13 Reviews liked by iloveyuri


life might be worth living, actually

things irl have been kind of miserable lately so I desperately needed to play a game that would make me feel something. of all things a pokemon isekai game for babies succeeded at this and it's mostly thanks to a bisexual grovyle. It's the single game I've played all year (other than mother 1, but I started that in 2023 and finished literally minutes after new year) that has actually invoked a reaction from me other than just nostalgia like all the mainline pokemon replays i've done. this was also a replay so despite knowing how things were going to turn out I still wound up being moved by it all

one of pmd's most appealing aspects is the world you're transported to. my enjoyment of and how much im able to resonate with mainline pokemon games fringes on its regions, but the world of pmd specifically just has a totally unmatched sense of belonging. you're immediately thrust into a welcoming, tightly-knit community of people with similar goals and the congregation of these people serves as the game's hub area for its entire runtime. all of these people, including you, has a purpose, and your presence leaves a positive impact on all of them - especially your partner. i think it's a rare example of a game actually conveying to the player that they are a part of the game world and that they as a person matter - that the world would be different without them. even minor npcs are given constantly changing dialogue thanks in part to the narrative's episodic structure - shoutouts to the toxic-yaoi wurmple-swellow duo.

spoilers for this paragraph: the latter portion of the game's narrative is what ties all of this in a neat bow for me. i've already harped on about how defying fate and saving the future is one of my favourite tropes in fiction in countless other reviews and it's no different here. there's just something so viscerally empowering about characters like grovyle or lucina or future trunks with the resolve to push on even in the most bleak of circumstances and to fight for a better tomorrow. pmd2 is one of the better examples of this given you get to experience that future firsthand and it's one of the few examples of showing the sacrifices that have to be made when messing with timelines. i hadn't actually played the grovyle postgame episode before now so that likely played a big part in the game still resonating with me despite this being a replay. that or it's because Arata Iiyoshi's compositions never fail to give me goosebumps. such an underappreciated composer, their only vgm works are seemingly for the pmd series as well as various beatmania and ddr games, and no one ever seems to bring them up by name.

probably my single gripe with pmd is that characters aside from your custom named protagonist and partner just use their normal pokemon names. no other pokemon game will make me care as much about a loudred or a wigglytuff or the other guild members but giving unique names to important story characters would've gone a long way i think. all the character personalities are so easily distinguishable already though so it's ultimately a minor complaint. doesn't stop this from being peak fiction. the gameplay is also just kinda ok but I enjoy it and tbh it's really not what you're playing this for lol










it's a monster house

It's impossible to predict what games give you comfort in what ways. I thought I almost died this week, and on the other side of that, I can't help but think of my time with Bravely Default.

I devoured this game at a time where it felt like my life was ending. My 3DS activity log showed that I played it in chunks averaging 8+ hours a session. To say that I thoroughly replaced reality with this game is an understatement.

I needed to find meaning and beauty in the world, and in Bravely Default, I found enough to tide me over. The repetitive nature of filling out the bestiary, maxing out every job class, even the repetitive nature of the game itself. When it reused bosses, I didn't blink an eye. I dutifully went through the long way of beating this game without a single critical thought, of any of the ways that I could have cleverly ended the game sooner. I needed that structure. I needed to not think about the freeform mess of reality around it.

When you need to find beauty in something, you do. I think Bravely Default still has one of the best soundtracks of all time. When I first heard the theme of the Land of Radiant Flowers, I almost cried. Obviously I was in a vulnerable state of mind, and now I don't think its one of the strongest tracks in the game. But I think about that experience a lot.

There were jokes I laughed at in this game that are objectively lame. I took screenshots on MiiVerse to save for posterity (lol) that I failed to remember the significance of within a month.

But that has to speak to something in the strengths of this game that I could use it as the refuge I needed it to be.

I remember very little about what it was like to play this game, because for a long time I needed to forget everything about that period of my life. Including this game. But like the experience I was trying to avoid, Bravely Default became a part of me. I still say "grgrgrgr" in real life the way Edea does. I have had Victory's Chime as my default ringtone for over a decade at this point and forget where it came from.

I'd like to think that was a form of healing. That I used that vulnerability to slot in the potential for something beautiful when I was at a low point full of pain. Maybe Bravely Default was a vapid thing to latch onto, but it was harmless. And at that time, as evaluated by my future current self, it was exactly what I needed. Or, now it has to be what I needed. Because I still got so much beauty out of it.

On its own merits, Bravely Default is an S-tier soundtrack on a mediocre game. Solidly B-rank, hard to recommend playing much more than recommending listening to the soundtrack.

But maybe the real lesson I needed to learn, or the lesson I taught myself through Bravely Default, was finding how to love something imperfect when it felt like the world would not love an imperfect me.

When I play a game, my primary focus is on gameplay, simply how it feels. If I want to be emotionally affected, I'll listen to music or watch a series, but the point is I'm not a story-based game kind of guy. But, wow, Explorers of Sky really is making me question that, what a powerfully simple game. It's lightning in a bottle. I can't figure out why exactly this game has emotionally resonated with me so much, but it simply does.

I've played some really amazing games in this past year as I've been trying to catch up on some classics, but I don't think any of them have really helped me in the way that Explorers of Sky has done. It's so funny how a narrative about fictional creatures, how something with Bidoof in it, can tell such a human tale, but it does. This game has made my heart feel a certain way that video games haven't in some time, and it's a little uncomfortable to be honest. I never played Explorers of Sky as a kid, but to be an adult, playing such an inherently nostalgic game with a story that anyone can resonate with, it's a really strange and moving feeling. A game about little critters to heal the soul regarding loss, loneliness, friendship, community, geez man. It's too much.

There were plenty of moments where I wouldn't have given this game a 5/5 score, mostly due to some problems I had with the gameplay. But I simply don't care. I will be thinking about Pokémon Mystery Dungeon for a really long time, it's just so...much. Definitely adding this game to the list of things to look forward to if I get Alzheimer one day. To experience all of its beautiful qualities all over again would be everything.

The soundtrack will wrap you in this floating sensation of warmth and comfort. I can't understate just how powerful it is. Prepare for infectious smiles, for tears, for just feeling like you are kind of not on Earth. The premise of the game is equally adventurous and self-reflective. It juggles multiple aspects of the story very well and creates a singular storyline that hits so many unique emotional beats. The characters are so lovable and pleasant to be around. You will instantly love every single character yes, because they are adorable, but also because they feel dynamic in how they're written. The visuals take a simple world and make it vibrant with how detailed and intentional the design feels. Beautiful sprite work, character portraits, and overworld design paint a lovely little world to be in. All of this it to say that Explorers of Sky is able to transport you to this place of harmony within seconds, and to make it even stronger, it's smashed into pieces every now and then. Anyone could play and appreciate it, I guarantee that anyone could feel some strong emotions well up.

If you've played this game, you know. If you haven't, you really owe it to yourself. I definitely 100% played this game legally and didn't download an incredibly easy to use emulator to my underpowered laptop to play it no I mean it'd be so easy to do that and for anyone to do that but I didn't. Point is, game is good. Haven't cried this many times from one game probably ever, what a manly ass game.

the comfiness of this game is just completely unmatched even over a decade later

I haven't written a retrospective review in a while, but there's something in the background that I've been working on that I think writing a base review for the original game would benefit from. That, and I honestly haven't seen any reviews talking positively about the gameplay for all the high scores discussing how much they loved this childhood classic. So, why not knock out two birds with one stone?

The gameplay of the Pokemon Mystery Dungeon series plays out like a very traditional turn based dungeon crawler roguelike. As a newly transformed amnesiac Pokemon who can only faintly remember being a human, you and your partner must traverse floor after floor of randomized mystery dungeons layouts, fighting scores of hostile Pokemon while micromanaging your hunger (represented by a belly capacity), health, and stamina (PP) to safely make it out in one piece. In between dungeons, you can participate in the daily toilings of Treasure Town as a member of Wigglytuff's Guild, claiming fortune and fame in the name of adventure while helping out those in need through various job board requests and bounties upon those who seek to do wrongdoing to others. By completing quest after quest and gaining rewards and experience along the way, and recruiting a few friends and allies in your journey too, you and your partner slowly begin to make out your place in this familiar yet ever so sprawling universe and seek to put an end toward the growing calamity that threatens to put an end to the very domain of life and death as we know it.

Perhaps the greatest strength of Explorers of Sky to me is that it's almost a picture perfect translation of the Pokemon JRPG turn based battling system as a spinoff, in that almost every move has a purpose and can't be easily labeled as "useless." Weaker moves with lower base power and higher PP have their use because you can't just go to a Pokemon Center whenever you run out of PP; you have to use a Max Elixir to restore PP, and inventory space is a very coveted resource. Meanwhile, a lot of these weaker moves also distinguish themselves from their stronger cousins, in that many of these weaker moves have differing range (i.e. using Heat Wave or Lava Plume over Flamethrower to hit all enemies in a room over all enemies surrounding the player respectively) that can be strategically used to pick off enemies (or deal with more than one at a time) that would otherwise pose a more significant threat up close and personal. Stat gain and reduction moves like Growl are just as useful too, because health is absolutely a resource when you don't have all day to just sit around and recover, and Vile Seeds (which decrease enemy defenses when thrown) are far too valuable to just be used on singular dungeon enemies. Even the gimmick moves that you'd never normally see in competitive Pokemon battling or factored in during min-maxing have niches here. Pay Day, the move that gave you a bit more moola if used in Trainer battles, is suddenly invaluable in EoS because Wigglytuff's Guild is extremely stingy and will take away 90% of all your Poke currency earnings from jobs. Recycle, the move that was really only used on the "Funbro" infinite stall set on Pokemon Showdown, can be used here to restore used TMs, an absolute godsend when TMs are a super rare treasure/lottery earning and cost thousands of Poke to purchase from Kecleon that you probably don't have. Even Rock Smash, a base 40 attack that's forever relegated to HM slaves in the mainstream Pokemon games, has a practical use here as a reliable way to destroy dungeon walls that can hide treasure and provide safer routing to other rooms and stairs. I could go on and on about the creativity of the greater Pokemon system translated into the roguelike medium, but needless to say, there's a surprising amount of freedom of expression to be found in the combat in Explorers of Sky from the moves alone.

I'll point out the elephant in the room as a follow-up; one of the biggest gripes that I've always had with the Pokemon series is the huge amount of luck/RNG to be found with the combat, and Explorers of Sky is no exception to the rule. Remember the gen 1 miss? EoS often feels a bit like that but more exaggerated; moves love to miss randomly for no apparent reason, and even moves in the base games that typically have a starting accuracy of 100% like Thunderbolt (as opposed to stronger moves that have a set lower accuracy like Thunder) and the standard attack from tapping A can miss for no apparent reason. In general, all attacks in EoS have "Hit Ratios" that don't align 1 to 1 with accuracy in the other Pokemon games, and in fact have two accuracy checks if the move is damaging. As such, I can agree that combat can be a bit frustrating as such; Water Gun shouldn't just randomly miss, Dragon Breath shouldn't be paralyzing me every other hit, and Mud Shot shouldn't be slowing me down every single time. Often, the randomized behavior of enemies plays just as huge of a part in survival as your inherent skill. And yet, I think this challenge is what makes Explorers of Sky so interesting to me; learning to roll with the blows and mitigate the danger plays a significant part in your personal growth and a strong reason why I find EoS a lot more fun at times than the main series.

To elaborate upon that, there are two major factors regarding this "problem" of taking damage, where defeating the opponent with little negative consequence is the solution. The first factor is in regards to recovery and acting during danger; even when crippled or affected by RNG, there is usually something you can do. For example, while paralyzed, your Pokemon's turn speed is halved and it won't be able to use moves or standard attack, but you can still move around and use items. So, one solution here is to switch places with your ally Pokemon and have them take up the gauntlet, or you could instead throw a seed at the enemy Pokemon to cripple them or throw damaging items in lieu of an attack, and so on so forth. Similarly, when your Pokemon is cringing as a side effect from getting hit by Rock Slide or Bite, etc, you can still move despite not being able to attack with moves, so a perfectly viable solution is to step backwards and force the opponent to approach while you regain your turn. Playing in part to this is also the preparation beforehand; negative statuses and damage can be mitigated or prevented entirely with the right items, IQ skills (from ingesting enough Gummis), and seeds or berries. In a similar vein, traps and randomly spawned Monster Houses (rooms where tons of enemy Pokemon suddenly descend upon you) can be a huge pain, but having the right ranged moves and offensive Orbs for crowd control can save a run from total chaos. Despite how difficult and often unfair the game can feel, there really is a certain satisfaction to being prepared for all of these different nightmare scenarios and carefully plotting out your next moves to navigate and escape dungeons with great loot and valuable experience.

I'd be remiss not to mention the new additions and changes between Explorers of Time/Darkness and Sky, which is considered to be the "definitive" version. Time and Darkness both have exclusive items (Vile vs Violent seed) and exclusive Pokemon (picking between Celebi and Mewtwo for example), and Sky, as the Platinum of its series, forgoes this entirely; the whole gang is here to be recruited to maximize your friend list. Sky's also got Spinda's Cafe, which streamlines item management and stat growth in the form of drinks that can provide random stat boosts alongside using up seeds/berries/Gummis and a Recycle Shop that finally provides a reliable source of Reviver Seeds without spending over a thousand Poke and has a Prize ticket lottery where you can win rare TMs among other great loot by discarding unnecessary/useless items. There's also the post-game Shaymin Village + Sky Peak sidequest with tons of other Pokemon to recruit (including, you guessed it, Shaymin!) and Sky Gifts to send to your friends. Finally, Explorers of Sky has some side episodes where you can play as other important story Pokemon facing their own struggles and further illustrating the depth of characterization to be found in the game. I'd be spoiling too many memorable moments by explaining the plot details here, but needless to say, it was great learning more about the background of those that the protagonist meets in their adventure, and you won't want to miss any of those episodes.

Many before me have spoken at length about this, but ultimately I think the reason why Explorers of Sky is so compelling is because the game is a journey of growth. Of course, there's the gameplay perspective regarding this growth; the mechanics that you deal with at the beginning of the game are the exact same as the mechanics required to tackle the final dungeons and the challenging and plentiful post-game dungeons. While there are more elements of danger to juggle and more creative elements to abuse, it all boils down to the same tense yet satisfying turn by turn dungeon crawling roguelike combat, just with higher stakes on both your end and the opponents' end; the personal growth through what your team has accomplished and become feels so gratifying because it was all your own hard work, and your increased experience and knowledge base will continue to carry you through. Nevertheless, there's also the journey of personal growth as reflected in the overarching narrative. Again, I won't get too nitty gritty with the details in case others want to make the dive, but you and your partner really do go from anxiety ridden, budding greenhorns to legends of Treasure Town by overcoming previously thought to be insurmountable obstacles and fighting against the very nature of time and destiny itself. I'd be lying if I said there weren't plenty of moments where I teared up from the emotional stakes across the colorful cast, and the fantastic soundtrack and vibrant visuals really help sell the spirit of adventure and fighting for those who have supported you every step of the way.

Look, I get it; as a kid who absolutely had to get his hands on every single Pokemon game imaginable and has still been closely following the future of the franchise, Pokemon has changed. Going from a once beloved and epic monster collector battle simulator where some kid from the middle of nowhere became a champion, to game after game, sequel after sequel of watered-down, repetitive, thoughtless, and empty hand-holding titles inundated with padding and souless exhaustion has not done Nintendo's cash cow any favors in terms of critical reputation, and the perception of my once favorite franchise has nosedived off a cliff. Even going back to classic Pokemon spin-off titles from my childhood has not held up well against my nostalgia, and I've been constantly disappointed so, so, many damn times. Finally, it didn't help that the Pokemon Mystery Dungeon franchise met a strange stagnation after its peak, with the immediate WiiWare successors only being released in Japan and the following global successor resulting in a noticeable drop in quality. Having said that, even in the face of the growing critical reevaluation, we'll always have Explorers of Sky. It's proof that Pokemon, at some point, was more than just another copy and pasted 4Kids sellout that's taken us for granted and in fact had some of the most complex, varied, and compelling gameplay that I'm happy to say more than holds up and remain glad that it was an integral part of my childhood. From the little I've played of the original Pokemon Mystery Dungeon's remake, I'm cautiously optimistic regarding the franchise's future, but even so, maybe the era of the superfluous videogame remake doesn't matter here. Sometimes, it's just nice to revisit the good times and remember that despite all the doom and gloom in the modern video game industry, they'll never be able to take away those moments that define us; maybe those then, were the real treasures that we've been searching for all along in Explorers of Sky.

Maybe this game isn't for me. I spent over 150 hours and I don't get it. Every chore seems tedious, and not fun. My player keeps misclicking stuff, such as pulling out flowers instead of weeds, or digging a hole somewhere else. Don't even get me started on the button mashing fest that is bug catching and fishing. I don't care - stop giving me a wall of text for every single thing I do. I have no clue how people enjoy this game. You need a lot of patience, and I don't have that kind to sink in one game. I kinda started to like my island after those 150 hours, but it is nowhere near what I envisioned, and landscaping/planting/decorating is a time consuming tedious chore.

Game about activism for conservatives

There's something amusing about seeing a lot of big fans of Persona 5 in my circle rag on Persona 4 constantly when, in reality, the core issues of both of their stories are near-identical. They both have very formulaic story structures that wear out their welcome by the time they do start shaking things up, they have fairly weak casts that are severely underwritten past their initial arcs, and they're both very non-committal or even contradictory with presenting their main themes. If this is the case, then why do I view Persona 4 in a somewhat more positive light while Persona 5 gets worse for me as time goes on, despite the fact that the lowest lows of 4 are far worse than 5’s? Well, not only does Persona 4 have its own unique strengths that 5 fails to capture, but these direct parallels in shortcomings give me the impression that Atlus learned practically nothing from the shortcomings of 4 after a near-decade, aside from slightly getting the memo that homophobia might not actually be that funny. (Emphasis on slightly)

The main cast is probably the worst out of any modern Persona cast. Not to say that they’re all irredeemably terrible, but they just become incredibly flat once their specific arc is concluded, which makes it even more damning when characters like Haru don’t even have that to their name with how poorly implemented Morgana’s arc is. It doesn’t really take long for them to neatly slot into their respective archetypes without branching out much beyond them. Ann probably gets this the worst, she doesn’t really get to go beyond being “the girl” of the group when she had so much going on during Kamoshida’s arc. I think a better approach would’ve been to limit the cast just to the initial trio. Their dynamic in the early game is very strong and could totally carry a whole game on its own. Yusuke felt pretty out of place once he fully joined the Phantom Thieves, and the sidelining of growth for each party member becomes very apparent once Makoto joins. I don’t think it’s that much of a stretch to say it would work, with how often the series tries to push a “main trio” of their parties. Even Persona 4 directly did it, when it arguably started off with more of a quartet than a trio. I don’t know how it would affect the rest of the game, but what I do know is that the characters do need a lot more than they get, especially in a series that prides itself on interpersonal relationships like Persona does.

I don’t see myself as someone that’s too harsh regarding the “Show don’t tell” critique. I like a good chunk of media that are very in your face about their messages and themes. The point where I do feel it’s right to make that critique is when it feels like a piece of media is talking down to me, which is absolutely the case with Persona 5. It never trusts the player to come to their own conclusions about what they’re being presented, so it feels the need to spell the meaning behind every interaction out in meticulous detail so that a 3 year old can keep up with it. For example, there’s a reoccurring puzzle throughout the Pyramid of Wrath, (Which is my least favorite stretch of the whole game for a myriad of reasons that I don’t intend to go into) where you put together hieroglyphs that depict parts of the palace ruler’s past, and their relationship with a close family member. I thought it was a cool way to let the player piece together the trauma that they endured, especially with how that comes together with the palace’s boss, but every single time you clear one, the characters explain exactly what it means and tell you exactly how to feel. It’s really frustrating when it feels like it has to spell out every single interaction in the entire game. I feel like you could shave off 10 hours from the game just by giving it a tighter script, it’s unnecessary bloat that does nothing but dampen the storytelling. It’s even more baffling that it has this approach when ultimately, it doesn’t really have anything to say until the Royal arc hits. It’s trying to tackle much more grandiose themes of society and rebellion, but it always feels like it’s only putting a single toe into an incredibly deep pool. Let me be clear, I don’t need the PTs to start picking apart every aspect of each corrupt system in the nation. I feel like too many critiques go down that route, especially since it does place more of an emphasis on personal conflict. But even so, it could do a lot better with acknowledging it than the “All’s well that ends well, right?” approach we’re given. That’s honestly my biggest problem with the modern series. It’s so non-commital with presenting these potentially interesting ideas that the stick it’s hitting the issues it tackles seems to be more like a damp pool noodle.

As I’m writing this, I’m noticing a major pattern between each of this game’s aspects. I really like everything about it on paper. The general theme of rebellion that has sparks throughout the whole game, that’s cool! Too bad the ways it explores that theme are pretty paper-thin, even with the social links that usually thrive with conveying themes just as well as if not better than the main plot. Having social links teach you more specific abilities to use throughout the game for a sense of growth, that’s cool! Too bad that the way they’re balanced makes them range from practically meaningless to game-breakingly powerful. Every single addition to the game’s combat, the baton passes, the guns, all of that is cool! Too bad none of the game is balanced around it and it makes even a normal playthrough one where you’re stupidly overpowered. I think this is why Persona 5 fails for me in ways that the other games in the series don’t quite as much. As much as 3 and 4 had their low points and downsides, both of those did have consistent strengths that they were able to bring out exceptionally well. For every great and fresh idea that P5 has that isn’t strictly related to its presentation, there’s something else that ends up completely undercutting it.

In a way, that’s why despite how fun it can be to dunk on Atlus and this game, I don’t like the distaste that I have for it. It does have some genuinely fascinating ideas, I can see a spark of something truly spectacular trapped inside of this. The Royal arc proves this, it’s a fantastic piece of work that’s only weaknesses are the foundation that it’s built upon. If Atlus really is capable of being a tour de force in video game storytelling and can capitalize on the strengths of Royal’s writing, then Persona 6 could be the first game in the series that I really like without any caveats. All I need is proof that modern Atlus has that bite in its narratives, which it’s mostly consistently proven to not have over this decade. I want to believe that Atlus can pull through, and bring us one last surprise…

(Also maybe don’t have a prominent party member that plays into every single autism stereotype in the book at maximum capacity with the core point being “ooh she’s such a quirky gamer girl!” Cool? Cool.)

Sadly its peak. Atlus are a bunch of pussy ass bitches for writing the game like that though bc why are you tryna appeal to gooners and write a touching meaningful story at the same time. This game made me gain 900 followers on instagram and almost gave me carpal tunnel from drawing too much. Akechi gave me like genuine unironic. Completely serious brain damage like I wish he wasnt in the game at all

Ann Takamaki my goddess the love of my life I never took her off my team named us the diamonds romanced her and refused to stray from my path. Greatest character in the history of gaming and I am not joking about it.

This review contains spoilers

I finally got a chance to play this legendary spin-off. What makes it so good? Honestly, not sure. The only other PMD I've played (and only MD I've played period) is Rescue Team DX. That's a much newer remake of an older game than this, so it's hard to say how much this game improved and whatnot since my baseline is essentially 2020 game design put onto a 2005 game. But generally speaking the gameplay in both feels extremely similar. Which, yeah, I guess it makes sense, it's the same series, but this one is a cult classic which I hear about none of the others, including Rescue Team DX.

I think it's the story that everyone loves here. It's definitely higher standard than you might expect from Pokémon, with some great characters, emotional moments and straight up suicide being suggested in the post-game story (toned down to "should we really disappear?"). My only real issue with the story is, because it is Pokémon, things are over explained to hell, so much dialogue is drawn out way beyond the point of necessity. Things are repeated, objectives are reiterated, two cents are thrown in when not needed. Every side character needs a catch phrase to pad out an extra dialogue box with the annoying beeping sound every time you progress through them. It's a good story, and I like many of the characters, but the cutscenes just started getting on my nerves with how redundant most of it is. I don't need a flashback to something that happened 5 minutes ago, c'moooon.

That is a relatively minor issue I have though, since at least it's just "this thing that is great is made less great". Most of my issues revolve around gameplay stuff.

What made me put this game down for months is the absolute monotony that is thrown at you after every day. When you complete a mission (optional or story), you'll be brought back to the base so you can watch a pointless cutscene of everyone eating, followed by a cutscene of your character falling to sleep, then being woken up. It's only like 2 minutes total, but it adds up. However it's the preparation stage that truly made this drag. Every time you wake up there's likely to be the following things you want to do:
-Check Croagunk's shop for exclusive Pokémon-specific items that fit you or your partner.
-Check mission board for good missions.
-Go to Xatu's place to open up any boxes you picked up.
-Go to Wigglytuff's place to deposit the excess shit you picked up in the last mission, while restocking your essentials such as apples and reviver seeds.
-Check Kecleon's shop (usually for gummis).
-Deposit leftover money so you don't lose it if you die.
-Go to Spinda's Cafe and eat all your gummis. It's better to do it here because you're guaranteed a stat boost, and have a chance to get extra IQ points/more stat boosts just based on RNG. But every single time you pick an item to drink, you get a cutscene of Spinda preparing it. And you can't just drink multiple at once.
-Avoid playing Wobbufet's lottery because you might accidently win and be forced to watch another unskippable Ludicolo dance.

And now after 10 minutes of micromanaging you're finally ready to play a dungeon.

Why subject us to that EVERY TIME? Give me a damn way to set my dungeon items so that when I go to one it automatically deposits everything else, and withdraws my list, then I only have to manage the inventory when I want something specific that isn't part of the exact same thing I take into every single mission.

This is the kind of game that should make you feel addicted to play the next mission, it shouldn't give you that feeling of getting ready for work every morning. Between this AND the long-winded dialogue it makes the game feel way longer than it should.

At least the actual gameplay is fun enough. If you can annoy all the dumb issues that come up there... You can only recruit a defeated Pokémon if both you are exactly 1 space away from it, and if you yourself deliver the final blow. So no using ranged attacks, and definitely no letting your allies fight if you're set on recruiting a specific thing (which is a very rare chance until post-game when you can get items to boost it).

Traps in post-game dungeons are all over the damn place. I think there's IQ skills to see traps(?) but my dumbass starter didn't have that skill in his IQ group, so I never got to use it.

Speaking of traps, you just activated one? Well walk out of the way of it and watch your partner literally walk right in to it. The worst part is this isn't even some programming thing - there's an IQ skill that lets allies avoid visible traps. But it's only available to like 2 IQ groups out of more than 10, and it takes a fair amount of investment to even learn that skill. Why is not having actual braindead AI not only something that requires a lot of investment, but something you can only get from less than 20% of the Pokémon in the game? This applies to many things really, like want a partner that won't try to use sleep powder on an already sleeping enemy? That's literally a skill. Granted that one is something all Pokémon can learn, and relatively early. In fact trying to get your teammates to do anything not-stupid requires giving them gummis to raise their IQ, but at least some of them (like letting them realise using Sleep Powder on a sleeping enemy is a dipshit move) are learnable by everyone and fairly early.

This actively made me want to not use anyone but myself, and begrudgingly my partner who I couldn't remove until the post-game. Even having them as bodies and extra fire-power until they inevitably die doesn't work, because any death from your team will automatically use your precious revival seeds, with no option to set them to only be used on you/your partner (aka the only 2 deaths that would actually matter). Your best bet is to pick one or two specific teammates and buff them up, but even that feels inferior to just using all those gummis on yourself.

Thank God they're optional. Unless they're forced onto you for mission requests (which to be fair I guess is also technically optional). I stopped taking those ones when the game tried to make me drag a level 15 Metapod through at least 15 floors (I never got to where he wanted to go) while keeping him alive through rooms of enemies that can use moves that hit everything in the room, giving you no way to protect him, most of the time before you even realise there's an enemy IN this room let alone what it is, because it's on the other side way out of view. I'm not wasting all my reviver seeds to keep this Metapod alive for like 500 Pokédollars.

At least once you get past THAT the game is fun-oh wait no I remembered another thing that makes partners annoying. If one ever gets split up from you for any reason, or if you have a bigger party and one at the back gets attacked, be prepared for the worst few seconds of your life. Every single step you take is a "turn" and so in that turn both your ally and their enemy get to move. You'll be forced to painfully slowly watch them fight their stupid little heart out after every step you make, cutting the camera back and forth.

OK once you ignore that the game is pretty fun.

I do like the idea of each Pokémon having its own IQ skill path, I just don't want things that are made specifically to un-dumb the AI to be part of these. Getting to see how certain moves translate into this new style is pretty neat, even though there's a huge imbalance. The fact the post-game story is basically just an entire second part of the story is a huge bonus, and that's not even counting the massive amount of optional stuff in the post-game. This game has so much to do.

In short? Great game, but annoys the fuck out of me with every decision it makes. Like why can you set only one move to a shortcut? The shortcut is L+A. But there's 4 moves, and 4 face buttons, and L+Anything else does nothing. Let me put each move as a shortcut to each face button?

After seeing the Fashion Dreamer trailer on that one Nintendo Direct I was pretty intrigued with the concept of the dress up game as a genre. I’m always on the lookout for cool new gameplay loops, the more ridiculous the better. I've got a cousin who I don’t really peg as a gamer and she says she actually plays dress up games on her phone quite a bit. This intrigued me more. A whole new genre I’ve never given a passing thought to and a trusted confidant insuring me that there is fun to be had. How delightful.

So I researched Fashion Dreamer and any research for Fashion Dreamer will inevitably get you here. Style Savvy: Styling Star is essentially made by the same team and has a bit of a cult following. Not in that trendy way that puts Misfits t-shirts in Walmart but in some other, far more menacing way. Just read the comment section for a Fashion Dreamer youtube video. Who are these people? Where did they come from? Their existence alone is proof of one thing. I think I’m gonna have a pretty good time. I put a lot of stock in the invisible passion of anonymous internet faces.

So a little about me. I am but a humble and lowly wife guy. My close friends and I, in a crowd, are pretty basic and standard dudes. We like to party, we like to wrestle, I’ll throw the pig skin around the ol grid iron when the situation permits. Opposed to how I present online, in real life I’m not unmasculine. But there are certain traits of masculinity that I despise for their toxicity (should come up with a phrase for that). For example men aren’t really supposed to be too emotional unless that emotion is anger. I don’t like being angry, but I LOVE crying. I cry at just about everything. Sometimes the boys and I will get together and watch cool scenes from movies and anime on youtube and just try to cry. Have a bit of a cry off. This is not a joke.

So while I am not unmasculine I am also not ununmasculine (should come up with a phrase for that). Online I present very female. I use a women's name, I always play as female characters when I have the option, and dressing up is a huge selling point for me in a game. Men’s aesthetics are alright but Women’s aesthetics are amazing. Not to sound like a FREAK but I love the aesthetic beauty of women. I love their shape, their movement, and their fashion/design. So Style Savvy has a lot to offer me in the roleplaying department. The one thing I know going in is I can be a girl and I can dress up. Everything beyond that is just gravy and boy this shit is smothered in gravy. But before the gravy, does it excel at the core appeal?

Well yeah obviously I gave it 5 stars.

The basic gameplay loop is as follows:
1) you stock your store with clothes
2) people buy clothes from your store
3) you stock your store with more clothes from the profit

As the game progresses you get more and more clothing options and everything you buy for the store you can also dress up your personal character with. When it comes to customizing your personal character just look up and read the little descriptor for the game. “Choose from over 20,000 new and returning fashion items.” This gameplay loop is satisfying and good. There is kind of too much clothes for it not to be. I came up with 30+ little outfits that I have saved in my scrapbook for my character and she looks fabulous. She’s killing it. Beat mug, limp wrists, V.I.P list, wave, wave, blow a kiss, I’m that bitch, sis.

It was great and occupied maybe 5 hours of the initial gameplay. But here’s the thing. This game is not a 5 hour game this game is an 80+ hour game.

So let’s get into the gravy.

The world is wonderful. Once I got through my initial rush of button mashing through dialogue to get more clothes and become the queen of fashion, I started to actually read the dialogue and pay attention to the story and it’s great. All of the characters are very emotive in talking sections and it’s immediately endearing. Every minor customer has their own little narrative going on with a lot of subtle depth to it. You are of course just a humble and lowly queen god of fashion playing only a small role in their lives, selling them a hat or whatever but over time it starts to really illustrate how much of an effect running a fashion store can have on people. One gal came in initially because she had a class reunion coming up and she wanted to spice up her wardrobe before going. Then she comes back and it was a hit so she wants to change her whole style. Then she comes back again and decides that the new style wasn’t really her and she wants to go back to how she used to dress. The minor customers narratives really emphasis the word minor, but they are also very genuine. The sheer quantity of characters and little narratives implies a very large world outside of the store that breathes a lot of life into the game.

There are 3 main gals who become idols that are regular customers and their narratives are the main story of the game. You track their progress, hang out with them, help them and their agency, and listen to their new songs that are fully voiced with lyrics and absolutely shred. The main story is a sweet little ride and encompasses like 50 other side characters that are all very wonderful and charming little balls of optimism and encouragement. When I take a step back and look at the world as a whole I can’t help but realize: Style Savvy: Styling Star has created the ultimate Feminist Utopia. Move over Barbie (2023). All the characters are open about their feelings and pursuing the arts, making music, baking bread, growing flowers. No one's an ass. To me this world is perfect, I want to live in this world and flail my arms around like a freak during dialogue and strike little poses when the clothes fits real good.

I love this world and just existing in it is a real treat but the game goes beyond that. You live in the world but you also radically help shape it and that is where the secret gameplay loop is revealed.

The initial satisfaction of playing the game comes from just dressing your character up. It’s great and fun and there are a lot of options. But after a while it gets a bit boring, there’s too much freedom in it all. I was like a fashion god with no restrictions, everything I did looked good and I had plenty of money to buy whatever I wanted. It was lonely at the top. When it comes to dressing up my character there wasn’t much to it, no real threat of failure.

At this point during my playthrough the customer characters were all starting to make larger requests. At first they just want singular articles of clothing and most of the time I just gave them whatever matched their criteria that I just happened to have in stock. Some of these people left the store looking absolutely tragic. I regularly mocked their request behind the screen. A stripy scarf? Why not get a big red nose as well you fucking clown. Any customer who wanted something from the “April BonBon” brand were laughed out the door (completely satisfied). There was one instance in particular where I gave a women a $400 button up vest. She was wearing a long sleeve hooded sweatshirt, ripped jeans, and a $400 button up vest over it all. She left the store with the widest smile and I could of cried. From that point forward I vowed: Never again.

So the customers are coming in with bigger budgets and larger request, whole outfits sometimes. And this is where I discovered the real core gameplay loop. My hate for certain brands, my past mistakes in customer fashion, my god like status. It was all intentional. They kept coming back because they trusted me as a beacon of fashion, and they were right. The women with the vest returned and I gave her a leather jacket and it completely evolved her. All the other pieces of her aesthetic and wardrobe clicked into place. She actually looked good. A customer would ask for an “April BonBon” outfit and I'd run to the outlets scouring their stocks to create an outfit that not just satisfied them but satisfied me. They presented me with filth and I made them beautiful. THIS IS EXPRESSION BABY.

It’s one thing to have the infinite possibilities of your created character. I made my perfect women with the exact haircut I wanted and the exact brands and clothes and colors and designs. But when all these customers with their bizarre lives and terrible tastes would come in and I sold them an outfit that looked good DESPITE the aspects of them I didn’t perfectly design in a lab that’s when I started having the BIG FUN. The expression of helping others express themselves is beautifully represented in this game. Then you take another step back and realize just how much you helped build this feminist utopia, at least aesthetically, and how much of a difference you can make just by running a little clothes store.

Then I unlocked the hair boutique and gave everyone pixie cuts and I will admit, things got kind of weird after that.