3s party and higher. I was able to partake in extensively intricate activities. A certain thief's quest to pass a test. Passing judgment on a man brainwashed. Aiding or killing a crook who seeks to take advantage of innocent individuals and return a chicken to human life. I kid you not I’m in disbelief on the chicken side mission. A bit of RNG is involved. Incredible to see a quest fail by chance. Hell, you can sell the guy to a vendor and forget him. It wasn’t worth it. The vendor didn’t reward me enough gold… I enjoyed the progression of slowly increasing the complex quests as my friends grew stronger since they offer a realistic fantasy take in mixing inspiration from our lived experiences into a videogame and to the developer's credit I feel it works wonderfully. My members were rugged and dirty as I completed all objectives until my journal entries were tidy. The physical rewards were sufficient and lore-wise adequate. Mods restoring cut content I highly suggest checking out. I found their inclusion to not be out of place and fit superbly adding depth and giving life to the areas you visit.

In the interest of not gushing further, I must talk about my mixed feelings now. Not a positive or a negative, but for the sake of transparency I'm noting them down.

The base game without mods is a bit lifeless compared to my modded playthrough. Certainly there are moments NPC’s are designated, but the world feels sparse, has tiny reactivity, and is slightly oppressive. The absence of considerable mini/side quests and NPCs at intervals loses my interest in keeping going. I cannot send my companions to a specific place. The banter in my cabal is nearly non-existent. And reactions to story beats are missing. Voiced NPC lines are likewise gone. Identifying can be a pain. You’ll come across a sizable amount of magical items/equipment on your adventures. In demand of identifying either by a spell or by heading to a temple and having the priest identify the item to fully see their properties. Not a pain if we are given loads of unidentifiable equipment, and to BG1’s credit, a sufficient amount to tide us over. Not over-gorging amidst decision paralysis. The tediousness comes in the constant back and forth to towns to identify and sell stuff you accrue to offload the heavyweight. Being encumbered sucks. Different members can hold different amounts of carry load so it is kinda not a wonderful idea to make an associate of low weight capacity. The absence of a book bag is puzzling to a degree since decent materials are available to read and not having an ease of access hurts a bit. Sure a handful of items exist in the form of ‘bags of holdings’ to slot gems, potions, and scrolls. Their weight is not endless. Exacerbated by a considerably slow movement speed which boggles my mind as to why no movement speed slider is in the options to make our traversal faster.

THAC0 & Armor Class minus '-' numbers values can be fairly confusing for newbies. How I usually play is seeing numbers of ‘plus’ meaning ‘good’ and ‘minus’ equalling ‘bad.’ Math is different in BG1. The rest is fine as far as I know. You’ll usually see if it is beneficial to apply if the numbers are highlighted in green for favorable/better and red being bad/underperforming. So equipping a weapon displaying a green highlight is best. If it's red don’t equip or else you’ll perform in a minor capacity. Furthermore, pixel squinting in a handful of sections may be necessary. One in a pretty big optional dungeon, a main plot segment, and to a lesser extent upon exploring multiple floors in buildings. Honestly, you probably will squint maybe 5-10%. To my absolute delight, a zoom function, and a highlight everything option exists. Doesn’t alleviate the squinting issue entirely, but a cool option to use. Interacting with objects in a room to solve puzzles or clicking a secret stash can be a bit troublesome without looking carefully at your surroundings.

Can be overwhelming to understand the 2E ADND ruleset for newbies of what you can and cannot do and how values are applied during clashes. At least it's not Pathfinder homework My friends who played alongside me reported similar confusion. I feel reading the manual can help in a certain way to receive a better understanding of the mechanics. Bit lengthy at a hundred-fifty pages plus, but the combat portion is the most important to remember in my opinion. So no obligation to read all of it. Lots of tutors in Candlekeep explain the most important things: Mechanics, features, tips, explanations, etc. Before venturing off, best to chat near cohorts. Thereby gaining a better comprehension of various obscure topics.

In effect, A dangerous, rigid, unforgiving land emerges. Creating a fascinating contrast from my original modded playthrough. The benefits inside the console port I appreciate. A big green outline to all accessible buildings makes access easier, decreasing squinting. Primarily used the controller due to being so comfortable than using a keyboard and mouse(KB+M). Plenty of options in the settings to tweak to your liking. The new CG replaces the old FMV, though I much prefer the original version compared to the new one. Heavier in visceral atmosphere, conveys a darker tone, and has longer scenes compared to Beamdog’s version. As a result, I feel without mods BG1 creates a partially slower, but acceptable version to play for newcomers and veterans alike.

Base game with mods is a completely different ballpark. Much of my mixed feelings are thrown out the window. Containing quality of life features across the board. The commitment to identify is gone. The default movement speed is tweaked to be faster to my preference. NPC banter is awesome, narrative beats hit a big splash, and interactivity feels very fitting and not out of place at all in my honest opinion. The cut content is a welcome addition to augment life in Sword Coast’s areas providing I would say 50-75% additional activities to do. Mini/side quests are not exempt. And subsequently not too out of place. UI tweaks make quick looting not a chore and display data during info/shop menus are very welcome. A tweaks anthology module goes above the heavens to tweak nearly every aspect. My buddy and I strictly kept our list small and light to enhance vanilla, keeping the balance as close as possible to the original. As long as it's fun, but fair then by all means mod away! Consequently, my modded playthrough experience became fun, exciting, and very enjoyable. I extremely recommend installing mods on PC if you can.

Before I forget, my thoughts on Siege of Dragonspear the expansion to BG1. Solid stuff and a prelude to BG2. We start weeks after the events of the first title. Caelar Argent and her army arrived near Baldur’s Gate quickly. For what purpose? No clue man. But I spend the rest of my questing life confronting her forces in skirmishes and dastardly deeds. She has the gall to send assassins to me!? Yeah, I’m done lady on the assassination attempts. So now you and your comrades set off to investigate her motives, her reasons for sending agents and why the bloody hell does she need an army!? Doesn’t take long to complete. You can finish it quickly according to HLTB in 18 hours or less. For me, I did all the sidequests clocking in under twenty-five hours. Bit of a step down in quality compared to the previous entry, in terms of dialogue and non-fighting. Most if not all of them consist of fighting. These are the moments, the expansion shines a great deal. Epic battles opposing Caelar’s forces. Imagine army vs. army. Defending our position against waves of enemies, infiltrating enemy camps, finding clues to unlock an alternate path, etc. I love it! Smaller maps and favoring a linear approach dressing down the large dungeons in favor of bite-sized portions alongside their puzzle segments. Super appreciate the change of pace from a grand scale in the first, to enhanced closer encounters to test our mettle. Companions chatter at various points to talk about their gripes, goals, or on their new adventures. So they’re not left in the dust for development. Heck, the new units are a treat too! Music again hits all the right notes. No major complaints to say, despite a wish for a sprinkle of nuance in the writing giving a heavier expanse to the world. And it does so to a certain extent. I would’ve liked a bit of extra lore-building to devour. I also wish one member had received extended screen time to develop. Still, Dragonspear is a solid one and I recommend it for those who want worthwhile content and can’t get enough of the Forgotten Realms universe.

One last thing before I head out. Special thanks to the following people who played beside me. Kairoch for completing a modded playthrough. Mango and Jag for finishing the Switch version and granting me an interesting insight into their experiences and finally Donkeyworld for clarifying and providing awesome CRPG insight. This review would not be possible without their thoughts, company and countless laughter sharing our experiences. I also apologize for this long review. It has been in the works for weeks and I’ve nearly gone crazy about whether to publish this longer or shorter. Ultimately cut pages as a result. Nevertheless, I'll allocate them in a Pastebin link below for those curious.

And so after defeating the final boss, seeing the end credits, and doing everything possible plus completing Siege of Dragonspear over the course of my seventy-five hour journey. I can only say Baldur's Gate Enhanced Edition is a refreshing CRPG to try out. Despite some hurdles and bumps on the road during my travels, I believe BG1EE is a fine entrypoint. An above-average effort to keep the game modernized enough for consumers today. Hold’s up nicely. Consequently, I believe the Switch copy and by extension console ports is a serviceable version to play if you don’t desire to tinker around on PC. 98% of my hours were conducted blindly. Meaning no walkthrough was used. The normal difficulty was fine for me. No story points caused me to slam my head on the wall repeatedly. I never got tired of exploring uncharted areas to fulfill my cartographer’s wish to map every nook and cranny. Sure I died. And yes I will admit to reloading countlessly. The save and loading times are fast and I didn’t mind retrying again and again until I advanced further. The fantasy setting is rich, full of wonder, chaos, order, and plenty of world-building to devour. Writing is flavorful. Full of seriousness and humorous lines. Stabilized to not throw my suspension of disbelief into a state of confusion. I completed every side quest and didn’t tire, so I can say they’re pretty satisfying and worth investing your effort in. Because you’ll require the experience to level up. I admire the slow-burn narrative approach to losing newcomers to Sword Coast, embracing their inner curiosity to explore, fight, and discover secrets. Satisfying gameplay loop in not just the combat, but in the dialogue. Installing mods fixed most of my mixed feelings to a certain extent. A likable large cast of companions to recruit and the sheer customization at my fingertips to outfit as we see fit is splendid. Graphics, music, and improvements the remaster tries to implement are commendable of Beamdogs' attempt. I applaud 90s Bioware in creating an incredible CRPG. It is a titan of role-playing and fantasy. Full of nearly everything I thirst for. An easy recommendation for any newcomer or veteran in the genre to sink their teeth. And one I can safely say shot up to my top ten Western RPGs. Can’t wait to start BG2! After a CRPG break…

Base game without mods: 7.7/10
Base game with mods: 8/10

Additional Material:
BG1EE Mods list used & Proper Mod list order
Adventurer’s guide AKA Manual on BG1EE
BG1:EE Before I play Tips
Kairoch’s Extra tips for BG1
My Cut pages from review, Final thoughts on the ending, Durlag’s tower. - Cut pages are fine to read for any newcomer and spoiler free. My thoughts on the ending, final boss, Durlag's tower - should only be read by those who finished the game.
CRPG Book Project - Felipe Pepe made the book free to download. But if you want to support them buy a copy of the book!

I’m at a sheer loss to hype anyone about Armored Core: Verdict Day. And this is coming from someone who loves mecha, even the most dull ones I usually find some aspects worth looking into. Except for Nine-breaker, but that's a topic for another day. Here I am struggling so hard to get into a cockpit let alone function in one. In the end, I'm leaning quite heavily on “Skip this, please. For the sake of your sanity.” There is plenty wrong here, but I'll do my best to give a fair overview for those interested.

Set 100 years after the events of ACV. I won’t spoil what happens in the previous game, but suffice it to say. You control a new protagonist. The “Lone Mercenary.” Accompanying them is an operator Maggy and a transport pilot by the name of Fatman. Yes, I kid you not, one of your handlers' names is Fatman… Okay….Unexpected Kojima character aside You have slightly fewer main missions(Sorties) here than the predecessor with sixty to go through, but only ten have relevance to the story. The 50 are mainly AC vs. AC duels and the occasional eliminate every enemy unit. The Sorties barely drop important plot scenes here, quickly dulling my interest. Sure they can drip-feed you lore pages after duels, but these only talk about the enemy and less about enriching who, what, where, when, and why questions about the ACs we use and less so about the characters, relationships, and plot threads we encounter. Mostly delegated in cutscenes, but these are too small in number when a majority of battles are simply skirmishes without context. So lack of context and exposition here hurts. To give you the bare minimum: “The Three Forces” reign supreme. The Venide, Sirius, and Evergreen Family(EGF). I don’t need to discuss their background because there is hardly vital information to explore. But the gist is that the Forces are in a constant 3-way war with each other for the power to use the Towers. Tall megastructures dot various places around the globe with hidden ancient advanced technology. There is a fourth power; “The Foundation,” a group that claims neutrality yet supplies all factions with weapons and UNACs(Unmanned Armored Cores). And you, my unlucky friend, have to navigate the different assignments from each of these factions.

After completing all the missions offline, I have to say the story is a downgrade from its predecessor. Villains unremarkable of note and meh characters. The inclusion of lore is a nice touch that constantly updates in a sort of digital newspaper; “The Voice of War” or VOW for short. Yet, these ultimately don’t do much to engage players enough to immerse them further into the world. Serving as little more than a footnote, an after-action report after a main story encounter and as a result disinterests me to care for worldbuilding at large. One could easily see this as a checklist the devs did to fulfill a ‘lore’ requirement. Granted, the series isn't known for lore to feed, since we have to piece together the sparse environmental storytelling told through fragments of cutscenes, character dialogue, and morsels of information that may connect with villains. Yet this in itself isn't a strong point to dive into from my time playing AC2 to ACVD. There have been attempts by more dedicated fans on Youtube to somehow connect the pieces of lore, an endeavor I respect and admire. So perhaps there is something to tie knots...

One feature I loved in the earlier title is the workshop sites. These sites allow one to resupply and change their outfits with different parts. Here the devs removed it in favor of larger, wider areas to fight enemies and much smaller levels. However, this presents a more bland design. Now corridors and areas became too samey and copy-pasted throughout. Once you see one AC vs. AC engagement you’ve pretty much seen them all. Dropping you from one wasteland with cliffs to an industrial, and another with broken factories and inoperable war machines. The lack of creativity compared to the tight-knit levels in the preceding one is a cause for concern. This coupled with a meager amount of interesting enemy variety and cool special boss encounters to wow you, are nearly nonexistent here. This is exacerbated by a poor list of worthwhile main objectives beyond defeating all enemies. Sure there are a handful of very uncommon ones, but more often than not the objective is simply "eliminate everyone." Where are the timed limits? Defend against 'x' waves of enemies? Defeat colossus-type machines!?

Can’t even go online since the servers are offline on PS3. I wanted to try some cool Sorties I hear you can undertake with others, especially battling an old special enemy type from AC V. Now that’s not possible. The servers were gutted, which comprises I would say a 3rd chunk of content left to peruse. Wish I could play that… Somehow… sighs

Anyway, there must be something here worth experiencing?! Right!?

Thankfully, there is. For such a bleak world, the soundtrack composed by longtime AC composer Kota Hoshino with Yuka Kitamura is surprisingly uplifting, not full of edge and hardcore rock. Instead, I am treated to a slew of tracks keeping the beat, full of techno, violins at times with bass during heavy moments, and chaotic musical mayhem. Not seeking to increase my anxiety, instead the music pumps me up to be efficient, keeps my spirits up, and despite overwhelming odds stacked against me, I persevere through heavy damage. Vocals are carefully sung in a beautiful tone sometimes in the background rather than the foreground. Where prominent instruments like the drums reign supreme in precision tempo to not destroy the beat too much. Not with an intensity to the extent they’re drumming without end, but utilized carefully to keep tracks soulful, pleasant, and full of good rhythms. Although, some tracks raise the tension and suspense to full throttle. Giving rise to my anxiety, but even so, it is still not enough to delve into despair. Some of these tracks for some reason feel triumphant with hints of melancholy. In effect, the composition of the whole soundtrack is eclectic, with controlled chaos, and a dash of oozing coolness here and there.

There is a neat addition here I haven’t seen in all the AC entries I’ve played thus far and I dearly wish the feature will become a mainstay for future installments. In that upon dying. You don’t automatically head to the results screen. Instead, you are ejected from your mech with two big tanks equipped to your body to hover. From here you can spectate the skirmish as an active participant. Did you bring along a UNAC with you? Let’s see if they can defeat your enemies... If they can. You. Win. The. Mission. Oh my god. This single-handedly saved my playthrough and made repeating assignments upon failing them not a chore, but something I'm interested in witnessing since my buddy could finish the enemy AC or remaining mobs right? Yup! I lost countless times my ally finished the job when I couldn’t. They are a constant companion when you hire them during your main campaign progress. So fighting alone isn't so lonely when you have a buddy along!

Aside from that you can even upgrade these guys and make your own customized A.I. And even go above and beyond by allowing users to tweak their chipset to prioritize what to do during combat. I’m astounded at the sheer depth to have full control to tweak our A.I. companion into becoming a super killing machine. I didn’t delve into the option too much since I only found out during my repeated attempts at the final battle. But even without tinkering. The default UNACs you can use do more than enough damage to help you to victory. I’ll never forget SIGNS UNAC D/01. The dude carried me through countless fights, even when I used my previous build from importing. Salutes o7

As with certain entries in the AC series. You can import your saves from the past game to grant you additional parts, use your loadout, emblems, etc. I was able to use the build I had before the final boss painlessly. So it's a good idea to import if you do have a save. Fast process and you don’t need to have a struggle in the beginning.

That’s pretty much the only thing I could say positively to defend Verdict Day. I could sprout suggestions on what not to do, but I think FromSoftware learned from their mistakes here and is actively working hard to improve with the next entry coming soon. Armored Core VI: Fires of Rubicon. All in all, I’m incredibly soul-crushed to say, ACVD is a deteriorating mecha full of rust. And I shudder to enter the cockpit of one. The sum of its parts is not enough to redeem the underwhelming gameplay, poor level design, no noteworthy boss types, barebones story, weak worldbuilding, questionable feature replacement, missing online connectivity, and meh cast and villains. Customizing your AC remains satisfying, but everything else bogs my enjoyment. With very few positives for me to confidently recommend to newcomers or veterans. It’s a shame the last Armored Core the devs made before diving into a hiatus goes out not with a bang, but with a whimper. There is potential here, and I wish the servers were still online for me to play the multiplayer component. To anyone who enjoys this title, I triple salute your dedication. When I had only a little. I would only recommend this to super dedicated fans who want to try the last AC before ACVI by FromSoftware, but honestly, you're better off playing the past games in my honest opinion. AC2, AC3, Nexus, and AC4, are all better starting points.


4/10

Additional Material:
ACVD Tutorial Document for new players
Information, Explanations, and Q&A for Armored Core: Verdict Day (And 5th Gen)


Four years have passed since the release of Wargroove(WG1). And as someone who loves strategy games and dearly loved the first title. This was a no brainer to pick up at launch. So, I’m confused to report the newest entry ends on a weird mish-mash of good ideas and questionable decisions. First, let's start with the story. Three years have passed since the events prior. Now a new plot unfolds. With a new faction to boot! Mouse! Who has sneakily landed on the shores of the continent of Aurania. What are they here for? Cheese?! Nope! Researching forbidden technologies! But that’s not all. You have three campaigns to tackle and one final act to see how each faction’s stories will interweave with one another. Feels good to come back to one of my fondest indie’s take on Advance Wars. And there’s quite a bit to sift through.

The gameplay has been expanded much to my satisfaction. With a very beginner-friendly tutorial and handy codex with lore pages to unlock as you progress further into the narrative. Grooves are upgraded. No longer are charged to 100%. Now you can charge for 200% and release a more powerful version with new effects as well. Similar to how Advance Wars 2 upgraded their commander ability. You too can dish out more damage than before! Items have arrived, sadly we can’t have our leader equip any, however, these items provide powerful new changes to the unit composition. Armors that reduce incoming damage by fifty percent. Deal more damage if your health is above eighty percent, and move further without being impeded by terrain modifiers. There’s more I could list, but I’ll keep those as a surprise. You’ll encounter them regularly as you progress through the campaigns. New buildings, units, and faction heroes are also given fair treatment and I found their inclusion to be a breath of fresh air alongside the old cast from the first game. Not too powerful, and not too weak with enough charm, personality, and lore to sink your teeth into. Heck, You can use a Mecha and ride cats as your mount!

Mission variety is fantastic. You have sea, land, and air units to utilize. Different terrain of nearly every biome. Unique mechanics with their twists during a main objective to complete. Defend against a wave of enemies, reach the objective while trying not to fall onto chasms, defeat enemy bosses or strongholds with recruitment and sometimes no recruiting, complete battles within one turn, chess battles, go island hopping, and my new favorite change has to be simply exploring a map without fighting. Yeah kinda a weird one, but hey I love the fact we can talk to our allies in missions and open chests for lore or items. Very nice change of pace from the constant battles. Think of it similar to how Fire Emblem Engage had players conversing with their units after the battle ends. Side objectives are also overhauled. No longer are we restricted to completing missions to gain stars via turn limits and difficulty. Here, we have proper side-objectives. With a diverse amount to complete. Destroy the enemy stronghold, don’t attack the enemy commander, go to a certain place on the board, kill the ‘x’ amount of enemies using a troop critical hit, have the ‘x’ amount of units alive, and more I could list. Far better than the previous installment. Completing side activities makes the difficulty ramp up since you’re essentially handicapped to complete objectives. Yet the reward is worth it. Lore pages, unique events, and getting stars are nice incentives to reach for.

As much as I could go on and on about praising what WG2 does well compared to the previous game. I must talk about my mixed feelings. Not a positive or a negative, but for the sake of transparency I'm noting them down.

Minor bugs and glitches with how stars are gained. Occurs very rarely depending on maps with tricky side-objectives not registering. Like a mission not ending properly if you send a boss into a chasm. Thankfully, this didn’t happen regularly. I'm not sure if this issue is prevalent among other players, but I did notice a small pause when music tracks are being played. Usually, during battles we hear the background music, yet as it loops there’s a slight pause. Didn’t impact my experience in a major way, but it’s something I noticed when playing with headphones on. Speaking of which, the soundtrack is pretty forgettable. But no bad tracks are here. Wish it was more memorable and not too similar to one another. Wargroove 1(WG1) did a good job of making newcomers feel invited to a new world to explore. Here we don’t get that.

Multiplayer is buggy as heck. I tried more than five times playing with a buddy of mine for a co-op map he made and we could not progress after the 2nd turn due to desyncing, random ejecting from the game and freezes happening constantly. I’m surprised how far multiplayer has fallen since I was praising the hell out of it years ago when WG1 first arrived. So to say I'm disappointed is a major understatement.

Next, the story is lackluster. It is my biggest ‘ehhhh’ since the ending is pretty unsatisfying to hook newcomers for a WG3. I was puzzled at the shift because I had a great time going through the story in the earlier title. Turns out Chucklefish got another developer to work on the sequel called Robotality. Which may explain why it was so lacking to me. WG1 did a fantastic job of luring the player into a fantasy world filled with interesting characters, world-building, and great moments in the cutscenes between villains and protagonists. Here we get slices of greatness mixed with mediocreness. The starting campaign after the prologue in WG2. If you follow the recommended order. Has a great start while the 2nd in Felheim is such a tonal shift, I’m quite honestly flabbergasted as to why the devs ran with it. The third does a nice job fleshing out the new faction that was introduced in the co-op DLC from the earlier title, yet the last set of missions is pretty underwhelming. Overall I'd personally rank it as Floran/Pirate > Felheim > Final act. I think additional missions to let the moment-to-moment scenes settle in, change some elements in the writing to be consistent in tone and themes and intertwining missions would’ve been better. Granted there is a sufficient amount of lore and character development towards my necromancer fella. The rest receive a modicum of development here and there that is ultimately decent. I’m still kind of bitter that I couldn't use my favorite faction… sigh. However, the Mouse faction has very cool characters with personalities. Lytra for instance, is endearing and her backstory made me slightly emotional to hear.

The roguelike mode is serviceable, yet feels constrained. You traverse on a non-linear map taking missions to fight your army against enemies. Against an elite boss. Fighting in the fog of war etc. As you progress you can encounter helpful nodes to recruit, replenish, and for those daring to march to a mystery spot which can be good or bad for your army. Good for rewards like items to equip and healing. But bad if it's a trap or you see a battle onsite. Regardless, it is nice to attain rewards and gradually become stronger. Yet the lack of incentive coupled with barely any plot inside the four mini-campaigns leaves much to be desired. Despite the fact that I completed all of them on the max difficulty. There just isn’t enough meat to hold people over. I’d only recommend this mode for those who enjoy roguelikes and want to experience more of the satisfying gameplay in the main story.

Overall, short and sweet to taste, but leaves a bitter aftertaste. Took me sixteen hours to finish the story on normal difficulty and tweaking the options so I can have ten undo turns instead of one for default. Five hours to finish the roguelike mode. Thankfully, it doesn't take many hours to finish. Despite my mixed feelings, there is somewhat a good indie strategy game here for those interested solely in the campaign. And an unacceptable performance in the multiplayer for me. I am crushed to recommend this for newcomers since I still think of the series highly for giving me so many great memories in WG1. Yet the taint of the multiplayer leaves a bad taste in my mouth making it brutally difficult for me to recommend for those interested in playing with friends and others. Only play this for the campaign for strategy enthusiasts, fans of the first and especially for those interested in the genre or hungry for similar games to Advance Wars. Don’t bother with the multiplayer until the dev’s fix it.

6/10 current state with multiplayer
6.5/10 without multiplayer

Forbes called the game a mix of “Titanfall, Dishonored, and Superhot.” PC Gamer says it's in between “Mirror's Edge and Dishonored.” For me, add Metal Gear Rising: Revengeance to the above, and bam you have Ghostrunner. I’ve played all of those above Well… Dishonored I still need to finish but that’s neither here nor there.

After an assassination mission has gone wrong(You need to watch the intro cutscene starting before you reach the main menu to display a prologue of events. Kinda like Vagrant Story. Please don’t miss it.) You(Jack) are somehow alive and must climb Dharma Tower to defeat the Keymaster. A ruthless being ordering the people to work so hard, she’s milking them until they bleed while the rich stay rich. As a ghost runner who acts as a peacekeeping force such despicable actions are irredeemable! Therefore, she must be terminated. Working alongside Interesting companions as you climb to the top. And honestly, it reminds me heavily of Titanfall 2's(T2) structure where you’re not alone in your fight. Greatly enhancing my experience and making my main goal not so daunting anymore.

Give me a sharp katana, good parkour, cyberpunk setting, and you have my attention. Ghostrunner(GR) embodies all these traits and I am extremely thrilled to report the sheer momentum of slashing unaware enemies is satisfying. Movement feels super smooth and the story kept me intrigued. Teasing me with Alan Turing's ideas.

Environments are plentiful here. Industrialized factories are knit tightly together with turbines and a hodgepodge that works of uneven steel apartment buildings littering areas to traverse as you hop around rooftops and swing about like Tarzan. Felt like I was back playing Cyberpunk 2077. The setting fits. Jumping from wall to wall as I collided past each billboard was not boring at all. Levels range from less than 5-10min to finish early on and can bloom to 30 minutes later on for those who check their surroundings carefully. These areas are carefully designed to induce almost an illusion to make you think they’re larger than intended despite following a linear path. Collectibles, tucked away in places you wouldn’t expect, reward those who search every nook and cranny and offer a nice blurb of lore exposition.

Combat is the bread and butter here. You can’t shoot with a gun sadly, but who needs a gun when you have a katana that can delete your foes in a single blow? Parry this you filthy casual. If you are a master at parrying from a popular Souls franchise or katana-wielding games like Raiden from Metal Gear Rising: Revengeance, you’ll thrive here. Unfortunately, I suck at parrying. And yet to my delight in GR, they're not super strict on windows to retaliate. Play a Tetris-like upgrade system and equip chip blocks. Some blocks increase your chances of reflecting an attack. Add another dash or blink, etc. Or activate more options in assist mode, I’ll touch on this later. Under the circumstances, a bumbling dude like me can turn the tide of battle. Incredibly satisfying when a gunner tries to shoot me, only to see Jack slapping the projectile back! Hah! Moreover, despite being weak as hell in the beginning. He turns into an effective killing machine as you progress deeper to unlock new abilities. Bullet time exists here. Providing a nice twist to dodging, and I love how one of Star War’s most iconic powers is utilized to flick enemies away like a filthy bug in your vision. Yuck.

It should be noted, throughout the game if you get hit once you will die. I think dying in one hit, as a rule, is a tricky feature for developers. Lean hard and players will think it's too punishing. Go too easy and breeze through like a cakewalk. Ghost of Tsushima and Superhot tread the fine line for better or worse. Thankfully, GR is smack dab on the edge of the better side. With Assist Mode, someone like me who sucks at intense action-packed titles can somehow become an expert. Consisting of three features: One extra life(This makes it so you can survive one blow), a shorter cooldown to use abilities more, and slower gameplay speeds for more leeway in reacting. The mode single-handedly and substantially changed my experience as I sped through slicing and dicing. I was frowning heavily, during the early parts since I felt the difficulty was a bit too tough and challenging. Once I turned on some of those options my whole expression turned 180. I’m grinning like a loon and nodding my head to the beat of the music(composed by Daniel Deluxe, and man does his name roll off the tongue) where the rhythm and synth wave work in tandem to the combat. Creating a pleasant tempo to listen to. I did feel some tracks were repetitive. Although, after re-listening to the OST it works in its favor. Offering systematic beats Hm hm hm hm.

Level design for the most part is solid to a degree, I find myself reminiscing Mirror's Edge and T2. Both employ excellent sequences using parkour and unique elements. By taking advantage of environment placement and visual hints. GR is much the same. There is a frenetic pace from which you slice, parry, dodge, and adjust your balance to the course of platforming segments. Not too large and not too small either. Designed well to keep you focused, without throwing a hard curveball in your direction. One of the levels I enjoyed repeatedly are the cyber void chunks. Small bite-sized puzzle sections in the cyber world, complete these and you are rewarded a new ability. Each puzzle isn’t copy pasted from the previous iteration. You always have something new to look forward to: from jumping pieces, to mind twists, and in some cases, you have to solve something inspired by Tetris. They offer a fantastic change of pace from the usual combat of fighting and I couldn’t wait to encounter more.

The checkpoint system is very fair and re-spawning instant. I also love how wall running is slighter better here than in previous parkour titles. Over there, I can wall-run until I petered out in the end. Here, I can continue forever. Which is appreciated. In the past, I usually miscalculate. Falling to the dark abyss and greeting death like an old friend, since the main character can only wall-run a set amount. GR removes that entirely. Go the distance without fear of falling. Lastly, when you die, the dialogue resets instead of continuing as if you already know what the characters will talk about. A nice refresher for those who re-spawn repeatedly and want to hear the rest of the conversation.

Moving on. I have to talk about my mixed feelings. Not a positive or a negative. But for the sake of transparency, I'm noting them down. More often than not, I am blocked by forced enemy encounters in some sections. These encounters require me to beat a variety of enemies before I can progress. I don’t like this method, because it enforces a design to halt pacing and force players to eliminate everyone within a room or decently open-sized areas. Fighting through trial and error until you get it right. And while this is a fine idea in theory, the execution leaves much to be desired. You constantly retry to win against these enemies, forcing yourself to die when I think the developers could’ve taken different avenues instead of defeating everyone. Why not stealth? Eliminate some, then move on. Find a key while eliminating some baddies, then continue to your next objective. Why can’t I travel and evade my way to victory? Aim for higher platforming and perhaps lose my skills to force a no-power handicap. Or even to the point where there is a large open area and all you have to do is find any path to get there. Embracing diverse amounts of unique sections and in effect creates more player freedom than constrained enemy encounters. Would run in parallel with the constant momentum the game tries to inject. Additionally, I think extending the campaign to flesh out the worldbuilding, villain, and characters would work. More bosses too, since there are a few here. Nonetheless, how One More Level & Slipgate Ironworks (the developers of GR) conducted them was fairly balanced and unique in my books. As a result, I don’t see a reason why more were not included. They offer creative ways to think outside the box and provide a satisfying feeling when beating them.

With all that said, I don’t think my mixed feelings bring the whole game down a ton. I didn’t experience any bugs, crashes, or glitches. If anything, the intriguing story, slick combat, tight balance of difficulty with solid-level design, and gorgeous cyberpunk aesthetic left me hungry for more. A very generous checkpoint system and fitting synth wave OST takes care to almost override nearly all blemishes I had. And while the campaign is short, I clocked in at a little over five hours. There is a bleeding edge of content in store for newcomers or veterans looking for action-platforming. And Ghostrunner fits the bill. And hey! If you do buy it, You can be excited with me when the sequel launches later this year!

7.5/10

6-22-23 - Edited for clarification on one hit death. And removed some useless words. 99% of review still intact.

“What does honor mean to you?”

“I guess… protecting people.”

“The ones who can’t fight for themselves.”

Act I - The Tale of Samurai

These lines resonated deeply with me in the first 25 minutes. As someone who always tries to role-play a good guy in RPGs. And sure, Ghost of Tsushima(GoT) isn’t an RPG, and yet it embodies beliefs and morals I find in parallel with what I like to do in role-playing games(RPG). To help those in need & punish the wicked. Lines up well, with the 10th point in the ten commandments of Chivalry. Why is this relative to GoT? Because “chivalry is analogous to Bushido”(A Japanese code of behavior valuing honor above life… For the Samurai class)” Sucker Punch(SP) sells the concept to the player of what it means to be a samurai and beautifully deconstructs the notion as you progress through Jin’s story. Funnily enough, according to Michael Smathers, who wrote an article called Bushido: The Samurai Code of Honor. He mentions one virtue of Bushido.

“Mercy (Jin): As warriors, samurai held power over life and death. They were expected to exercise this power with discretion. In other words, they were to kill only for the right reasons. Of course, what that meant varied from one person to the next.”

Hmmm sounds familiar… Hold up! That’s the name of our main character(MC). Jin Sakai! A young lord who marches with his uncle Lord Shimura to stop the invasion of Mongols on the island of Tsushima. 80 Samurai against an army. You can imagine how the fight worked out at the very beginning of the game. We spend the rest of the playthrough combatting the Mongols who litter every road, town, outpost, and major stronghold. Follow his journey as he strives to uphold his samurai upbringing in the wake of an invasion that tests his very limits.

Act II - GoT gameplay with Ubisoft Formula

Just as Shadow of Mordor took inspiration from the Batman Arkham games. Some of GoT's core DNA is derived from Ubisoft’s Assassin’s Creed(AC) series. Trust me I’ve played a ton of them, so I’m quite familiar with what works and what doesn’t. I’m no expert though, but I’ll try my best to break down the great stuff and not-so-great stuff GoT does well.

What works is the repeated gameplay loop. Like assassinations. The AC series is known for it. GoT has them innately. Sneak up on an enemy from above or from behind in stealth and Thump! Gone. You can even activate chained assassinations to kill off your foes twice and thrice! Heck, a ‘focused hearing mode’ exists, which is eerily reminiscent of Eagle Vision, a major component of AC. A mode allowing you to spot enemy positions quickly. The combat is pretty fun. Because the rate of progression as you unlock new weapons and techniques feels balanced and fair. I didn’t have too much trouble facing off my attackers nor too little trouble on normal difficulty. I can face off my opponents in stand-offs which is an ingenious method to take out foes in one blow. The caveat though? You need to hit a button before the enemy attacks. Too fast and you get hurt. Too slow and you get hurt. These can also lead to boss encounters in the form of duels. Facing off a single boss in a 1v1 with nothing but your katana, resolve, and armor you have equipped. Duels are intense and create an incredible way to fight the most challenging of foes. Providing enough tension and anxiousness while balancing your nerves and excitement. Parry your way to victory or dodge until you see an opportunity to stagger them. You have to deal enough damage first to break through their defenses and once you do you can land critical strikes damaging their health. So be patient. Parry when you can. And dodge like a mad lad. Soon enough the blood of your enemies will fall as you walk away like a badass.

A ton of fun things to do aside from fighting. You can partake in shrines which are like small climbing puzzle sections to earn charms that can slightly upgrade our protagonists' capabilities. Allowing him to grow stronger by dealing more damage. Increase the effectiveness of arrows, restore health slowly outside of fights and so much more. Bamboo training to increase resolve is a mechanic serving as a special gauge to unlock combat arts(I’ll touch on this later). Or even partake in following foxes when you encounter a Fox Den to increase charm slots. Heck, my favorite activity to do outside of fighting is finding hot springs! Increasing your maximum health every time you rest in a new one! Seeing Jin so relaxed makes me relaxed too.

No spongy enemies exist either. You can fine-tune the difficulty from easy, medium, hard, and lethal. I primarily played on normal and thought it was very balanced. Others I’ve discussed the game with, say they played hard or on lethal. So you can’t go wrong with either choice. If you need some tips, Before I play has you covered. You may or may not need it. I didn’t read them until the very end haha. But it doesn’t hurt to know ya know? Because Jin’s capabilities in the year 1274 is quite frankly terrifying once you unlock more techniques. He can throw devastating bombs, sticky and smoke too. Kunai to whittle down opponents and stagger them. The man holds no mercy switching to different stances to dispatch shield, sword, spear, and brute enemies, and if that isn’t enough. The dude comes equipped with a bow to kill from a distance. All of these can even be upgraded as you complete story quests and other tales in the game.

No not Tales from Bamco(A funny nickname I like to call Bandai Namco heh). Tales as in sidequests. To make things easier I’ll designate them as such in this review to not confuse readers. Thankfully, not a bazillion of these are slapped willy-nilly. For the most part, they're worth completing. Some more so than others. They range from Companion tales, Mythic tales, and Tales of Tsushima(ToT).

The non-companion quests AKA ToT are decent. And yet most of them boil down to him helping the common folk(called peasants in the game). Who is caught up in the crossfire in the war between the Samurai vs. Mongols. A good chunk of the game has you play as a detective. Investigating mysteries and disappearances, Retaking a village here and there, following tracks, and escorting missions round up the majority of these quests. Demonstrated in visceral detail in every sidequest and unluckily he witnesses/helps them. A sense of fulfillment emerges in completing any request. Since the invaders hold no mercy in enacting some horrifying methods on your people.

Despite saying they were decent earlier, I still feel non-companion quests were repetitive and filler at times. Granted I will give the developers praise for vividly depicting each of them in ways I can appreciate for realism. And I had an overwhelming satisfaction in righting the wrongs against the innocent. Feels good to eliminate evil in human form. Be that as it may, I think the developers of SP could’ve made them better. Having more unique objectives. Why can’t I deliver any ingredients to them if they need them? Use some bamboo I found. Linen for clothing to help you against the rain. Ah, some iron and steel to help reinforce your home. Could’ve chained multiple quests together to be on par with companion quests. Or even more, fleshed-out NPCs so I can become more invested in their plight. I could say more, but I'll keep it short. Suffice it to say. These ToT quests felt decent. Not too bad. But at the same time not too great. Smack dab in the middle.

Moving on. I consider the liberation aspect of freeing occupied areas from Mongol control: farmsteads, outposts, and major strongholds. The weakest parts of the game in my opinion. Holy hell. They offer a rinse-and-repeat style formula that is monotonous and quite frankly poorly designed. I think the developers could've taken a different approach in opening up the Fog of War map akin to Ubisoft towers(These are tall buildings in the AC series you have to climb which opens up a part of the map). GoT should’ve taken major inspiration from Horizon Zero Dawn(HZD) Where the main character climbs robot dinosaurs in a fair manner to open up parts of the map. HZD implemented the design far better than GoT did by taking the Ubisoft Towers design and making it their own. Here the implementation is half-baked. Why the hell do I need to liberate all outposts, farmsteads, and strongholds to open up a region?! Check out how many are in the 1st region alone. See all those red markers? You have to eliminate all invaders occupying each of those areas. Do so and the region’s fog of war will clear up. One might say isn’t this easy to do if you eliminate all of them? I wish my dear friends. SP included an annoying aspect requiring you to rescue hostages not in every red marker, only some of them. I noticed them more in farmsteads. So not only do I have to play rescue missions along with killing Mongols without exception to liberate an area, I have to make sure they don’t die because the baddies will try to kill them. Essentially adding useless filler. I’m sorry if my tone is scathing to those who enjoyed these aspects. I feel very frustrated to have to partake in a rinse-and-repeat formula to liberate all occupied areas to open up one region of the map. And again the process repeats in the 2nd and 3rd regions. In total, I had to free 56 locations from Mongol control. Certainly, I didn’t have to do it. But in the interest of wanting to look at everything the game had to offer I had to accomplish the feat.

Alternatives I was thinking as I liberated areas is: Making shrines the go-to method to open up parts of a map. How many? Well, 16 throughout the three regions make up the island of Tsushima. So the process is greatly lessened. They're a nice change of pace from fighting. They consist of medium-length climbing sections akin to hunting tombs in the AC series or Prince of Persia-esque. So if the developers had combined the mechanic of Ubisoft towers in shrines. Then once you complete more than five in a region, then BAM! The whole map is opened to the player. Copy-paste that design again and you have reviewers praising your game instead of critiquing it. Another idea was to cull the numbers down significantly by liberating occupied areas. Taking out the hostages required. And instead, make it a stealth mission to rescue a hostage or grab an important item then have your allies storm the place as you watch them tear it apart. Or include the design during haiku. I can admire the view ahead of me, contemplate how to sort my sentences together, and open up a region if I complete all of them. This method works by giving more importance to Haiku in the world. Than calling them filler which my friend states. And and I agree with their assessment of it. Considering other miscellaneous activities felt more rewarding. Fox dens, hot springs, bamboo training, and shrines.

GoT has another main strength in the companion and mythic quests. The former is a set of sidequest chains you follow as you progress through the first, second, and third acts. Helping your companion with whatever troubles them. For Ishikawa, to correct a mistake he did not foresee. For Masako to avenge her family. And the warrior monk Norio, who fervently defends sacred temples. There are more, but I'll let those surprise you. Companion quests caught hold of me like a fish on a hook and I couldn't wait to watch more unfold. Weaving an intricate companion plot and in effect I bonded with my allies further. Trade banter at times then engage in serious conversations. Respond in binary choices during conversations, rode horseback alongside them, and fought together against the Mongols. It’s well thought out and I have no major complaints to say. Seriously. These quests are amazing.

The latter, Mythic quests by comparison I also echo the same sentiment above. Worth completing. They differ in fact, all of them detail a legend from long ago depicted in scroll tapestry. As if a storyteller is weaving their tale from the annals of history. Once you hear their story, you embark on a side quest to reclaim the item or lesson from Tsushima’s history. These can range from legendary armor to new combat arts you can use freely. Doesn’t take too long to complete. The armors you attain provide hefty bonuses for gameplay purposes or through stealth means. Arts are also noteworthy to provide new moves when fighting. Ranging from an unblockable strike to even striking three attackers in quick succession. You can’t go wrong with finishing them throughout your journey. Enriching the player even further with great worldbuilding.

Interlude - Iki Island Ruminations

Before I discuss more on the base game I have to talk about the Iki island expansion. I completed it after the main story. The expansion is short. Beat it in 2 hours and 30 minutes. Well below the average from How Long to Beat(HLTB). You can see times in the additional content section. Still worth playing for the story. You investigate Mongols on Iki who sent out a scouting party to the main island. Why does this matter? Well, the scouting party used a devastating weapon forcing Jin to investigate where the party originated from. And heck if it makes a head of a clan like Sakai go without telling any of his allies. It must be a pretty big deal. And it delves into unexpected areas from his past I didn’t expect, but welcomed all the same. Providing much-needed context on important flashbacks the MC has throughout the story in the base game. The expansion also includes an element I love. I wish I could say more, but that’s spoiler territory. Best to experience it yourself.

Act III - Final Thoughts from a Ghost

Somehow the game runs flawlessly. I barely have time to read tips, because loading screens start and end super quickly on my PS4 Pro. For the PS5 & PS4 version, Eurogamer has all the details. John Linneman of Digital Foundry analyzes the FPS(frames per second) and more. I didn’t notice any hiccups regarding Framerate, playing on performance mode rather than resolution mode. No serious bugs or glitches either. The game runs like a dream and is perhaps what I consider as stable as the constant PS4 updates to stability memes. I’d even equate it to the legendary FOX engine employed by Konami from which Metal Gear Solid V runs on.

I rarely praise open-world games. Some games bloat worlds too much, losing the player. Others craft a tight balance, not too much and not too little with worthwhile content. GoT is the latter. The visual style and setting work phenomenally in tandem with all the bells and whistles. To my astonishment, gorgeous vistas are abundant. I gazed at the sunsets as I rode my horse called Nobu through countless grassy plains. Waited patiently for the sunrise to peek over the mountains. Was content walking and running through tree leaves of various colors. And embraced the forests as if I was a denizen of them. So much passion and care by Sucker Punch to craft such a detailed world that I am left speechless. You will have no shortage to gawk at, to stop, wonder, and for the life of me, I cannot say it enough to give the description justice.

Ironically, as much as I behold the beauty in the game. I recognize many injustices. War has come and Mongols revel in it. Sparing no expense in demonstrating the aftermath of their brutality, war crimes, and heavy topics. However, as we witness horrible acts a man & woman can do there comes the other side where we become mesmerized at the truest and sacrificial of human beings to help their fellow man/woman. Speeches rally people to rise from their peasant status and bear arms. Conventional tactics are thrown away to save our people's suffering. What use is an 'honor' when the enemy savagely uses dishonorable tactics against us? If we must strive to free ourselves we must first do so with resolve, courage, and unflinching fearlessness. In the face of overwhelming odds GoT crafted allies who rise above the occasion. From the gruff, but serious Ishikawa who desires to right a wrong. To the avenger Lady Masako who desires vengeance for her family. And even the gentle giant monk Norio who guards the temples against invaders. Their voice is another cry of suffering just as the common folk suffer. Together we can defend our home, save our friends and family and partake in camaraderie. Despite much pain. The people cling to salvation. And Jin is ready to help them along the way.

His story is an experience. We see how he has been taught the ways of samurai. To embody their tenets. Loyalty, Control, and Honor. These core lessons are ingrained in the MC. Built from the ground up. And yet what is built can also be broken down. This I feel is SP’s strongest blade at work. The struggle he endures in my playthrough was filled with an incredible transformation he undergoes. He’s not the most likable of protagonists, on the surface level. Yet underneath the underneath, there is an underrated amount of subtle themes and messages that are cyclical to embrace what is a Samurai and what is not a Samurai. Told in ways and tales I found captivating. And the game is built around this from the tranquil music, fun gameplay, worthwhile side quests(At least for Companion and Mythic tales), and an enthralling world to explore. And even the Guiding Wind mechanic guides the player which funnily enough is the personification of the protagonist's father. Fitting dialogue options during conversations. All of these come back to Jin. Again and again, hammer home important lessons and themes the game can impart to the player after witnessing the ending. And man what a finale it was.

I have never played a Sucker Punch game before. So I’m glad Ghost of Tsushima became my first one to play from the studio. Such a breath of fresh air to experience and I am thrilled to play more in their catalog for the future. And watch films by Akira Kurosawa and Takashi Miike. And heck, more Samurai mediums. Despite the critique, I said earlier. I think the game is a worthy entry point for anyone looking for a worthwhile Samurai fantasy game.

8/10

There's been some hot discussion by Ethan Gach's article from Kotaku surrounding Arcadian Atlas in regards to how it flounders. Based on his, four hours of playtime. And I can't help but disagree. Since I feel if we focus too much on flaws, especially one that has been released recently, it may warp the perception of the title as a whole to newcomers. In an effort to give a more well-rounded view. I’m going to highlight the good stuff along with mixed feelings. Not refuting the Kotaku article, but in my own manner to cook up a slice of my pie for others to dig through. One look at Arcadian Atlas(AA) and you can see the clear resemblance to the inspiration it wears on its sleeves. Final Fantasy Tactics(FFT). As someone who loves FFT, hearing about an indie RPG attempting to reach similar heights as that one caught my eye. And I’ve been watching their development closely over the years. However, I should preface this, I won’t make any comparisons to the FFT, since I feel not everyone has played the title. So I’ll try and judge the game for what it is rather than what it aspires to.

First, I believe developers find difficulty, to create a title where you have a clear inspiration while not retreading familiar ground. For better or worse, other titles walk the road most traveled too closely while some merely use it as a base and go off in their direction. AA I think takes the middle ground while striving to develop their own identity in a low fantasy medieval story in homage to the classics of old, such as Yasumi Matsuno’s works.

You control two protagonists Vashti and Desmond. Two lovers caught up in a civil war that threatens to shake the very foundation of the continent. I found the story to be mature, holding nothing back during the war and hitting nuances I don’t see that often regarding choices, emotions, duty, and more. Lore-wise. The added compendium is appreciative of giving background on the world, important characters, and events. Where the writing delves into a nice balance between seriousness with humor at times to lessen the gravity of affairs here. It is well placed. These strengths splinter down to the cast which I’m surprised to see how small they’re, but allow our cast both main and villains to shine. The protagonists are not overpowered at all or hateable from the get-go. There is careful precision to keep them within the realm of believability without sending me into a volcano of overriding my suspension of disbelief.

A good amount of class variety here being 12 different classes and all of them have multiple skill trees to specialize in. I was able to have a raccoon archer, ronin, sorcerer, inquisitor, and shaman available. Each had their strengths and weaknesses, but for the most part, they all felt strong enough to tide me over against my enemies. The gameplay starts with some mandatory battles early on before granting you the ability to move around the world map and accept contracts. Think of these like sidequests for money and gear rewards. There is even an exclusive side quest chain here I found to be amusing so I recommend players finish these off if they require money or seek the unique side quest chain. Decent tunes to go along as you combat your way through various maps. The sax in particular I didn’t get tired of hearing. Considering how short the game is to compete. Well to be fair, not too short. My times were within 11 to 13 hours. Which I feel is just right for the length. Didn’t want to go through 40+ hour campaigns where the pace moves at a snail’s pace. Here the pace was quick and didn’t take long to reach the heart of the matter for plot beats. Before I move on, I should say my times should not be taken as definitive. It could be an outlier, considering the developers have been noted to say "roughly takes them 25-30 hours to beat." Didn’t experience any bugs or crashes either. This helps tremendously since battles can be completed within ten minutes +/- on average. At least on normal difficulty.

I did have some mixed feelings here. Not a positive or a negative, but for the sake of transparency I'll note them down. I wish the compendium would be updated periodically to show new changes to a character's background. This would grant more importance to the compendium while adding context when needed. Not much room to experiment with classes due to how experience is calculated. Bit non-traditional, which I enjoy. But here every time you finish a battle you gain a level that coincidentally grants you skill points to allocate. I like the removal of grinding, although this doesn’t allow much room to go beyond the base and advanced classes and experiment since there are no repeatable filler battles to test them out. Sure I could use contracts, but those are limited within each chapter. Could’ve used more objectives besides defeating all units. There are more than a handful of uncommon ones here: Travel to this tile, escort, etc. Though these are few and far between the regular. Some spice would’ve been nice to goals here to not make objectives too repetitive back to eliminating every foe. Also, I think some more flashbacks to the villain would’ve been welcome as a more show/don’t tell approach to flesh them out more and perhaps to a lesser extent our protagonists. Lastly, I believe contracts could be made more interesting beyond killing everyone. Grant us rare units instead of filler ones, give us more side quest chains, expand on the world with lore/characters, etc. I could say more, but those are minor nitpicks not worth mentioning and the developers of Twin Otter are already working hard to fix them in hot fixes and patches.

Overall, Arcadian Atlas displays a serviceable amount of gameplay and classes. Delving into interesting scenes during the civil war without holding your hand throughout. All while delivering a bug-free (at least for me) and crash-free experience that doesn’t seek long hours to complete. I can’t help but appreciate the close attempt to conceive their take from looking up to FFT. And for that, I respect it and look forward to the future when this title is cleaned up of some imperfections. I admire the attempt to construct their own identity while balancing enough nostalgia. Solid content here, for the story to carry me to the very end. Sure it has some flaws, but they don't deter my overall experience as a whole. Been in the works for seven-years with a Kickstarter budget and a four man dev team. And the result is not hot garbage! Instead, think of it like a cool new menu item to eat through for those curious. A good Indie Jrpg I recommend for those testing the waters for indies and Jrpg’s alike. And I implore anyone who reads this review to carefully research beforehand to see if its the right one for them. Rely on different sources, see what different authors had to say, any commonality, any differences etc. In an effort to see the bigger picture. My point isn’t to send everyone to buy AA and support indies Although I would love it if you did. But to think carefully about what one person says with little to no experience versus what someone who has seen everything or as much as they can has to say. Especially when the rating among critics has garnered a wide range of scores. Making it difficult to see whether a title is good or not.

7/10

I decided to try out Metal Gear Solid(MGS) for the 4th time to see if the game can hold my interest. I tried it on a whim for ten minutes. Those ten minutes became thirty minutes then an hour, then close to 2 hours before I needed to sleep. So suffice it to say, MGS has taken hold of me and won’t let go. Until I completed the game. So here's my review after the end credits are rolling.

Story-wise I found it very engrossing. Beyond a simple rescue mission and whether or not Snake can determine if the renegade unit called FOXHOUND have the capability to launch a nuclear strike. And stop them if they do. These two mission objectives I found were very clear cut in the beginning, however, there are many threads intertwined that keep the mystery and suspense piling up into I would say well-executed plot threads to intrigue the player on what’s underneath the surface of Shadow Moses in Alaska. You play as Solid Snake, a legendary infiltrator and saboteur. You can learn more about his past during his time on Metal Gear and Metal Gear 2: Solid Snake in the menu. Alternatively, you can read them here. The game also has an exclusive cutscene if you linger in the main menu and briefings option to give players more context on Snake before the mission begins.

You don’t have much when you start the game. So exploring can help you in the long run like finding a cardboard box to evade enemies who do not realize an intruder is inside, ballistic weapons to shoot the soldiers in case you're caught and even C4 and grenades are here. If you need a bit more explosions to help matters. I love the Soliton radar system since it displays the enemies' range and you can see how far that extends in the environment. Thereby allowing the player to move Snake along pathways and nearby walls to evade enemy detection. Sound is also key, so you can’t expect to run everywhere. Soldiers can hear you running so it is a good idea to wait for them to walk away before moving along.

Stealth-wise I didn’t have much difficulty evading the enemies' patrols since the soliton radar system displays pretty much all I need to know about current enemy whereabouts. There are even items like the chaff grenade and stun grenade to jam cameras and stun all enemies which are very handy to abuse. Players can even choke enemies which I didn’t realize was an in-game feature until I read the manual after the end credits rolled…Cue facepalm… Be that as it may, I feel the beginning can be a bit rough for newcomers on where to go.

But, calling operation members in your codec is a nice way to refresh your main objective at times. I also deeply appreciate candid conversations whenever you talk to anyone on your codec. From Master Miller, you’ll receive tips on what to do. Campbell will remind you of your objective with Naomi chiming in. Mei Ling is the save option and positive reinforcement member of the operation, always there to lift your spirits. And more come along as you progress further into the game.

I often found myself calling my operation members after a major event or boss fight to see if they can offer any insightful tips/hints to solve my current dilemma.

To my delight, every boss encounter is given careful attention not to give too much away while also not being too vague. It strikes a delicate balance I found appreciated time and time again. I will admit I had times I wanted to google what to do, but I decided to make calls on my codec before I did. By the time the end credits rolled around, I noticed I finished a blind playthrough! It’s been so long since I made a genuine attempt at one. I can’t remember the last time I did. And man it is such a great feeling you were able to finish a game without getting spoiled on how to resolve a troublesome situation here. Although, I should note there is nothing wrong with using walkthroughs either. I usually use them when I'm in a pickle.

And yet here I am very surprised I withheld the urge. Due to the codec calls saving me every time. I wish more games had this feature implemented to allow the player to call an in-game hotline to help them. And I felt the codec calls were implemented in such a way I found naturally and not out of place since conversations occurred fluidly.

Levels are small; generally, you do have a somewhat linear path to follow with other areas to explore around Shadow Moses. Usually, when you're in an elevator you can access different floors that can range from filled with soldiers on patrol to not so many soldiers on patrol. These floors have low to high-clearance rooms. You can only enter if you have the correct level keycard. As you progress further into the game you will attain more high-clearance cards. This makes backtracking in the early and mid-game, not a big deal. And I found my time passing by quickly due to the bite-sized levels. It is pretty cool finding additional items along the way if you enter the prone position and first-person view to see tucked-away items, you don’t normally see from the overhead camera view.

However, I would like to point out there were two points that kinda soured my experience with the game. Not so much to make it a big deal. But it caused the pacing to halt in a way. One occurs midway to the endgame where I have to backtrack to the first location to retrieve an item essential to progress. The other time required me to keep coming back and forth. This occurred very late game and honestly wish the backtracking could’ve been lessened. It’s not a big detriment, but it's like putting the brakes on the story content and makes the player go through filler in a way. And to progress past that hurdle you need to go back to certain areas multiple times. Granted, after thinking heavily on the matter for some time, I realize Kojima probably added it in to give characters a bit more room to flesh out due to the codec calls you receive. Which provides massive ramifications to the game’s storyline being unfolded. So ultimately I have mixed feelings regarding that. Not a positive or a negative. A more well known reviewer @Drax touches upon that aspect more in their review you can see here. And I agree with their suggestion on new areas instead. Fair warning it does contain spoilers throughout the game.

That’s the only major critique I found for the game and in a minor aspect the slight jank in shooting and movement controls. The latter was a bit alleviated by switching to analog mode on my PS3 to make use of the analog sticks instead of the directional buttons. I think I would’ve appreciated a bit more rations(they are the only items to restore my health as far as I know) just in case my health went under. I had to abuse ration locations and re-enter the area to refill my stock of them.

Still the game holds up pretty well besides these issues I stated above.

On Snake’s character I found his demeanor and habits to be a refreshing take on protagonists I've seen thus far in the series. He’s gruff, honest, really loves to smoke and engages in casual flirting, but also doesn’t like shady bullshit which I love. You learn quite a bit about his character in various codec calls and the people you meet during your infiltration. One encounter made me nod my head several times concerning two males and one female he meets along the way. Without going into spoilers, the female encounter with Snake and subsequently throughout the game is one I found to be one of the game's strongest points. We see Snake take on a different role I love to see. And one I feel demonstrates so much more than his character of being a ‘legend’ so to speak. One male he meets displays a different side to Snake and while he doesn’t get a lot of attention I found his character and development to be interesting as well as genuine. I can’t help but root for the guy ya know. The final character is one I deeply respect for their encounter with Snake while unveiling parts of a ‘character's’ background and relationship I didn’t expect.

It is these encounters with Snake and more that transform him from a “Legend” into something deeper.

Speaking of going deeper, I'll hit the ‘throat’ of the game so to speak. There’s quite a bit of villain monologue here which I didn’t mind since I love long cutscenes. They can range from under five minutes to over five minutes. And granted villains don't always monologue. Sometimes conversations will occur on codec or when Snake talks to someone in a cutscene. So bear that in mind when playing the game. Speaking of cutscenes, I love how they’re done in the game. And see why it's warmly and fondly praised among the fans. They can range from intense action scenes to interesting conversation encounters. Adding tension and mystery where scenes needed it. And even FMV clips are included too! Honestly, seeing the cutscene work here reminded me heavily of my time playing through Vagrant story. I can see how much cinematic work was involved there and how that inspired Yasumi Matsuno during development because of Metal Gear Solid. You can read more about that here. Where Matsuno has a long conversation with none other than Hideo Kojima.

During my eleven-and-a-half-hour playthrough on normal difficulty. I felt the game played like a spy action thriller with many intense cutscenes in the game. And those moments only enhanced my experience with the game greatly. So kudos to you Kojima and your team for all the wonderful cutscenes. And the music during those moments spliced together wonderfully providing a mix of cinematic music, and orchestral at times. Graphically, I think the PS1 version of the game holds up. And many voice actors here performed very well. David Hayter voicing Snake is the most memorable to me. But the villains also hit a lot of notes I found to be menacing while almost comical to me. Snake’s codec calls to various members are also pretty good.

In conclusion, Metal Gear Solid is a fantastic game from Hideo Kojima on the PlayStation 1 and one I feel touches on a lot of relative themes concerning current world events in 2022/2023. Had a blast and the countless “Snakeeeeeeeeeeeee!” Being heard on the screen never got old to hear. Worth a playthrough for any newcomers curious about tactical espionage action games or want to dive into a Kojima game. Really looking forward to playing Metal Gear Solid 2 when I get around to it.

8/10

- For those who have played the game already. I’ll hint at the character’s name I mentioned above in my review here.

The female with the starting letter M and ends with L
The first male with the starting letter O and ends with N
The second male with the starting letter G and ends with X

As someone who isn’t a fan of rhythm games, Hi-Fi Rush single-handedly and after playing one level made me appreciate a rhythm game. Where the beat of the rhythm is interconnected in the level design, combat, tutorials, soundtrack, plot and more. Creating a weird mash-up I didn’t expect to play so well. And yet Hi-Fi Rush surpassed all my expectations to do so.

Level design is neither too complex nor too simple, and while it does conform to a linear fashion, it doesn’t overstay its welcome by injecting fresh level changes that work organically and don’t feel forced. This coupled with the combat to the beat makes it so fights don’t become fatigue battles, but genuinely work in favor to complement the rhythm to give off an extra dose of damage. And yet it is not strictly required to go in sync with the music at all. I primarily played off-sync and scored decently well in my rankings. There are even very tutorial-friendly and accessible options in the settings to help players like me who are extremely garbage at rhythm games. And it does work!

Gameplay isn’t just full of battles either. Platforming is here that isn’t too difficult nor too easy. As you progress further in the game, these sections evolve along with the combat to enhance the gameplay formula into something new and fresh. And I found the experience very enjoyable since it complemented the level design very well.

Hi-Fi Rush emulates colorful and stylish visuals reminiscent of one of my all-time favorite games: Jet Set Radio Future. And it works to its favor a great deal, making the setting come alive and vibrant with every color in the rainbow you can think of. Enhancing every corridor, cutscenes, and during boss stages. But not to the point of oversaturation or adding new colors to cross off a checklist. It is balanced equally, to create a varied amount of levels here. And thereby eliminating copy-and-paste design.

I liked the main cast and all of them integrated well into the plot with enough screen time to be relative and not used as a character for the sake of having them to induce a plot device. They feel human, developing alongside Chai(The protagonist) to make the game become something more than just a “videogame.” Also, I adore the references upon references here from so many other games and media. I won’t say any here, but it's best to experience that for yourself. It’s not as plentiful as ready player one does. Where it stacks references and references for the sake of doing so. Here it is integrated fluidly and makes the writing and dialogue great.

Storywise, I feel it was executed wonderfully. It doesn’t win any awards for most wacky or playing it too safe. But the story beats were enough to hold my interest and continue playing more and more. And I think at the end of the day that is what’s most important. To keep players invested in not just the gameplay, music, world, story, and characters. But, the act of playing on and on and holding your interest is a major design philosophy developers keep in mind.

The whole world and NPCs are fascinating to learn about and provide interesting dialogue to flesh out the background of the corporate work structure for new and old Vandelay robots. And as I continued further into the game, it is not all set in one point of view either, there are multiple stances each bot has to say about their job, unsavory practices, or just general gossip here and there. It enhances the game to the point I wanted to learn more about the Vandelay corporation.

Overall there is a lot of care and thought here by the developers of Tango Gameworks, and I am very interested in the next game they’ll release moving forward. I genuinely believe this is a very strong GOTY contender for 2023. And in my honest opinion a must-play for anyone who desires to see an idiot try to take down a big corporation. Watch how that turns out.

9.5/10

"Trust me"

Been a long time since I played a great first-person shooter(FPS). And to my delight, Titanfall 2 exceeded my expectations beyond ‘great’. To the point, it has solidified into one of my favorite FPS games. Trust me, It’s a titanic achievement and one I feel deserves a review. So here it is.

You play as Jack Cooper. A run-of-the-mill rifleman in the distant future. Where humanity somehow has colonized other worlds and where titans, big hulking mechs you can pilot dominate the battlefield. He has been assigned to learn under a mentor who pilots a titan. However, after training, events spiral out of control and he must now stop a corporation called Interstellar Manufacturing Corporation(IMC) from launching a super weapon that threatens a militia planet called Harmony.

Outgunned, outmatched, and without any nearby allies it’s up to him to turn the tide. And boy does the game detail his journey throughout and whether or not he will succeed. Jack doesn’t start with much, but soon enough he can pilot a titan. A titan with personality and artificial intelligence. And one who can converse with Jack. This is an interesting mix to the FPS formula where usually I’m alone in combating many baddies with some occasional support from my allies. Here we see the bond between Jack and his titan called BT-7274(or BT for short) emerge and man it is one of the strongest points the game has to offer. Jack is young, inexperienced, and most of all doesn’t know how to pilot a Titan. And yet BT has no problem showing him the ropes. Awesome to see and integrated, not half-baked either since there are plenty of moments where BT will mentor and guide Jack as they go up against the IMC. Providing a fascinating buddy companion who can think for themselves while allowing you to pilot them and work together to eliminate hostiles.

Super thumbs up on the gameplay. Providing a mirror's edge-esque ability to wall run and jump innately. Keeping the momentum fresh and not awkward. It feels good to go between walls again and again while evading enemy fire. And the checkpoint system here is very balanced, so you don’t lose a lot of progress going from one area to the next upon death. Level-wise it's linear, With areas to explore. Not always corridors either. There’s plenty of open space to explore here. And even better when the game will throw a puzzle here and there to keep the pace ongoing. I can hide using an innate stealth camo. And kill any enemies from behind. Jump into my titan and mow down enemies and seamlessly jump out and fight baddies without my Titan. Level design is very varied and I didn’t see much copy-paste design. Interesting biomes to see, fight and traverse, and enough to tinker your brain with puzzle segments and more. It doesn’t bedazzle us with explosions and more explosions without context. There is motive and purpose here as you progress through the plot to stopping the IMC.

Frenetic, yet balanced. This is how I’d describe the gameplay formula as you blaze your way through new areas. There are plenty of weapons scattered throughout the levels and I feel the game structures the weapon placement pretty well. There’s enough to be varied and quite a lot of grenades to choose from as well. So I didn’t have trouble picking new weaponry or looting ammo. If anything, the weapon diversity is included when you pilot a titan. With their own unique abilities equipped. Some can project a shield to reflect enemy fire. Launch multiple rockets. Place mines on a grid, launch a fire salvo or lay pound the ground and set the ground on fire in a vertical direction to burn soldiers. Each time you pick up a new weapon for BT, you can choose from more than five different weapon load-outs. Each with their own abilities attached and unique ultimate abilities too. Of course, you don’t unlock them all early on. You have to progress through the game to earn it.

I constantly used different titan weaponry load-outs as I fought baddies. You’ll use them extensively since you can’t just mow down enemies inside a titan all day. And its incredibly boring using the same old weapon again and again. So I really love the fact you can switch to different load-outs you have available. There are fights with other larger enemies… So I made good use of which weapon and abilities I needed to combat them. I found those battles to be cool and enjoyed them thoroughly since each one offers a different combat advantage from the other enemies. Not going to say any more on that though. Best to experience it blind in my opinion. One last thing before I delve into my critique.

There is an aspect introduced part way, which elevated the game further in my eyes. It’s done in a way that feels natural and became one of my favorite moments. I want to gush about it more, but I don’t want to keep this review longer than intended.

Now, my mixed feelings.

I kind of wish the campaign was longer. I clocked in at just a little over five hours and every moment was savored throughout the game. I feel just a bit more length could’ve propelled the stronger points to greater heights and explored a deeper sense of world-building in the sense of who and what kind of military are we siding with at the beginning of the game and throughout. Titans history. How they function, how they came to be, their combat effectiveness, and any historical significance regarding major/minor battles in history. Jack Cooper’s background and more. We don’t learn much about him really in his past, his relationships with anyone he knows from familial to friends he made in the past. There are audio logs throughout the game, and I did listen to them. They provide extra detail in the world and characters which I appreciate, but still not enough. I think a codex would be a nice addition to learning more about the world and characters here.

While I did appreciate the short campaign nature. The additional missions could've helped let the game breathe so to speak. Granted there are moments, where the pace will let you slow down and breathe, but these moments are few and far in between to truly grasp the world here and the main plot. I feel Titanfall 2 fails in this aspect to immerse me further. I would've included cutscenes, to flesh out the main character and BT more. Along with the villains and side-cast as well. Moreover, briefings could be longer to let the player ask questions and delve more into the tactical, and strategic side of things. Thereby, allowing Jack and BT to have more moments to shine throughout the game and show more moments where it's not just fighting.

Additionally, this may be a hot take, but I would like a health bar to see when I'm fighting on foot. I died more on foot than my time piloting a titan. Since I could adjust and know when to retreat. Here the health bar is when the screen would darken with blood on all corners of my screen and would become larger the more Jack is hit. I feel this isn’t a good way to implement a health system. And while I appreciate the immersiveness of it, I think players would be better off with a visible health bar so they can know when to retreat and recover health naturally.

It's weird having these mixed feelings since there were plenty of moments that stood out to me. In areas where it does have strengths and lows where it needs improvement to go from excellent to truly masterful. There is potential here. And I am here for it. If the developers at Respawn Entertainment ever come back to making another Titanfall campaign.

And that’s it! I don't play a lot of FPS. But this one exceeded my expectations a lot. It doesn't boast the sheer scale of Halo. Nor does it reach the banter I love from the Bad Company games. Doesn't even touch the powerful abilities like Crysis. Nor delving deep into psychological themes like Spec Ops: The Line. Instead, Titanfall 2 shines in the sheer mobility of run and gun here. Interesting level design and transitions kept my interest afloat and I haven’t personally seen it done in other FPS games. Even going above and beyond by introducing an aspect I love and the developers deciding “Let’s go wack” only adds to the sheer balls of them to do so. And it just works. Fluidly and organically without throwing my suspense of disbelief and destroying it with a meteor strike. The fact you can pilot a mech and they can talk to you adds so much to the gameplay and level structure. Great bonding moments between man and machine. Easily a must-play for any FPS fan and even those curious to try an first person shooter for the first time.

8/10

If Tetsuya Takahashi wanted to end Future Redeemed in a way to satisfy fans in the beyond after XC3's incredible ending. Well spark, my dude. You exceeded my expectations and then some. As a fan of the Xeno games since the time of Xenogears. Future Redeemed encompasses all the necessary callbacks, references, easter eggs, and precious moments we were waiting for.

I was captivated by the countless affinity scenes(moments you can see out in the world without any level or party member requirement) that struck me the most with the experience of all the past Xenoblade Chronicles games. And while, I wish there were even more to the point of fan service. I understand why Monolith Soft didn’t do so. It’s a delicate thread to balance for the fans to an extent they will be satisfied without over-gorging too much. And yet I am astounded at how great these scenes I saw within the expansion that evoked a sense of satisfaction. Some were bittersweet, some heartwarming, and some I couldn’t help but be amused at the sheer cheekiness. It is Xenoblade through and through. So you will experience a wide range in the emotional spectrum.

Gameplay didn’t change much like in Torna. The Xenoblade 3 combat system makes a welcome return, with the addition of unity combos and unity setups to mix things up a bit. Familiar and a mix of unfamiliar systems in place to capture player interest more into the gameplay-focus of Xenoblade. I thought the systems were decent. Didn’t need to go too complex or too simple. There is plenty of customization here as well. And I felt the tutorials do a good job explaining the old and new mechanics. Music as expected of Monolith Soft's composer team hits all the right notes. Players will recognize familiar tracks and new tracks.

I greatly appreciate the interconnected zones here, than in Torna due to the implementation of an increase in platforming and secrets. It’s not as deep as the intricate layers you see in Dark Souls. But zones flow seamlessly into other regions you will traverse and I found them to be a good length to explore and fight in. It’s not super large; to the extent you need to spend ‘x’ hours to reach one end of a zone into another zone. There is careful thought and precision by Monolith to make beautiful environments and secrets worth finding feel natural as past Xenoblade games were designed. And the expansion flourishes as a result. You do have new field mechanics to play around with, to reach new areas like repairing broken ladders. And other methods which I won’t say since it's better to experience that in-game. But suffice it to say I had fun exploring once again in Future Redeemed just like the past entries. Including X.

One last bit of praise. It is an absolute pleasure once again to see two familiar characters. There are so many moments, I have wished so hard in the past to witness and it has come to fruition now in Future Redeemed. So their presence creates a new dynamic I don't often see in Jrpg's or DLC expansions.

Moving on, while I consider the expansion excellent. There were some things that did tickle my mixed feelings. I don’t consider it a positive or a negative, but for the sake of transparency, I'm noting the qualities to let readers know ahead of time.

Certain unlocks for the characters you play are locked behind some side quests and through exploration, in secret areas, and opening relic chests. These will unlock gem unlocks, accessories, affinity growth charts, and arts. several can be easy to spot and therefore unlock whatever the above for each character at your leisure. But a small to decent chunk can be a bit tricky to spot. By the endgame, I had mostly everyone’s slots unlocked. With only a couple of my party members features locked since I wasn’t as thorough in exploring everything. Despite the fact I cleared 90%+ of every zone and completed I would say 95% of all sidequests. So this mix of forcing the player to unlock their innate features for each character feels a bit forced to make players explore. This is fine for me because I love to explore, except I also want to get most of my party member's abilities and features through natural-based progression. Meaning when a new chapter begins. Release a third of my parties accessories, arts, gems, and affinity growth charts locked status. I can understand why Monolith Soft tried to shake things up with this approach to encourage exploration which is worth seeing. Except for me, I’m left shaking my head at the potential my party could’ve had naturally instead of being forced to explore.

Secondly, I am flabbergasted by an important scene that was not properly labeled on the map with a giant exclamation point or affinity scene after witnessing a story cutscene in chapter 4. Which revealed massive lore context we needed from XC3. Without going into spoilers too much. Visit someone's(not going to say the name of the character’s) workshop after viewing the story cutscene on a mountain(located at a high elevation) in chapter 4. This will happen naturally, but players need to go back to the workshop to notice the scene. The map does not display it. Hopefully, this is a bug and the developers missed it. But as a Xeno lore dude, I'm shaking my head, if people miss the scene. So please don’t forget about checking the workshop!

Another point of mixed feeling would’ve been further time to flesh out two characters. Not going to say names, since this is a non-spoiler review. But, I consider two of the cast within the expansion, somewhat needing extra development and cutscenes to shine. There are familiar cast members that kinda take out the spotlight from the two characters and as a result, they don’t shine as much in my eyes. While understandable due to other characters' sheer presence, I think additional affinity scenes could’ve been used to delve deeper into the bonds of our party and create a cohesive party at hand. Thereby, allowing the cast to bond thoroughly and make the endgame stand out a just a little bit larger.

Not a nitpick at the endgame chapters. Since I consider it a fitting farewell to the trilogy. The expansion has the weight and reach of the first game. The grand presence of the second game and the lessons learned from Torna in creating side quests that are not needed to progress through the story by community levels. Expands what we already know in the third game, Delving deep into the missing context and cues we so desperately needed and wished for. And I would say the developers delivered so much. It is exactly what I needed from Takahashi and his team. The connection of the past and future is connected, all while capturing the wonderful magic that is unique in every Xeno game. With a great main cast and soulful music once again struck me deep in the heart. Satisfying gameplay loop and worthwhile cutscenes every Xeno series fan needs to experience. It’s been an incredible journey seeing how far they’ve come since the first Xenoblade game and from the time of Xenogears. For any Xeno series fan. This expansion is easily a must-play. And for us long-time fans since Gears and Saga. One to not miss out on.

9/10

Edit: Grammar and replacing repeated words
Edit 2: On my 2nd point above regarding a scene not being labeled properly. It actually is labeled on the map. The point of interest is covered by a hammer icon. Thanks to my friend @TehLostOne for the correction.

“...you’ll find the sea to be vast, deep…full of strength and energy, yet kind and gentle.”
- Fisherman at the docks of Arni Village

Early on in my blind playthrough, I encountered an NPC who uttered those words to me and as I sailed the calm seas and battled my way across countless biomes, the quote resonated in my mind again. Even as I landed the final blow on the final boss I still felt it. Only when the end credits rolled around, did I realize. If I were to replace the word “sea” with “Chrono Cross(CC)” I feel the statement would still work.

The game is vast, but not to the point of a barrel of filler content. Vast in the sense there is enough to explore off the beaten path to satisfy those who want to take a break in the story, but also enough to hold your satisfaction from the beginning, middle, and end of the narrative. Deep in the themes conjured both subtly in NPC conversations and by important characters, you meet. Evoking thoughtful provoking questions as well as nuggets of lore. Occasionally, you may find a clue to your next destination to progress the plot. Without being too complex to comprehend. Full of strength and energy permeates every inch of my playthrough. Environments are eye candy and have every color in the rainbow I could think of. Settings come alive from forests, beaches, caves, jungles, and more! Each monster is carefully designed to fit in their natural habitat. So you won’t find a lava monster in a desert ya know? Or let's say a robot in an underwater cave. Heck, you won’t see fairies or dwarves in cities or towns!

So much kindness and gentleness In the music. Often I would close my eyes, listening to a new track I haven’t heard, and let the melody fill my soul with tranquility. Ahhh… I have to give props once again to Yasunori Mitsuda and more for gracing me with a beautiful soundtrack. This man does not miss. If I were to describe the whole soundtrack in as few words as possible. I would say. Upbeat, soulful, and mesmerizing. Like, I have been transported into the world of the tropical archipelago El Nido and every track felt so pleasing to grace my ears. Especially one track I want to drop. But, best to experience it in-game since it feels almost magical to hear. But for a taste listen to a small part from Etude 1. Other tracks I love are Arni Village - Home and Termina - Another which brought to mind powerful emotions to me. I could gush pages, but I'll keep it short. Resonant Arc describes it better than me. In How Music Moves Us. Plus the soundtrack within the Radical Dreamers edition is a refined one & rpgsite clarifies Square Enix’s vague response here “These tracks are not arrangements, but instead, these are simply cleaned-up versions of the original music with small adjustments to noise compression, equalization, etc. This is the only soundtrack found when actually playing the game, and you cannot toggle it.”


Gameplay is a mix of standard JRPG turn-based battles and exploration. Except you don’t have any levels to grind for. A blessing. Since it eliminates the grind. So, your party will naturally grow stat-wise as you defeat enemies. The main bread and butter for combat are the elements. Each character comes equipped with them. Though, you need to start filling up the slots by attacking enemies with melee. They must hit as well to count. No point in missing attacks. I recommend attacking foes with the first option during fights. The second and third options have a lower chance to hit and therefore miss, wasting an action. So spamming the first option can quickly fill the elemental slots. You don't get a full tank of elements out the gate. Think of them, like consumable spells. You can equip various spells onto each ally like healing, buffs, debuffs, attack, and attack all spells. Designated by six colored elements: red, green, blue, yellow, black, and white. As you win battles you can slot more elements onto each party member, the caveat is each time you use one during combat you cannot use them again. So no spamming willy-nilly. Players must carefully equip the right amount of elements to manage future battles while contending against enemies who can alter the field effect. Each time you or the enemy cast an element during a fight. A circle will change to correspond to the use of the spell. Let's use three fire attacks. The field effect transforms accordingly and in effect, my attacks with fire will become stronger. So, players should keep that in mind if a monster constantly uses water attacks. Perhaps I should transmute the field or an opposite element to counter their strong attacks.

Plenty of awesome quality of life(QOL) features that make the remaster very appealing. Auto-battle, fast-speed mode, and slow-speed mode are available. I don’t see slow-speed mode very often in other JRPG ports, but I have to admit the inclusion of it is useful to admire animations. Or literally, embrace a very slow playthrough. No random battles & battle boosts. These are welcome additions. The former is self-explanatory, the latter gives your whole party invincibility, all enemy attacks miss and you will have filled elemental slots that will never deplete until you turn off the option. These enhancements are a godsend for quickly defeating enemy mobs. Allowing players to move at a turbo pace. Ever so often, I felt the natural speed of the game was slow. So the QOL features greatly enhanced my experience making the combat system faster and eliminating the process of actively avoiding enemies in your field of view. Thereby, not wasting your time and effort. In my case, I was able to finish the game quicker than I initially thought from CC's How Long to Beat(HLTB) time. At just a little over twenty-three hours completing a decent amount of sidequests and recruiting a lot of characters too.

In addition to exploring, you can enlist new party members throughout your journey. Some of which are missable and non-missable. Reminds me heavily of the Suikoden series except you don’t have to recruit over a hundred people. Instead, you have forty-five possible units to join your merry band. It is important to note, you cannot enlist everyone from the get-go. A few can only be gathered in a New Game+ playthrough or using the “Continue +” option with multiple save files. They can range from the story one’s, you’ll gain naturally as you progress the plot. And others are tucked away in sidequests. More often than not, they're pretty straightforward to get them to join your crew, but others may take extra steps depending on their requirements. Revisiting them later on, to give an important key item, defeating a monster, battling them, or helping with a small or large task. Usually, if you see a unique portrait when speaking. Most likely, a new ally that can join you in the near or far future.

Battles are fair and balanced. Enemies didn’t feel absurdly difficult with outrageous health points and even in the final act, they were reasonably challenging. Not to the extent, I was battling against a sponge every chance I encountered an enemy. And as a result, the narrative moved at a comfortable pace, since I could adjust the speed at my leisure. Item drops, shops, and upgrading my equipment felt painless and easy. Didn't feel the urge to meticulously arrange new elements for my new allies since an option exists to auto-fill or auto-remove them.

Speaking of which, the story starts with the player controlling Serge, Kid, and one random companion coming outside of an elevator in a large stone fort. Kid will remark about Lynx’s day of reckoning which sums it up best. Your group must defeat Lynx in the fort. Why? What? How? Questions don’t matter for now. Once you finish your task at the fort, important events steadily rise. Forming an interesting pace, full of twists and sailing by turbulent storms and tides. Whether or not we succeed in defeating Lynx is a major device, the plot cleverly hides until an opportune moment. Surely more is underneath the simple objective to kill one man right? Well…

Yes! Yet, to go into further detail on what happens is to delve deeper into spoilers. And this review is a non-spoiler one. So I’ll move on. I'll talk about my mixed feelings about the remaster. Not a positive or a negative. But for the sake of transparency, I'm noting them down.

There is a point in the game, where major revelations are told to the player, and quite frankly a lot of JRPGs like to do this to varying degrees. CC is weird in that respect. Whereas their predecessor Chrono Trigger(CT). A title I played years ago and think fondly of. Executes the revelations in a condensed and easily digestible form in such a way, I feel a majority of players understand. Hence the reception. Here that also exists, although Masato Kato(The director and writer for CC) tries to bite off more than he can chew. The executions of said revelations make the impact of a certain point, a bit shaky and as a result, it’s not as strong as CT in that regard. Be that as it may, to play a devil's advocate(DA). I do applaud the bold move to tip the scales a tad to make CC rise above CT in ways. If we consider, the topic of ‘time travel’ in its entirety with all its aspects and subcategories can be a daunting task to link each thread. Other titles take a stab at the topic: FFXIII-2 delved into a pothole of time periods. Radiant Historia refined the aspect of producing a fresh product and palatable to newcomers. And while I haven't played 13 Sentinels: Aegis Rim yet(Trust me, I'll get around to it someday). The countless praise I've heard deserves a spot here for time-travel stories worth looking into. So in a way, some parts could've been gently fed. Allowing the player to digest the revelations easily. Perhaps, less on lore dump, but further on the "show, don't tell" method.

As much as I’ve turned a 180 on the combat system long ago, I still have a small voice in my head saying it is possible newcomers will become confused. And I’ve consulted several friends of mine who had similar feelings. To this, I advise you to try it out first and experience it. If you’re having trouble, do what I did and undertake a tutorial battle against the chief in Arni Village. They explain all the terms, unique field effects, elemental usage, and attacks. Honestly, he did a good job explaining things and I can’t help wishing I had a machine to go back in time to slap my old self silly for quitting early on... Anyway, besides the combat, you can use QOL features to breeze fights and perhaps check out Before I Play on CC in case you want to know extra tips and maybe a spoiler-free missable guide for a first playthrough.

Some units' requirements to enlist them onto your party can be a bit vague on where to go or what to do. Perhaps a new location holds the key or clue to visit another location or converse with another NPC to progress further. I would scratch my head a bit and ponder my next course of action. Intermittently, I can take the loss and move on. The plot in the middle to the final act shares this dilemma as well. I only had to consult a walkthrough once since I became lost on where to go. But for the most part, important story characters will lead you in the right direction. Just try to remember what your next objective is. You may have an easier time than I did!

Usually, story units rather than the optional members, receive more spotlight in their backstory, relationships, and lore. And while I can understand this, I wish it was the same across the board. On the other hand, I did experience quite a decent chunk of noteworthy sidequests which delved deep into a couple of characters. Could be a "your mileage might vary" type of deal. Granted, if I were to play DA once again the added backstory, relationships, and quality sidequests would inflate the game's hours more. Maybe it's not a good idea to have every side character fleshed out... But the potential... Hmm…

Undoubtedly, the question of whether or not you need to play Chrono Trigger will spring up. Maybe. Chrono Cross plays safely enough without the knowledge of CT. Hell the director states it! However, playing the first entry, rewards players with important lore from their predecessor. Constructing a sort of foundation for players to settle upon and see once they play CC. Providing context as to how and why the events that occur. And perhaps enhance their experience. So I'm on both sides if you played CT or not before playing CC. Like their predecessor, there are multiple endings here. So if you were unable to earn the true ending in the first go. You can see it via youtube. So don't worry if the ending you obtained felt meh. I didn't see it in my blind first playthrough, so I searched for the true ending online. Literally ten times better than the garbage ending I got. I facepalmed so hard, once I saw the requirements to achieve it.

That’s it for my mixed feelings. Quite frankly, I mainly had a lot of upsides and hardly any downsides when playing. I didn’t have any crashes on my switch version. No serious or minor bugs either. I did come across the analog stick, rarely taking me out of engagements by accidentally pressing the "runaway option," nonetheless, I was able to restart the battle swiftly without much progress lost. The remaster performs as expected without any notable issues. The last update improved the fps and bug fixes. So I think I can safely say the Radical Dreamers edition is a safe recommendation to start your playthrough versus the old version. Even comes packaged with the never before released outside Japan until now. English visual novel(VN) called Radical Dreamers. A short side-story to CT and precursor to CC took me less than three hours to complete and while labeled as a non-canon. I greatly appreciate the extra backstory, and moments shared between Serge, Kid, and Magil. Though, I didn't like the random encounters during some sections. Seemed too forced to make it a bit of a struggle to fight against. Despite the troublesome encounters, I liked the music and the decisions you make. I also think it's a nice way for Chrono fans who want to experience it before/after playing CC. Since the remaster added a new hidden-post credits scene. Only activating once you finish both games and hit the credits option in the menu. The scene left me in a state of bewilderment and excitement. And as much as I want to delve more into that. It's time to end this review since it's getting too long.

Chrono Cross: The Radical Dreamers Edition. Is one of the finest JRPGs I’ve had the pleasure of playing. Masato Kato and his team have accomplished the impossible by bringing back a skeptical one who thought they could not top Chrono Trigger. Yet, it does in several ways. The mix of recruiting allies as you progress the narrative is a fascinating take from the Suikoden formula and my journey was full of laughter and seriousness to top it all. Succeeds in balancing an enjoyable gameplay mix of exploring, recruiting, and battling in aesthetically pleasing environments accompanied by a refined soundtrack from Mitsuda. And filled to the barrel full of charm, wit, and a likable cast. Worthwhile sidequests with plenty of optional content to fill your belly. A vibrant visual style makes full use of the color palette. Enriching every dungeon, town, overworld, creature, and the main cast. While the plot can make or break it for some. It holds steady in the sea due to the elements above holding the boat up high. So give it a shot and don’tcha be afraid of starting. A must-play for any JRPG fan or newcomer to the genre.

Score: 9.5/10


For those curious. The fisherman did have some more lines to say which I find fascinating in contrast to what he said initially.

“But, once it becomes angry, it can turn into the most frightening monster you’ve ever seen, engulfing everything…”

“Close your eyes and prick up your ears.”

“Can you hear the cries of countless men swallowed by the sea? The hidden secret the sea whispers?”

“I recommend you learn to sense the mood of the sea. That’s if you don’t want to join the fellows already on the bottom.
- Fisherman at the docks of Arni Village

This might be one of the most difficult reviews, I've done so far since reviewing Fire Emblem Engage. Because I have so many mixed feelings about WayForward’s remake of Advance Wars(AW) 1 + 2. Full of ups and downs. And yet, I'm still not satisfied after ruminating for over a week. But in the interest of not having to stare at my google docs page for more time than necessary, this will be the final time I have to type this out after overhauling my thoughts several times. So here goes.

Let’s talk about the huge disgusting tank out of the way. I completely agree with all the reviews panning the games under three stars. The biggest, glaring fault must be the unfaithful 3D representation that takes out the rugged and lil dirty look from the Gameboy Advance(GBA) era. You can see in Vee’s review with pictures and greater detail. To add oil onto this fire truck of a situation. I also found the ‘Vtuber animation style’ coined by TyphoonSwell. Accurate as well. And I couldn’t stop musing on the matter during my playthroughs. The shiny visual style Wayforward recreated under is a persistent style that continues well into the 2nd campaign. Which slowly increased my dislike for the visuals. As someone who enjoys remasters and remakes. This one aspect disappointed me. Since there are other games that I feel do remakes or remasters justice. Like Bluepoint Games with Shadow of the Colossus. Crash Bandicoot trilogy by Vicarious Visions and Spyro trilogy from Toys for Bob. These developers I believe faithfully recreate the original experience under modern lenses. Here I don’t see that as much. Graphics-wise. Granted it could be worse, making a remake that could not run well, plagued with bugs and glitches galore, sound effects not correct and voice sync is off. They could’ve made too many changes to the remake which I would equate to a re-imagining such as Final Fantasy VII remake. I’m grateful in some ways Wayforward didn’t completely butcher AW 1 + 2. Probably in a worse timeline they did. But, I can take a small measure of satisfaction, they didn’t completely massacre it like my favorite RTS Warcraft 3: Reforged turned out at launch…oof…

Voice acting are another issue. Each character is voiced, but after saying their first lines, no voiceover(VO) follows. With the rest of the sentences unvoiced. I’m not sure whether this is a bug or simply the development team ran out of budget to properly voice all the lines. But to me, the result is a jarring mess when I expect lines to occur as I read their text dialogue. Either go all out on the voice acting or take it out altogether. Don't make me expect something that isn't there. Furthermore, I feel it's worth noting. NocturnalFudj had the same issue as well. I'm glad I am not alone in experiencing this.

Additionally, The bundle has been delayed too long by Nintendo due to a war that occurred last year in Europe. And I cannot for the life of me wonder how much of it was seriously a delay when the product hasn’t changed drastically to the point you need to delay for over a year since the announcement. Other games with similar development delays & changes due to world events are Metal Gear Solid 2 experienced major changes to the ending and hell even Grand Theft Auto III was changed with the color scheme, art, etc. affected. GTA III was delayed three weeks while the former did not experience a delay. And yet here we are for AW 1+2 reboot camp needing a year to make what substantial changes? The story starts with an invasion! Oh. My. God… My facial expression is the most exasperated I could make. Big sigh

Last critique. I wish there is a rewind button to fix slight errors or you make a big tactical mistake. Previous Intelligent System titles such as Fire Emblem Engage and their predecessor Fire Emblem: Three Houses had a rewind mechanic as well as another strategy RPG, Tactics Ogre: Reborn. So I don’t suppose it's too hard for Wayforward to add it in just in case you mess up. It's pretty brutal having to do an hour plus during a mission and fail. Making the player have to restart from the very beginning once again. It’s soul-crushing. And while there is a ‘reset turn’ button available. It only resets your current turn. So you have to play very carefully and make sure each decision counts before moving. 2nd I wish an enemy range button existed. This way you can see the total number of enemies possible attack range. I had to select every unit to triple-check that I can get the most out of my unit's distance without being attacked in return. And finally, I wish the 2nd and 1st embraced deeper or extra radical mission objectives. The 2nd improves on the victory parameters. However, I did see a bit of copy and paste in the endgame where you have to destroy yet another pipe or cannon. This wouldn’t become so egregious if we had diverse mission objectives; Surviving for an ‘x’ amount of turns, escorting ‘x’ units to a corner of the map, and mixing up the destroyed objectives with extra interesting encounters. Stopping a big Neotank before it escapes. Or eliminate a wave of enemies while protecting your base. Defend your bases and allies against naval and air assault while contending with enemies at your flank. Ok, that might be a bit too brutal. But hopefully, you get the point.

Moving on. I never got the chance to try the Advance Wars series on the GBA in my younger days. So when the announcement of AW 1+2 was being remade, I became very excited. I’ve heard AW over the years as another franchise Intelligent Systems developed. And as a casual Fire Emblem fan, my reaction was something along the lines of “Ooooohhh modern Fire Emblem? But not really.” So this is a newcomer’s perspective.

For those who don’t know Advance Wars is a turn-based strategy title set in a fictional world where multiple colored-named countries fight using modern warfare except think of it comparatively to toy warfare. In the first campaign, you play Andy, a commanding officer(CO) in the Orange Star nation under the leader of Nell. In the beginning, there was peace until the Blue Moon nation(led by Olaf) attacked. That’s the main start for the plot to roll around. For the second campaign, I won’t say since the campaign selection is covered until you beat the 1st AW(But you can jump right into the 2nd with no problem). A great way to keep things spoiler-safe for newcomers.

In early missions, you can blaze on through pretty fast once you know what each unit can do and what they’re effective against, similar to chess. Forget notions of weapon triangles from Fire Emblem and embrace different unit compositions. Where an anti-air unit can be very effective against a foot soldier haha. Most missions will have you defeat all enemy units or capture the headquarters. There are other win parameters as well, but I won’t go through the whole list. You control a variety of units from land, sea, and even air. I found the diversity in my army to be a good thing, because I could choose any soldier or vehicle in my command for the right situation. I could choose a medium tank over the tank(Yes there is a difference in tanks). Or the battleship to replace my submarine. Although these units are costly they can be worth the price if used effectively. The inverse can also be true. Sometimes you don’t need to pay so much money to create a unit to take down a medium tank. A combination of baiting the enemy to key locations to a road that has zero defense is better than fighting, when they have the terrain advantage, acting as if they’re stationed on a tree tile. The trick is to use the most of the units you're given. Enough to damage them in the most crushing manner and as a result cripple their combat capability. So using soldiers as fodder, artillery from behind, a combination of sea, and air vehicles, and using a mix of mechanical infantry can turn the tide of battle in your favor. Hell, I love using the APC vehicle which is a supply unit and functions as a fast storage vehicle to carry my foot soldiers across great distances as bait. Which will the A.I. target? Surely not the tank?! They fired at my APC vehicle!

Honestly, playing around with these units and building them when certain missions allowed me to is great. A decent spread of map variety here. You can fight in open plains with roads, navigating through a mountainous region with a forest nearby. Once you throw water and rivers into the mix, the difficulty gradually increases as you unlock new powerful additions to your forces, new terrain to consider, and new enemy units into the equation. A nice pace to steadily nudge players along bit by bit and teach and reward them. A fair balance, whereas other titles throw you off the deep end. And ask you to climb a tall cliff. Reminds me of my time playing Starcraft and Warcraft back in the day and recently Wargroove. A fantasy strategy turn-based indie similar to Advance Wars. Feels good to head back to familiar roots here with AW and see how the franchise has gone off to inspire indies to the same degree Warside and Empires shall Fall Both titles are currently in development.

Gameplay-wise, for those who have never tried a turn-based title. Advance Wars starts with you the player controlling a set amount of units. You start a turn by moving and attacking any force on a map. Once you use all of your vehicle and infantry's actions you can end your turn. Then the opponent's forces will advance. The process repeats until either side wins. However, there is a cool gimmick to this. You and the enemy leader can activate their respective abilities. For Andy, once his meter fills up you can repair all of your unit's health +2 & +10 to firepower and defense. Olaf’s ability changes the whole battlefield to snow, increasing movement costs for all units except his own. Olaf’s forces gain +10 in firepower and defense. New COs’ abilities are different. Capable of adding substantial adjustments to the battlefield than changing numbers. If used at the right time they can change the fate of a battle in your favor. So use them when you're in a pinch. Just be careful, the leader can use their ability to inch closer to victory. These mechanics largely stay the same in the 2nd campaign. With extra CO abilities because of new commanders and a greater map variety with large cannons and pipes. AW 2 is pretty neat. The sequel I feel is better since they expanded on victory objectives. They can range from destroying a large cannon, multiple small cannons, and even a small pipe behind a big cannon. Missions take a bit longer to complete than in the first installment, but overall I found it better than their predecessor due to the map variety and mission objectives. Also, the villains are more menacing in the 2nd game than the first. An improvement over the first installment. Very refreshing to beat them mercilessly, who assumes they can beat me? Tsk tsk tsk. Don't underestimate the kid with a big wrench.

For AW 1. My experience is a positive one, despite the harsh critique I stated earlier. Took me over eighteen hours to complete the main story. Enjoyed fighting on various maps and utilizing a good spread of my units. There’s a lot of strategy involved and even when the fog of war maps came in, the difficulty didn’t waver in the slightest. In the old versions, the A.I. could cheat. Here that’s not possible anymore. Which is a cool tidbit to learn about. Plus, I found the usage of CO powers an awesome way to spice up the gameplay beyond commanding your troops. They provide a fair way to tussle against the enemy commander while supplementing your forces. Granting a layer of strategy to expect. Should I activate my ability now? Or wait until they use theirs? These questions will undoubtedly pop up as hypothetical scenarios of where to place your forces on land, sea, or air. Or if you need a bit of a boost to your forces in a dire situation.

For AW 2. My experience was still positive. Took me over twenty-six hours to complete the main story. And I believe it is a better sequel than the first with better villains to fight. And new commanders to choose from. Also, the player can choose to progress in a non-linear fashion by choosing different factions to start in the middle of the game. Start missions from Yellow Comet or Blue Moon and Green Earth are pretty wicked choices instead of always commanding troops from the same nation again and again. The difficulty is a bit increased, but as a sequel, I feel they function fine for the new changes to the gameplay. Not too much to be rage-inducing while not being too easy on classic difficulty. Moreover, your CO power is upgraded. If you wait a while, you can activate a supercharged move. This is a great way for players to reward those who patiently wait for their meter to increase or for those who immediately use their CO power once available. The choice is yours.

I want to say one last thing before I head out. Since this review is getting too long for my tastes and I apologize for that. I don’t want to make a review to put you off the game. I’m merely stating my experience and hope my review helps you in some fashion to understand another piece in the pie for AW 1 + 2 discussion in general. Despite the harsh critique I said in the beginning. I think the bundle is fine for anyone looking for other turn-based strategy goodness. Solid enough to hold your hand, but enough to keep you on your toes. The plot is decent. I didn’t expect anything amazing. Those who expect a simple story will be left with some measure of satisfaction upon completing either of the two campaigns. And a main cast I found to be endearing at times. Andy’s straightforwardness despite being a loveable dork. To the overprotective Kanbei for his daughter Sonja. Grit and even Eagle I like as well. The music is good. My favorite would be the Orange Star National Anthem. For some reason, I’m receiving Fire Emblem vibes from the track. Orange Star Theme I love how upbeat it is. And if I was isekai’d into the Wars World, I would immediately travel and enlist in their nation. The gameplay is all right, despite the critique I said earlier. I believe the mechanics are optimal enough to grasp as long as you can remember what each unit does and what they're effective against.

I also want to plug in a useful website to offer some helpful tips for anyone. Looking to play AW 1 + 2 These tips helped me immensely, so I feel more people should know about it just in case. I failed horribly in the first mission since I was operating with a Fire Emblem(FE) mindset. Despite the fact, FE & AW were made by the same company.

So, if you’re looking to try out Wayforward’s take on Advance Wars. I think Re-Boot camp is fine to play for newcomers or the original versions on the GBA. I sincerely hope the bundle sells enough, so we can see a new entry for fans in the series. And perhaps we can see Dual Strike and Days of Ruin come ashore in the future. Remade properly. Hopefully, the developers learn their lessons here and improve. But the future is uncertain, so we’ll see if that bears fruit.


Score for AW 1: 7/10
Score for AW 2: 7.5/10
Score for bundle: 7.25/10
Final note: I played both games on classic difficulty.
An option to play on ‘Casual’ is available.

"Even in times of peace, one is not spared from the cruelty of man.”

Every time I play a game I always ask myself if this game is the one that will wow and impress me. And most of the time I'm usually left with good, great, all right, meh and other regular platitudes to describe my experience after the end of a game. Chained Echoes is none of that. The game strives to become something bold and new all while standing tall on its own and merely showing what it has to offer. Matthias Linda who created the game and Eddie Marianukroh who composed the soundtrack have remarkably impressed me to a degree I haven’t seen since I played Omori. So yes this is one hell of a bar they raised.

The game doesn’t boast to wear its proud laurels touting the best of the best jrpgs of the past. Instead, the game simply describes itself as a “16-bit SNES style RPG set in a fantasy world where you follow a group of heroes traveling around the continent of Valandis to bring an end to the war between its three kingdoms.”

Not the most exciting catch to pull every consumer, but I feel it gets the job done. Because right off the bat, it is not saying they’re going to be the next classic since the time of Chrono Trigger or whatever RPG that is simply the best. Nor are they comparing their game to the JRPGs of old like other games on Steam. The devs are merely detailing what their game is going to be about. And that’s it. The game will show what it has to offer through the gameplay, story, music, characters, and more. And so the question remains. Does the game deliver? And is there a lot of content?

Chained Echoes does have a lot to offer. You have mecha gameplay. A big colorful cast of party members. The gorgeous visual style and soundtrack are worth listening to. An engrossing story, with a plot that is grounded and paced well. And scenes that left me shocked and unpredictable throughout. All of these hit me in such a way, I couldn’t stop myself from seeing one more scene, one more battle, and one more secret to find. I lost myself in the game and was chained, not willing to let me go.

Before I start, I need to preface this with some critique of the game. While excellent and remarkable in its own right, I feel the game could’ve used a bit more scenes to flesh out the characters. Not bad mind you. About three moments in the game, I feel could’ve transitioned better. Possibly, been padded a bit more to allow players to digest what happened from moment to moment between party members. It wasn’t jarring or abrupt. I just felt some scenes needed a bit more oomph in a way to let players digest a bit more context and exposition. Although, I find myself battling this point because if there is too much or too little it could break the pacing or remove the player from being immersive in the game. I equate this to deleted scenes in movies. While not strictly necessary, some additional scenes could've explained or refocused the scene differently.

Secondly, several villains except for some since they’re brilliant. Could’ve been fleshed out a bit more to make them more compelling. I noticed in their dialogue they would be in their role to be evil and explain motives and more etc. Except, during their final moments. Their character shifts in a way that is acceptable and decent, but I feel can be perceived as a tad abrupt. Not horrendous or bad. But my mind couldn’t help but consider alternatives if the scenes were rewritten or tweaked a bit. It's not a knock on the character as a whole since they performed as expected and in some cases unexpectedly, but the dialogue felt off and forced in a way. So more scenes to flesh them out really.

That’s all I can name off the top of my head.

Now let's dig into the real good stuff.

The story, caught me off-guard because I expected a standard JRPG trope affair full of references non-stop along the lines of Ready Player One. Instead, I got something the likes of Xenogears except much more grounded and taking me on a roller coaster ride. As if Chrono Trigger devs blessed the team to perfect the formula of introducing scenes to intrigue players, quick meaningful battles, excellent usage, and placement of antagonists scenes with well-placed humor sprinkled here and there that is fun and not forced.

The gameplay is fun and fresh and not all that complicated. Get into overdrive and stay there. Don’t overheat. And as I continued to gather more party members and when the game introduced mech gameplay, oh boy my grin was ear to ear. Plenty of bosses and unique enemies to fight, along with encountering a host of different creatures and beasts and humanoids here. Whereas, other games would usually change the color of an enemy and call it a day. None of that lazy stuff is in Chained Echoes. Each enemy fits their environment. Hell, there is a reward board ala FF12 style. So you can complete tasks while out on the field and get rewarded for doing so. None of the simple fetch quest and kill ‘x’ creatures stuff here. You have sidequests, buried treasure, hidden caves, unique requirements to finish off a group of enemies, defeating unique monsters, and more. Heck, the game doesn’t even have a level system so you don’t need to grind!

The game felt balanced since there are options to manage skills and upgrade them. And options to reduce enemy health and aggressiveness if you so desire. Overall, I didn’t feel tired from the combat system since the whole package of the game from reward boards, mecha gameplay, and unique enemies and bosses made the experience all the more satisfying to complete.

Visually the game is stunning and the art style works to its favor, a great deal. I was constantly impressed not seeing copy-paste areas and looking for templates where Mathias cut corners and I could not find one! Every environment is unique with a gimmick to earn your way out through small puzzles or clever switches and hidden areas to traverse. And these puzzles are implemented in such a way I wasn't truly frustrated. A nice change of pace and a breather from the regular travel and battle. Enemy design is terrifying and cute in some ways. The scenes throughout the game felt natural with animations not too sudden or too rigid. Smooth is key here and I can’t for the life of me recall a bad scene or egregious bugs.

On the soundtrack, I am just in awe of Eddie's work. It’s not the greatest thing since Mitsuda or Okabe. But holy hell does Eddie demonstrate MAXIMUM EFFORT here. I felt so much passion and emotion in Eddie’s soundtrack. Field themes that left me breathless and where all I wanted was to listen to the track on a loop. Catchy battle themes I never got tired of listening to these. Feeling pumped and invigorated to hear this again and again. And appropriate themes in cutscenes leave me shifting my mood to what is currently happening in the game. Serious scene. Cue slow track. Sad scene. Cue sad track. Funny moment. Cue funny track, and so on. And these cases were placed with such care I couldn’t predict what was coming next. Yet, transitioned well to match what is shown on the screen. Brilliant synergy to know what scene and track to use and display that to the player enhances their experience. Excuse me as I go back to listening to Iron Scraps for Breakfast and Flower Fields of Perpetua and so much more on repeat.

It is this pacing I want to talk about next. There is a great deal of freedom given to the player in the middle of the game that doesn’t ruin the pacing of the game at all. I feel Mathias managed to balance player freedom with nudges here and there on the main plot to give you just enough to be satisfied with your optional content and then focus back on the real task at hand. And this is exemplified again and again when I was played like a damn fiddle. Since I wasn’t exposed to constant exposition or repeated reminders of what to do, nor were there scenes where villains regurgitated lines they said previously. Character development was the answer here. Nothing too crazy and none too ambiguous or slow to manifest. Instead, used in such a way I found myself nodding. The cast struggles and learns, fails, succeeds, tries to learn to be better, fails again, and yet keeps trying is admirable and moving. It's not exactly what happens in the game, but just a rough estimate. Other elements can be injected of course like other cast members' motivations, feelings, history, and current relationships can tip the scales quite a bit to create drama or more. Keeping you the player invested in what happens next.

And this is what Chained Echoes demonstrates to an excellent degree. The pacing coupled with character development balanced it with optional content.

Before I forget, I have to give praise to the characters. Since, I doubted every single one of them and by the end of the game came away very impressed by how far each has come. Some more so than others, but for the most part, I felt attached to my characters. I hated one character quite a bit for a good chunk of the game. And yet by the end after seeing said character's struggles and scenes I couldn’t help but begrudgingly admit how hard they suffered and what they had to go through to see what becomes of them in the end. And this extends to my other party members who more or less undergo remarkable development throughout. In a manner, I found realistic without taking my suspension of disbelief to a whirlpool and flushing it down the ocean. There is a heartwarming amount of care Mathias has done to create characters with feelings that are so human and in the opposite spectrum create characters, so twisted and disgusting I can’t help but feel conniptions towards them.

Still what remains is a loveable cast of quirky characters and antagonists who are more than a simple villain here and there. A riveting story the likes I haven’t seen since Chrono Trigger and Xenogears and other wonderful JRPGs of old. Very fun and satisfying gameplay loop taking me over 40+ hours to 100% the game without being tired. Visuals aesthetically pleasing with no copy-paste artwork and unique enemies/characters/environments everywhere. The soundtrack is very satisfying to listen to, taking my breath away every time I listen to the main theme and more. Pacing and character development are balanced and excelled with nothing coming to my mind that felt forced or unnatural. And while it could’ve been improved on some villains and moment-to-moment scenes, I can forgive that since the game as a whole more than makes up for those very minor critiques.

Chained Echoes isn’t trying to become good nor does it profess to become one of the greats as classic well regarded JRPGs have done in the past of which we hold them fondly as favorites and more. Chained Echoes is one man’s vision with the help of a fantastic composer to bring to life an indie RPG with a story they want others to experience.

It’s a humbling, heartwarming game in homage to old JRPGs of the past. With enough content to stand tall with the greats. If you love JRPGs, Indie RPGs, or have a desire for a starter in the genre. And wish to be wowed like I did, to a point where you hold your favorite games close to your heart. Perhaps Chained Echoes will be that one game to impress you just as it had with me.