12 reviews liked by monkeyplushie


You've never experienced true joy until you've popped your daily 15mg adderall xr and spent three hours in the unicorn overlord units menu just to disband all of them after one battle because you got a cool new character that you want to build around.

I honestly think this might be the most meaningfully in depth strategy game I have ever played. Each new class (and most equipment) feels genuinely game changing in a way that was exciting all the way until the end. At a certain point it became a bit overwhelming trying to decide who I wanted to be using and pairing together, but I'd say I was fully engrossed with planning these units out for the first 60 hours of the game. I imagine it could keep that up for hundreds more if you're a true ogre battle sicko.

Every little aspect of this game feels so thoughtfully crafted to be engaging. From the animations in battle to the little mining minigame, each element was precisely crafted to be smooth and satisfying. When you pick up the little goodies you can start running away before they even get sucked up in to your inventory! Hard to explain why but that had me hootin every time.

There's too much to go on about that I love in this (have to mention coliseum real quick) but it is funny that Vanillaware just did the opposite of 13 Sentinels (combat - incredible, story - fine). The story is like one giant pile of tropes but I do find that charming. The whole liberation army schtick is enough flavor for me to dump an unreasonable portion of my life in to doing everything this offered. I haven't felly this compulsively drawn to 100% a game maybe ever.

Lastly, Unicorn Overlord is not only not a bad name but actually the best possible name that this game could have. If you play it for one second it's so obvious it should be called that. It's dweebs only in the liberation army. If you've ever gone on a date with someone in real life refund this shit asap.


This review contains spoilers

What I liked:
- Music and artstyle are very nicely designed, but also have their flaws
- Overdrive system is fun and brings variety, but unfortunately also forces me to use skills that make no sense in the current situation : /
- Reward board is simple but super cool to motivate me to play a lot of optional content
- Exploration is mostly very rewarding
- Building Hermit's Isle was a lot of fun, I love that
- There were no boring side quests, all of them had their own interesting story and sometimes there was content here that I would have expected in the main story, really good

What got on my nerves:
- In general, the story starts off promisingly, but becomes increasingly stupid as the game progresses :/ Here, I often had the feeling that the story mainly relies on blatant twists and surprises, but that these weren't really organically integrated into the plot, but just happened randomly. Scenes like Frederik's death are supposed to be tragic, but I honestly had to laugh out loud because his "explanation" for his misdeeds was so incredibly stupid and pointless, but it was really taken seriously in the game as his motivation, what nonsense...and that happens quite often towards the end
- Tonally the game is so inconsistent, I don't know what to feel :D It's basically rather lighthearted, but then jumps into topics like mass suicide, human experimentation, religious wars and much more...but deals with all these topics rather superficially, maybe less would have been more?
- The level with the flying islands -> fuck that :D just stand around and wait for a flying platform != fun.
- Many to almost all ideas of the story are at least inspired by other games or anime, which would be fine. What I find problematic, however, is when entire story sections are copied 1:1 from other media, such as the machinations of the church in this game and in Xenogears, which is simply copy-paste with virtually no ideas of its own. The fact that the church produces monsters here to unleash them on humanity is simply the plot of Solaris/Ethos stolen from Xenogears, that's quite brazen. And the fact that the priest likes boys is also an old cliché...AND IT'S ALSO IN XENOGEARS WTF!!!! :D Kylian and Glenn are 1:1 Delita and Ramza from FFT, Nysa is Lea Monde from Vagrant Story....it's really cheeky
- You can almost completely ignore the class system (with the emblems), you learn enough skills as it is and can only use a handful so it's rather annoying
- Hardly any character moments between the party members, there's no real sense of companionship

All in all, this game left me a bit disappointed. I was really looking forward to this one since there was universal praise from game critics and people, whose opinions I respect. The first half was very promising but to me, it just falls apart in the second half due to bad writing. It is charming though. If you like the JRPGs of old, give this a look but maybe don't expect the best in terms of story, world, and character writing.

This review contains spoilers

Spoilers for both Dragon Quest XI S and Final Fantasy VI below.

I don’t think I’m breaking new ground when I say that Dragon Quest XI S: Echoes of an Elusive Age is a fantastic game. It had already earned its spot as an all time great in the JRPG genre as soon as it was released, after all. I don’t really have much new to add to the conversation in that regard, but I’m willing to join the choir of voices that sing this game’s praise.

The systems of Dragon Quest XI have been filed down to near perfection with a laser beam. It is, of course, standing on the shoulders of giants; Being the result of over thirty years of iteration. I think what’s so great about this though is unlike Dragon Quest’s sister series Final Fantasy, the chassis of the original entry can still be found clear as day in the series’ eleventh. If Square-Enix treats every new Final Fantasy like a recent sports car purchase, then Armor Project is the guy prodding away in his garage, tuning up the hot rod he’s owned since 1986. Not to imply one process is worse as a means of propping up another, of course, it’s just nice to play a modern, AAA JRPG that’s like a greatest hits of every single thing that’s fantastic about the genre.

That’s all well and good, but if Dragon Quest XI S simply had good gameplay, I wouldn’t be doing this. What spurned me to clack away on my keyboard is the story, which is another example of Yuji Horii and his team showing how masterful they are at their craft, by delivering a story as standard as you could possibly imagine, while bending and twisting the tropes in minute, yet exciting ways that kept me thoroughly engaged. One would need to look no further than the opening hour of the game: Which introduces us to our player character, a mute boy from a small town, coming of age and discovering he is the chosen one, AKA the Luminary. I know this story, you know this story, and most importantly of all, Yuji Horii knows we know this story. Which is why the events directly afterwards are so effective. Those events being a wrongful imprisonment from a nearby kingdom, and our hero’s home being razed to the ground for even associating with us. Many of the game’s tropier plot points pan out in a similar format. The player asks “Is this [insert classic JRPG plot here]”? And the game responds with, “Yes, but,” It’s fantastic. The game’s greatest example of this is the rug pull at the World Tree, with the retrieval of the Sword of Light. What should be our heroes shining moment is stolen from them as the villain Mordegon, who up to this point had only been spoken of, reveals himself and snatches the blade from the Luminary’s hands, and in the process destroys the World Tree and sends the world into a malaise of darkness. In mere moments, Mordegon turned the tables and effectively won. I couldn’t help but be reminded of the events of Final Fantasy VI, which is very high praise.

The most interesting narrative elements are found afterwards, in “part two” of the game as fans refer to it as. This section of the game focuses on regrouping and picking up the pieces of the world after the Luminary and his friends failed in the fight against Mordegon. Instead of regurgitating the plot, I’ll simply say everyone’s story in this section is extremely effective. My personal favorites have to be Hendrik’s and Serena’s. The former suffering from a major crisis of faith after realizing he was effectively being lied to for his entire life. And the latter who is trying to find the strength to march on after losing her sister, Veronica. Another one of our party members, who gave her life so that the rest of the group would stand a chance of living to fight another day. This twist especially caught me off guard, and was done extremely well. The rematch with Mordegon as a result is incredibly cathartic. Once the credits had rolled I was satisfied with calling this one of the greatest JRPGs I had ever played.

And then the game continued.

Yes, once again I know I’m not breaking any new ground when I say that I am incredibly conflicted by the decision to include a “part three” to the story. This third part of the game involves the Luminary using time travel to undo all of the damage Mordegon caused at the pivotal moment at the end of part one. The Luminary and the Luminary alone travels back in time to rewrite history, to effectively give everyone a happy ending. Admittedly, it’s pretty satisfying to see the villains on the backfoot and squirm because their plans aren’t working, but that feeling quickly waned for me as the ramifications of this story decision began to sink in. All of those fantastic arcs the characters went through in part two are completely gone in this new, definitive timeline, because they never happened. Of course this means that Veronica is saved, but so are many other characters too, like the Queen of Nautica, Rab’s teacher, and even the mermaid for some reason is inexplicably alive in the timeline, despite her arc having a bittersweet conclusion in my playthrough far before the events where the time travel sends the Luminary back to. All of these characters get their happy endings, but it comes at a significant cost to the narrative feeling much more cheap as a result. The biggest examples being Hendrik and Serena. I loved their arcs in part two, but now they haven’t happened. If I may evoke its name one more time, it’s like if after you beat Final Fantasy VI, there was a lengthy section of the game where Celes could travel back in time and stop Kefka from plunging the world into chaos.

It wouldn’t have been satisfying from a narrative standpoint if all of the characters could’ve gone back and saved Veronica, so maybe that’s why only the Luminary gets to time travel. I suppose that’s meant to be the “cost.” But the cost comes in a meta sense, and feels mostly at my expense as I had found myself getting really attached to these characters. So to effectively see their stories’ satisfying conclusions be erased was really disappointing. I found myself doing the bare minimum in part three because of this. Power leveling when appropriate and defeating the true final boss with few issues. I think what sucks most about this aspect of the game is that it’s not really something that can be ignored or treated as a “what if” scenario. There’s too many loose ends in the main story that get addressed in part three. If I may offer this section of the game some praise: I do find Serenica’s happy ending satisfying, even if I don’t exactly understand the mechanics of the Luminary copying his powers to her form, but I don’t want to get lost in the weeds anymore than I already have. The finale credits roll was effective in earning some, but most definitely not all, of the goodwill towards the story part three had erased from existence, to borrow a concept.

Despite all of this negativity, I need to reiterate that I still think this is a fantastic game, and I’m looking forward to playing more Dragon Quest because of it. Even if I find part three disappointing in many ways, I still don’t regret any of my time spent in Dragon Quest XI S. It’s a game I care about a lot. And maybe if I worked on the game like Armor Project did, I’d have been just as tempted as they were to give these characters the happy ending I felt they deserved, at any cost. It seems to me that the biggest flaw Horii and his team exhibited when crafting this game, or rather, its story, was that they cared too much. I just hope that next time they’ll be able to let the dead stay dead.

a really fun, good game (i am taking jade away from the writers of this game)

The game starts strong, with an intriguing mystery and good interactions between our lead characters (and somehow better models for Phoenix and Maya than the ones in the mainline 3D games?). But the story falls apart the longer it goes on, complete with poorly executed depictions of trauma and suicide, which gives the latter part of the game a bad taste.

The crux of all the game’s problems is Espella, who’s a wholly uninteresting character despite the game’s entire mystery surrounding her. It makes it very difficult to get invested and by the end of the game, I was just waiting for it to be over.

I will say: this game gave us Maya bashing you over the head with a pipe and Luke being absent from the last act because he was busy getting forklift certified is extremely funny.

(Note: since this review was written, I have actually played some Professor Layton, as I was previously only familiar with Ace Attorney. My rating of the game has decreased since, realizing how subpar and derivative the Layton elements of the game are. I was also too generous in general originally.)

This review contains spoilers

the key mystery reveals in this game are more ridiculous than the first.

this is also the beginning of my frustration with how flora gets treated in the original trilogy (i haven't played the second trilogy yet). first they try to ditch her in london, then she just got left in a barn and nobody seemed all that concerned? layton, you're her legal guardian - can you at least pretend to care?

This review contains spoilers

Love is in the air? NO! Gas leak

Chained Echoes is a pizza with too many toppings

First: I enjoyed Chained Echoes. It's an incredibly well-made, polished product considering the small team. The battle system feels good, the systems are balanced to prevent a need for level-grinding, and it didn't start to drag until I started pursuing the optional superboss stuff in the endgame. If this came out five years ago, I'd probably be singing its praises.

The dev has echoed a common sentiment with many of these retro-inspired indie games, which is that they want to recreate how those games are in your memories - how they made you feel - rather than how they actually were. If Chained Echoes succeeds in this, it's only partially, because it reminded me of other games constantly.

It's got a pretty standard JRPG narrative, but I have nothing inherently against that (unlike G4). The cast is full of the broad archetypes you might expect - hesitant hero, rebellious princess, self-interested thief - doing the sorts of things you might expect. Monsters roam the countryside, the empire controls dangerous magic, and the Pope's inquisitors make cryptic statements to each other about Gods' true intention. I think there's plenty of room for another retro-inspired indie JRPG out there, but there might be such a thing as too inspired.

Literally from the moment I hit New Game up until the middle of the end credits, I found myself thinking, "Oh, this is just that thing from that other thing." It reads almost like an extended X-meets-Y marketing copy: WHAT IF... the plot from Xenogears, the party dynamics from FFVI, the geopolitics of the Ivalice Alliance, the event scripting from Chrono Trigger, the Giant of Babil from FFIV, the Mana Fortress from Secret of Mana, the final act from FFVII, the introductory missions from Wild ARMs, the Yevon church from FFX, the home base from Skies of Arcadia, plus a special mixture of secret herbs and spices... were all in the same game?? Any individual identity Chained Echoes has is subsumed by slavish adherence to its inspirations.

To clarify, I definitely wouldn't say any of this is plagiarism or anything, and they usually aren't tiresome "hey, remember X?" direct references. It's that the whole thing feels like like every Squaresoft RPG from the 1990s was pureed in a blender and poured into a SNES-shaped mold, kitbashed into some kind of Franken-game.

Sometimes, I take my mother to a chain restaurant called "Pieology", which is basically an assembly-line style (Subway, Chipotle, etc) fast food place for pizza. She puts every single topping she likes on the same pizza without considering why you might use a specific ingredient. If you separately enjoy parmesan, ricotta, mozzarella, pineapple, corn, cherry tomatoes, basil, garlic, cilantro, artichokes, olives, peppers... putting all of them together should be even better, right?

But you get something underbaked. It tastes like everything and thus tastes like nothing in particular. It's still recognizably pizza, and you like the pizza genre as a whole... but "it's pizza!" feels like the only intention behind it.

For example, Chained Echoes has mecha, which stand out next to the usual JRPG airship fare in its otherwise Ivalicean setting. Xenogears has mecha. But Xenogears (for all its faults) also has a sci-fi plot about the intersection of man, god, and machine; mecha are a deliberate narrative device to buoy those themes. Why does Chained Echoes have mecha? Because mecha were in Xenogears.

It's that feeling, every 20 minutes, for 35 hours.

I genuinely believe there isn't anything inherently wrong with being an imitative work. Something like Signalis wears its aesthetic inspirations on its sleeve, but makes use of them for its own thematic goals. Crystal Project is transparently a FFV-style job system battle simulator that doesn't pretend to have any lofty narrative ambitions. And Chained Echoes is a perfectly good indie JRPG... but I wish it were a bit more than that.

Pros:
+ a modern, respectful take on classic RPGs
+ fitting artstyle and detailed pixel art
+ walking speed and traversal are wonderfully fast
+ grinding is unimportant and heavily discouraged
+ overworld combat is usually optional
+ energy refill after battles is a daring but effective design choice
+ common fights are always challenging and meaningful
+ boss fights are challenging and their designs are memorable
+ reward system serves as an integrated achievement log
+ status effect system is innovative (but the game does not keep track of them)
+ swapping characters mid-fight is quick and rewarding
+ unique enemies are smartly integrated and hinted at
+ buried treasure system is a fresh idea
+ Sky Armors are undeniably cool and well-animated
+ dungeon design is pretty good and chests are hidden well
+ some items and skills retain their German idiosynchrasies
+ overworld map is charming and quick to traverse
+ a lot of optional content to explore towards the end
+ plenty of accessability options
+ overdrive system is a genuine innovation to the genre...

Cons:
- ...but its implementation is severely lacking
- multiple enemy attacks extend overdrive level more than defending decreases it
- Sky Armor overdrive bar in particular is often completely unworkable
- Sky Armor proficiency system is unintuitive and never explained
- only four characters can wear Sky Armor and none have Ultra Moves
- combat is generally simple, early tactics can carry through the entire game
- fights cannot be avoided in dungeons and caves
- enemies' aggro radius is intransparent
- gem system is overly complex and unnecessarily frustrating
- Ultra Moves are creative but inconsequential
- leveling system is intransparent and skill increases are expensive but unsatisfying
- turn order often seems arbitrary: the same fight can start with various orders
- reviving characters does not add them to the turn order overview
- the music is mostly bland, the main combat theme is forgettable
- menus spoil late-stage aspects of the game: Sky Armor, playable characters, canning etc.
- frequent UI and interface issues (characters not in party still show up in the menu...)
- cutscenes are too long and too frequent
- the cast of characters, especially the villains, is far too large
- the writing is too expansive and dependent on plot twists
- the ending is frustrating and nonsensical
- some typos and awkward phrases mar the English translation

Magic Moments: Playing Sienna for the first time and realizing what a badass she is. Exploring the overworld and finding hidden spots, just like in the old days.

Blahgic Moments: Finding an secret character and realizing that he starts from zero and is mostly useless in combat. Getting the Sky Armor for the first time and not being able to use Ultra Moves. Using moves that you actually are not comfortable with, just to satisfy the overdrive bar.

Playtime: 55 hours on default (normal) difficulty. 100% completion. All rewards and best weapons acquired, all optional bosses beaten.


Verdict:
Every once in a while, you are bound to play a game that everyone seems to love but you are somewhat disappointed by. Chained Echoes is that game for me.

While creator Matthias Linda's reverence for the look and feel of old-school, 90s RPGs is felt at every turn and very much appreciated by this 90s kid, the overall package of Chained Echoes beyond its pitch-perfect presentation is lacking in more ways than one. The hardcore railroading, while designed to make grinding obsolete, severely limits the customization of each party member, leading to a combat system that rarely changes over the course of the game. The same tactics will carry you from the first few hours to the finale, and even if Sienna's animation in particular never gets old, the combat in general becomes boring very early on, and the Sky Armors add very little to the overall combat loop. The cast of characters is too large to have everyone experience a complete arc, especially when it comes to the giant cast of villains, and the ending to the story feels designed by a Disney committee instead of evolving naturally over the course of the game.

That being said, there is never a doubt that Chained Echoes is a real labor of love that offers plenty of secrets to discover, characters to gawk over, and cool bosses to fight, and that will be enough for many fans of the genre. But the glorious reception feels somewhat excessive, and the frequent moments of frustration and questionable design decisions should not be overlooked.

So play it with an open mind and see if it's for you, but a quick playthrough without exploring every nook and cranny of this world is certainly enough.

Love everything about this game except for playing it