Review in progress:

Just to preface, this review includes both my actual final verdict and initial thoughts (from roughly 10 hours in) on the game. The latter of which obviously don't fully reflect my current thoughts on the game, but I do think first impressions are still important!

Final Review
While I don't think it'll be for everyone, any fan of existentialist sci-fi and anime will surely find 13 Sentinels to be a real treat. It's clearly a passionate love letter to many of my favorite stories, and whether intentionally or not also borrows a lot of great aspects from other works I like; Terminator, Bladerunner, Alien, The Matrix, Godzilla, Men in Black, NieR, Zero Escape, the list goes on, and I've really gotta respect how well the game does thematic justice to each of its inspirations. On top of that, the originality Vanillaware brought to the table here shouldn't be downplayed. Where 13 Sentinels may lack some degree of cohesion, payoff for its unique design decisions, it certainly makes up for in innovation. I've never played another game quite like it, nor experienced another story quite like it, and though I find said story falls short in a few areas, its resolute experimentalism should be applauded nonetheless.

As for what I loved— the things that kept me playing daily till completion, I would have to cite the aesthetics, the mystery, the mech fights and their banter, and most of the characters. As I stated in my initial review, this game is just so. fucking. pretty! Each background is a stunningly beautiful painting, warmly lit with a palette of striking, glowing hues. Each character sports a simple yet effective design, brought to life by expressive, endearing animations, and a brilliantly emotive voice cast (I went with the English dub, and would recommend it to even the most dedicated sub Andys). The soundtrack too always provides an amazing accompaniment to the action onscreen, and a number of the tracks were very memorable— the final battle theme is so very hype. I even kinda like the way the battles look, albeit I will say they sorely lack visual clarity, not the most conducive trait to such a complex tactical rpg.

As for these battles, despite my minor complaints with their presentation, they were by far one of my favorite parts of the game, and I'm honestly pretty surprised by how divisive they seem! For me, they strike a really cool balance between rts and turn based combat, and even though they're all holograms they still feel incredibly badass, surely in no small part due to the satisfyingly punchy sound effects and campy voice lines. There's a refreshing amount of depth in how you approach encounters, manage team compositions, and otherwise game the system to your advantage, but it also somehow never felt remotely overwhelming to me. 13 Sentinels does a phenomenal job easing players into its mechanics, and that's no easy feat with just how many systems there are. I do sort of wish their difficulty spiked up a little sooner than it did (for the record, I played on the highest difficulty all the way through and it generally felt pretty well tuned), but once you begin reaching the final encounters you really need to plan and improvise strategically, particularly if you want S ranks. I'm super stoked to go back for the optional encounters you unlock after beating the game, and it was honestly just a really pleasant surprise to see their inclusion in the first place!

If you're reading this now, I do have quite a bit more to finish saying, though it's currently 4 am and Imma go to bed for the time being!

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First Impressions
Pretty sure I'm only like 25% of the way through this beast, but I just wanted to get some initial thoughts out since it's been getting me to think a lot, and I've been enjoying my time with it pretty thoroughly! First off, this game looks and sounds gorgeous, and that's coming from someone who's generally not huge on anime artstyles! I'm a massive sucker for hand painted sprites and damn does Vanillaware deliver— the soundtrack goes insaneo style too. ALSO, I fw the mech combat hard, and I'd honestly be perfectly content if that's all 13 Sentinels was.

However, what I more so wanted to talk about was this game's narrative, an aspect of it I'm a little conflicted on, at least as of writing this. To specify, I'd like to speak more of its writing's quality than of my personal experience with it, because regardless of if it amounts to little more than pulpy anime bullshit, I can't lie, I've been getting quite a kick out of following the ludicrously convoluted paper trail. I think my final verdict on 13 Sentinels' story will be contingent on whether it uses its unconventional structure for something meaningful, or if it's just confusing for confusing's sake (and knowing the GOAT Yoko Taro praised it, I'm hopeful).

Something I'm a little confused by is the ratio of information 13 Sentinels leaves ambiguous to that which it just directly tells you. I'm usually a pretty big advocate for show-don't-tell, but when a piece of media throws 30 wacky new keywords at you every second, I think it's totally understandable and generally advisable to include some exposition, or even a glossary. 13 Sentinels is an anime mystery game so it obviously would fall into that camp, and does indeed compensate with a much appreciated and cohesive glossary (and at that, a pretty clever one in that you unlock entries as you go). However, for how happy the game is to leave you in the dark on major plot details, it can be surprisingly heavy handed when it comes to the more digestible ones.

For instance, in the scene that introduces Megumi (whose plotline has probably interested me the most so far), she's walking and talking with her friend Tomi, and then Tomi basically just turns to the camera and says "This is my good friend Megumi Yakushiji. She's always been the Hopeless Romantic character archetype, probably because she's so Shy personality trait." I'm exaggerating a little of course, but what I mean is that it feels really awkward and unnatural to blatantly exposition dump during a casual conversation between high schoolers, especially when that exposition is simply one of said student's personality, something that was already being established organically. Now, it's honestly very possible that the tropeyness of the cast is actually a highly intentional David Lynchian stroke of genius, but when the rest of Megumi's plotline consists of contracting with a talking cat to shoot witches with a magical gun in order to revive her deceased boyfriend from a different era, and none of THAT is explained, I'll admit this kind of thing feels a little off— probably just some clunky translation, idk. When basic information is so bluntly communicated in a story otherwise seemingly apathetic to one's understanding of it, there are times when it's hard to tell whether the game actually respects its players' intelligence.

At least, going directly into another time traveling RPG immediately after Chrono Trigger gives me a little whiplash. On one hand, I think complexity is great for a story, but it also needs to be earned, well placed. CT's story is instantly very effective because of its simplicity, but 13 Sentinels' seems much more of a slow burn. With that being said, I do really appreciate how the characters themselves generally don't seem to know what the fuck is happening either, and it makes them a lot easier to connect with. On the surface, they may all be defined by an archetypal personality trait and a like and dislike or two, but with the game's focus on story and its 40 some hour runtime, I'd have to imagine they go a little deeper than that once they're better established.

13 Sentinels is as niche as it is a vibe, and from what I can tell, its opening chapters are a weeb-level filter if nothing else. Since it's as well received as it is, I think I'll just have to swallow my pride and trust VW to cook, but nonetheless it's pretty damn fun. :)

Reviewed on Apr 21, 2024


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