The game that turned me into a weeb back in the 8th grade, and now I've decided to revisit it after YouTube recommended me its soundtrack, giving me chills with its excellence. I completed it in 40 hours and here are my thoughts:

+ The OST, especially the hymn songs, is top-notch. The opening alone is amazing.
+ I love Nagi's character design in this game, blending fantasy, sci-fi, and steampunk elements. Back in middle school, I was fascinated by Aurica's design (particularly her thighs, lol), but now Misha and Shurelia are just adorable.
+ The Cosmophere delves deep into the psychological aspects of the female characters. I used to see it as a galge/fanservice element, but now I truly appreciate character development through gameplay.
+ You can feel Akira Tsuchiya's passion project in every aspect, from terminology, world-building mechanics, to the practical language and writing, as well as its application to the game's music.
= The gameplay is average and broken, easily exploitable (selling Grathnode Crystals at Firefly is ridiculously overpowered, solving money issues by selling crafted items), and damage output can become excessively high, rendering song magic useless in random encounters.
= Many crafted items in the game are overpowered and easy to make, but as a casual player, I don't mind.
= The recrystallization mechanism for turning items into Grathnode Crystals is underutilized, although it becomes powerful in the endgame (Grathnode Crystals, S-rank items, have exceptional effects).
= The branching paths create plot holes when the story converges, skipping major character development arcs, which could easily be watched on YouTube.
- Honestly, I never reached maximum harmonic output until the end; the game ends prematurely due to its simplicity.
- I hate that at the end, I couldn't fully craft some endgame items because of rare enemies (after an hour of searching in vain), and sometimes the recipes are in unexplored areas, forcing me to backtrack, which is infuriating (no escape items, backtracking in this game is a pain).
- The plot, honestly, is weak. I particularly despise how Misha's character is handled, constantly sacrificing herself only to have it undone by the plot. The three-phase structure feels like the story ends, then suddenly a new problem arises, and it repeats. I even thought DQ XI from yesterday was better. Luckily, the message and character arcs in this story are charming enough.
- There's no memorable villain; everyone is too good.
- Each ending to the story arc is disappointing and unsatisfying; it would be better if it were depicted with CG or a slideshow for the aftermath. It's evident the creators were confused about what to do with the characters. Thankfully, the epic music at the end compensates for it.
- Aurica's character is severely underused in the game, even in her own route, feeling overshadowed by Misha or Shurelia (who enters the story arc at the end).
- The game's world isn't well-exposed; it feels small and lacks organic elements. The scale is narrow, NPC dialogues rarely update regarding conflict changes, and the factions—church, tenba, platinia, and I forgot the last one—are irrelevant because they lack valid motivations that make them interesting and alive.

Solid 7/10 from me; without the nostalgia factor, it'd be a 6.

Completed Project Metafalica ROMhack (retranslation, bugfixes, scaling, hard mode, etc.) clocking in at over 80 hours, 100 IPD with 92 Cloche fan club members, acquiring all crafts, and completing routes for both Cloche and Jakuri. I hesitated to delve into Luca's route, touted as excellent on forums, as I wasn't keen on gathering IPD again and crafting from scratch. Maybe another time.

Here are some (messy) notes after finishing this:

+ The story and setting feel more mature and well-developed compared to its predecessor. The world's conflicts are urgent, with resource depletion, overpopulation, the IPD epidemic, conflicts from the past impacting the present, political intrigues against the goddess, conspiracies, and more, making the setting feel vibrant and alive.
+ I enjoyed the character drama of the two main heroines, Cloche and Luca. They are truly flawed and far from typical heroine material, which initially put me off. Cloche with her ojou-sama demeanor and Luca in the infamous prison scene. The momentum for these two characters starts building afterward, dissecting their banter, entering the Infelsphere to empathize with each other, delving into their psyches in the Cosmosphere, and culminating in moments where both heroines shine in the climax, which deeply moved me. This, in my opinion, is an improvement from the first installment where Aurica and Misha lacked chemistry.
+ Jakuri's introduction as the third main heroine adds a fresh dynamic, especially for those who played the first game, evoking sympathy and endearment through her motivations in this game. Her "gap moe" is quite pronounced.
+ The story's ambitious and optimistic message is packaged more concisely and effectively than the segmented and awkward feel of the first installment. The conflicts' urgency is palpable, making the villains' conflicts in Ar Tonelico 2 feel more compelling. I genuinely sympathize with the main villain.
+ The OST is a masterpiece. It's incredible—I thought the music could stand alone and be appreciated even by those who haven't played the game. Yes, it's that good.
+ The gameplay is more active, incorporating rhythm game elements for defense and allocating time during the attack phase to raise four graphical stats with increasingly intense and rapid gameplay over several turns.
+ NPCs like Cynthia, Sasha, Skycat, and Spica (from the first game) are more than just crafting stations; they have their own events, character arcs, and are truly memorable. I can still remember their names as I type this, without needing to check the wiki.
= The crystal build process, which I initially thought would make the game more challenging, turns out to be quite overpowered. Once you can equip IPD imprints, even the final boss couldn't damage me, and random dungeon enemies were easily dispatched.
= Replekia is incredibly broken but epic with the Method_Replekia OST, making battles feel exhilarating. Unfortunately, Replekia is too easily obtained, unlike Harmonic Sync, which is more challenging to build and often prematurely overshadows other gameplay mechanics.
= Installing crystals has become a dual stall scene, akin to soaking in a bath with crystals (the music is addicting, by the way). I honestly don't enjoy this process as it feels random, and baiting characters for crystal effects, coupled with conversation points, makes me less invested.
= Honestly, it's more ecchi than its predecessor, especially in Cloche's route, with just one scene, albeit not sexualized like the first game's CGs and fetishistic events. Jacqli has only one short scene as well.
- The game's storytelling doesn't work as well as the first installment. Because it builds its drama on flawed characters, you have to endure at least 2/5 of the game before reaching moments where you can truly enjoy and appreciate the character aspects. I imagine watching anime series like Mushoku, Re:Zero, and Tower of God without prior knowledge or liking for the art style; I wouldn't continue past three episodes.
- The difficulty curve in this game is problematic. I felt intense battles at the beginning, where no enemy could withstand me for more than three turns, though for story purposes, this wasn't a big issue.
- Crafting is limited to the main NPCs, and the item crafting system is underutilized due to poor UI display and functionality. Spamming crafting becomes tedious as you have to scroll through item descriptions, which are often confusingly named. Imagine crafting a bomb with 9999 damage and never using it because it's too much hassle.
- Gathering 100 IPDs is ridiculously exhausting.
- Dive Frelia is poorly executed, relegated to a sidequest with minimal rewards, meant to increase the player's familiarity with a character trait introduced too late in the game to be impactful.
- The main character lacks a strong presence; I wouldn't mind if Cloche and Luca dominated the narrative. His lack of defining character traits, clear motivations, or notable flaws, and his passive role in many scenes make it difficult to see him as the protagonist. His spotlight scenes (protecting Cocona, facing the prince) are not compelling enough to establish him as the MC, while scenes with heroines delving deeper into the dive feel out of place. His "talk no jutsu" moments feel forced, lacking the enlightenment and clear character arc seen in Lyner from the first installment. It's akin to Vaan in FF XII.
- The gameplay pacing is exhausting. After three phases focusing on the story (about 25 hours), players are bombarded with numerous side quests (IPD hunting, dive therapy, diving, main NPC events, etc.), easily leading to player fatigue. The game lacks breathing room and small moments to prevent player burnout.
- Non-main NPCs feel lifeless; they don't react or update based on recent events. It's odd in a world on the brink of destruction to encounter NPCs talking about trivial matters instead of the impending doom, reminiscent of FF or Legend of Heroes series.
- The reward for defeating Raki 15 times is disappointing—a mere promotional art. I expected more, perhaps CGs or something similar.

Overall, I consider this one of the best JRPGs I've played on the PS2. The story, themes, and messages are more ambitious and well-developed than the first installment. The characters are charming, their chemistry palpable, with solid character arcs and closures. And finally, the OST, which I consider a masterpiece. There are many flaws, but they didn't hinder my enjoyment of the game (perhaps aided by patches from the ROMhack), and I'm genuinely satisfied with my experience. My Score: 9/10.

Dragon Quest XI S (PS4) has finally wrapped up after 120 hours, although there's plenty of side content left unfinished. To me, DQ XI feels like a comforting retreat for those seeking a straightforward adventure to save the world after a long day at the office, without the need for complex storylines or frustrating gameplay mechanics. It's pure escapism into high fantasy that feels refreshingly charming and heartwarming, with a well-paced gameplay and story progression that you can feel even if you only have 2-3 hours to spare each day.

I highly recommend playing the Definitive Edition for the enhanced quality of life features. The improvements are substantial, from the orchestrated soundtrack to the ability to fast forward through battles and craft anywhere, significantly enhancing the game's pacing. The story and character arcs also feel more fleshed out and complete, with elements that would feel sorely lacking if absent. Unlike some other re-releases like Ni No Kuni, Persona 4 Golden, and Persona 5 Royal where additional content can feel shoehorned in, DQ XI's additions seem more like cut content that should have been there from the start, making it truly deserving of its "definitive" title.

However, I do have several criticisms, particularly regarding Act 3. While it offers insights and interesting moments, it often undermines the dramatic writing and character arcs established in Act 2 for the sake of a premature and overly tidy closure. There's also a noticeable amount of reused areas with minimal cosmetic changes for post-content, and the spread of recipes right before the endgame forces players into a last-minute scavenger hunt for ingredients. Additionally, the forced grinding towards the end feels rather unnatural and disrupts the flow of the narrative.
One other disappointment is the lack of vocal OSTs during scenes where characters are shown singing. It's a missed opportunity considering how memorable such moments can be in games like Grandia 2 and Ar Tonelico.

Overall, DQ XI is a JRPG that "overstays its welcome" in some aspects, but it's also undeniably complete and packed with content that justifies its full price. My score: 4/5.

The game is beautiful, but it raises the question of whether we've reached a point where the PS5 appears underpowered. Texture loading delays are becoming more noticeable, there are numerous glitches, and many other issues that don't seem apparent on PC (well, I did play a pirated version for a while). The gameplay, honestly, can be frustrating due to the survival horror elements, which entail a lack of ammo, health packs, etc. Additionally, the spongy monsters with high damage feel more suited for playing with a mouse and keyboard for precise headshots compared to a controller. That said, the art direction is extraordinary, with a quirky Twin Peaks-like atmosphere and characters. The story truly keeps you engaged, despite the frustrations encountered during gameplay.