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What Works:
Gorgeous Art Style: Stunning visuals reminiscent of Vanillaware's previous hits.
Deep Strategy: Addictive gameplay with customizable squads and tactics.
Meaningful Choices: Decisions impact the story and character relationships.
Replayability: Multiple paths and consequences keep things fresh.
Accessibility Features: Difficulty options, battle speed control, and story summaries.

What Doesn't:
Generic Plot: Familiar story for RPG veterans.
Repetitive Battles: Combat visuals can become monotonous.
Overwhelming Mechanics: Steep learning curve with a lot to absorb.
Cluttered Interface: Menus can be confusing with numerous features.

🎮 Vanillaware Strikes Again

Vanillaware, company responsible for hits like 13 Sentinels: Aegis Rim and Dragon's Crown, is back dueling for our wallets, and surprising absolutely no one, fires another shot across the bow of the video game industry. It's astonishing how the team's quality and mastery in game design shines through title after title, with this latest one drawing heavy inspiration from Fire Emblem and, even more blatantly, Ogre Battle. Unicorn Overlord injects a drop-dead gorgeous art style, already considered the company's trademark, popularized since Odin Sphere.

👑 Journey of Prince Alain

With that said, Unicorn Overlord explores the journey of Prince Alain, heir to the kingdom of Cornia and leader of the Liberation Army, in a world under the tyrannical control of the Zenoira Empire, led by Emperor Galerius. While I won't spoil any surprises, despite the plot delivering a generic and familiar rhythm for fans of the genre, it unfolds progressively, battle by strategic battle, with dialogue choices and moral dilemmas taking center stage during intense narrative moments, resulting in unlikely alliances, well-written betrayals and mysteries, and phenomenal voice acting.

💬 Impactful Choices and Consequences

For example, in one of the first dilemmas, Alain has the power to decide a character's fate. After making a choice and facing the consequences, I hopped online (thanks, internet!) to see the outcome of the opposite option, and the result couldn't have been more different! However, what truly enriches Alain's main quest, which is a bit weak in comparison and focused on weakening Galerius' dominion, are the characters and companions that make it up, each with their own motivations, desires, and personal story, just like the decisive moments exemplified above.

⚔️ Immersive Gameplay Experience

Although the plot holds our interest to a certain extent, the real draw of Unicorn Overlord lies in its gameplay, where its progression cycle satisfies from start to finish. After the first few hours, we freely explore the world surrounding Alain and company, completing minor side quests, liberating towns, and using various resources to enhance gameplay mechanics, such as increasing the number of units in a formation or the number of available squads.

This, along with the plot, pushes us from objective to objective, making Unicorn Overlord's progression system robust and rewarding, with ample opportunities in each battle to increase the strategic intensity, meticulously preparing the appropriate tactics to face each challenge. I understand this might sound like marketing speak, but the truth is that every choice, whether it's for the narrative or the gameplay, has (almost) always an impact.

🛡️ Master the Tactical Squad System

Inherent to the gameplay, both in the overworld and in battles, is the aforementioned expansive and experimental squad system with two rows, each composed of up to five units. The beginning of the adventure limits the quantity to ease the player into this system. That being said, all members of the Liberation Army have a class associated with them, like Thief, Knight, or Soldier (among others), loaded with strengths and weaknesses, passive or active abilities, and thanks to this mechanic, the possibility of adopting a personal playstyle becomes a reality. Of course, like all tactical RPGs, there's always one unit or another within a class that's more capable than another.

Having said that, I mentioned earlier that the plot is enriched by the cast that composes it, and that is due to its Fire Emblem influences. When building a squad, it's important to consider who to pair the units with. This is because as units fight or have meals together, a relationship grows between them, where each milestone can unlock a special event between them or increase their passive battle stats when together.

📚 Learning Curve and Accessibility

However, this whole web of mechanics, exposed right from the beginning of the game, can be intimidating even for the most experienced players in the genre, with tutorials frequently bombarding players with the sheer number of concepts to consider. This carries an inevitable consequence: too many concepts and mechanics are introduced, and the video game, even with various difficulty options available, ceases to be accessible, especially for those who enjoy taking long breaks between sessions. Nevertheless, on the other hand, Unicorn Overlord tries to mitigate the experience and learning curve with a gradual introduction of these issues, finding success to a certain point.

🌌 Dynamic and Visually Stunning Battles

On the other hand, while the battles are impressive eye-candy for the first few dozen times, they become repetitions of visually monotonous spectacles. However, their usefulness shines when the outcome goes south, and as these battles occur in a specific order, dependent on the initiative (the most important stat) of each unit, it's always worth paying close attention to the flow of troops to understand where, strategically, the approach can be improved. It's also noteworthy to mention that any unit can be customized with a list of actions à la Gambit from Final Fantasy XII, here called Tactics.

⚙️ Accessible Gameplay Options

Thankfully, Unicorn Overlord also introduces some accessibility options regarding gameplay. For example, not only is the overall difficulty adjustable between four options, but you can also speed up the battle pace or skip them entirely before they even happen, useful when you already know the outcome. Other menus, like a history of the dialogue that occurred, an archive that reminds you of previous events, as well as a section that covers various elements of the world, are invaluable aids for those who easily lose track of the narrative.

🦄 A Must-Play for Tactical RPG Fans

It's a herculean task not to recommend this title to all tactical RPG fans, especially those who adore Ogre Battle, Fire Emblem, and Vanillaware. Sure, at the end of the day, Unicorn Overlord isn't perfect. The main story is a generic, well-chewed trope, and the battles, despite being visually impressive, quickly cause eye strain. Additionally, the user interface can be confusing and cluttered with the (almost) abnormal amount of mechanics constantly on display. However, these complaints, in the grand scheme of things, are practically insignificant, overshadowed by the deep strategic element at play, composed of the squads and classes of each unit. The overworld is interesting to explore, with an addictive gameplay loop and well-written side stories, not to mention the visual and auditory feast it presents. Thankfully, this Unicorn exists and is easy to acquire, unlike its mythical namesake.

🌟 M I S C 🌟

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◻️ 📝 Original review published on March 22nd, 2024.
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◻️ ✍️ Reviewed in European Portuguese, translated with A.I.
◻️ 📜 Review Number 148.

F I N

Replaying the first game right before this paid off tremendously in the later half of this game. I don't know what got over me in the last play through that got me so invested in uncovering every inch of the lore of this world and the eternal cycle. My curiosity grew after binge-watching the Netflix anime while waiting for release day.

To keep this review blunt for anyone reading this on the fence. Dragon's Dogma 2 is not a direct sequel but more of a soft reboot. I like to use retry to better describe the experience of playing Dragon's Dogma 2. If you have never played the first one, you are okay to hop into this game. Your appreciation for the story and the world is heavily amplified if you immerse yourself in the first game.

Back to the idea of “retrying” to make something you were already passionate in. The first game is a cult classic for a reason. It's brutal, but also highly rewarding. It's open-ended, but also very linear. The open world is nothing more than a prop and setting for you to indulge in flashy combat and dungeon crawling. Though this world isn't Elden Ringish or Ubisoftian with a myriad of points of interest littered about with game changing loot. That little mining nook is just a mining nook. That goblin cave is just a goblin cave. Sometimes that weird cavern will lead to a giant beast like a Chimera or Ogre, but often not you trek through to get maybe a basic sword and some ores.

But that doesn't take away from DD2's world in any way. It's lived in, there's a reason for everything, and not in a gamey way to entice you for loot. Equipment is rather finite. Most weapons and armor can be used to your liking without much need for min maxing. Your character's level and your skill as a player are tested more than if you've upgraded or found that OP mace.

Starting out, traveling between settlements can be tiresome. Oxcarts are untrustworthy. You will be attacked, and traveling on foot waste too many resources recovering from the random encounters. Though you can fast travel, it's not until you are towards the final thirds will you have the money and port crystals needed to build your own fast travel network and effectively use it. But I never got tired of sprinting through the countryside and camping with my pawns eating the meat of that giant Minotaur we fought earlier. With the newest addition of Loss Damage permanently lowering your health until you rest, I felt more attached to the world. Especially with how dangerous nighttime gets, not just with the harder and more ghastly foes that invade, but because of how hard it is to see. I oftentimes stared at the sky to find a trace of a campfire smoke to escape to.

I fell into a hole with this game. I made myself and my pawn as my Cat. Together, with her on the arm of the couch next to me, we tackled anything that came in our way. I lived in this world. I helped that orphan girl, I helped that old dwarf to the hot springs to fix his back pains, I stopped multiple assassination attempts, I snuck into the masquerade party and found the secret entrance to the brothel. I bought a house and frequently traveled back with my sore feet to rest. I talked with the townsfolk and listened to their woes. I slew the dragon and broke the unending ring of will.

I say I a lot in this review because I need you to understand this is a very personal experience.

Dragon's Dogma 2 is a very short game if you progress the main quest like you'd expect to. This is the kind of game you get out of it what you put into it. If you stick to one vocation and don't experiment with exploration and combat, you'll think it's dull or one dimensional. You will think enemy variety is lacking if you look at the enemies as mobs to kill and not as living creatures with their own ecosystems. You will think questing is dull or tedious if you're expecting new mechanics or game changing gear to be given for completion. There isn't an endgame, there is a definitive ending.

This all can be said about the first game almost word for word. This game doesn't inert the first game either. They are both very distinct experiences. Dragon's Dogma 2 is all about these emergent experiences and cultivating a playground for the player to mess around in. Your play through of this game will be just as personal as mine was. It is very easy for me to put this up there with one of the best games I've ever played; just like the first game.

It's not the lengthiest expansion, but it's still a pretty good 8 hours of content, more if you actually care about filling out the dex or getting all the digletts.
The new characters continue on SW/SH's trend of having some of the best characters - Avery/Klara are great rival additions that also show off the "minor/major" league system of gyms a bit more. Aside from that, this DLC has a vastly improved wild area - biome diversity, a sea to surf around, a few small caves, digletts to search for with rewards for finding them, and a few character cameos scattered about. Other positives are the 100+ new Pokemon available, more raid dens, some higher leveled content (although the level scaling isn't perfect - trainers don't evolve their Pokemon even if they're 60+ with scaling, and if you're too high of a level you'll just breeze through the content), along with a nice postgame episode featuring the best rival/professor Hop.

Very conflicted on this game. Humor is on point for the most part, over half the cast is great, art and music fit pretty well too. I just feel like so many little things drag on this game and make it drop from really great to just fine.

The biggest one is the technical problems. I had 3 crashes outright, got stuck in an environment and had to reload, and had a couple times where my text messages just didn't let me respond. By far the worst part of the game is really enjoying yourself and in the back of your head realizing at any moment this matchbox is gonna go up in flames and you have to re open it.

Obviously, discussing this game requires the mention of the stalker character. Honestly I agree he drags the game down a lot. He's so useless to any of the characters individual plots(They don't even react to the end of game reval that involves all of them.) It really feels tacked on to get a final boss at the end, which i really don't like because that boss is piss easy because combat becomes child's play at the end. Overall, he's really just a minor annoyance, but for a game filled with them it's just one more thing i have to dredge through to get to the goodies.

Theres so many other things like how theres two dungeons and thats it, and one of them is thematically understandable, being based on the characters aversion to change, and being set in a run down shopping mall. The other? Set in a nightclub, and it's for aversion to commitment/love/romance. And all the enemies are phones and speakers.

Honestly i sound so negative but man theres a lot to love it's just hard to while it's being crushed to death under a mountain of half baked stuff. This game desperately needs a pass through with a hotfix and a couple patches to flesh out content so it can be at its best. Because removed from its worst elements, this game legitimately made me smile and laugh, which is pretty rare for games like these.

the announcer breathes so much life into this game and it's sequel, and such a feature is likely never to return due to budget and workload concerns with all the different localizations and the sheer amount of pokemon, so when playing it again as an adult it's weirdly what i appreciate most about the game

p.s. fuck dratini annoying ass pokemon