WWW.Working!! – Episode 3

A-1 Pictures is a studio that created a lot of my favorite comedies, which have always been hit or misses. Yet they seem to have fallen off the deep-end on comedies recently, as they haven’t put out anything worthwhile (excluding sequels) since Silver Spoon in 2013. Maybe Zveda if I’m feeling generous…Either way, this one doesn’t seem to break that trend strong enough. What I said about episode 2 still stands, and on top of that, I can summarize my problem with episode three in two words: So. Flat.

Now, I love flat humor as evident in my review of Gugure Kokkuri-San awhile back, but there’s such thing as too much of a good thing. It only works for me when it’s contrasted with high energy to sort of highlight its silliness, but here, a majority of the cast are too dull, soft spoken, and deadpan.

That won’t be a problem for long if the characters don’t stay so one dimensional, so I’ll have to see how the show progresses, but it isn’t looking very good. The issue right now really is the cast itself. There are too many characters that are the quiet, soft-spoken “deadpan” type for there to be much variety in the delivery of the jokes. Delivery is really important for me. But Muranushi, Kondou, Kamakura, Shindou, and the MC don’t look like they’re going to stop their flat acting anytime soon. This episode doesn’t get much more than a small chuckle out of me, with Miyakoshi still being the only character that isn’t completely dull.

I really do want to find bigger things to praise this episode for, but I’d be grasping at straws. The way we’re already being loaded with Shindou’s uninteresting background story (continuing since the last episode) confuses the tone, and like I mentioned previously, the pacing is still an issue. I feel like this show already revealed everything it had to offer way too quickly, and even then what I saw wasn’t very interesting. 

However as I stated earlier, I have enough faith in Karino and A-1 to hope for the best. A weak start doesn’t mean anything, and if nothing else, the show has charm. The point is, this show has problems that can easily go away once it can vary up its comedic voice and create dynamic characters. Also, please let character interactions be more than just two or three talking amongst each other. That gets old really quickly, I’d love to feel like all the characters could actually exist next to each other.

WWW.Working!! – Episode 2

So…I’ve gone ahead and rewatched this episode twice because I wanted to be sure, but the pacing is definitely moving at breakneck speed compared to Wagnaria. This episode so far has a bunch of the qualities that I rather dislike. I mean, the characters break off into twos or threes and do their own thing without interacting with nearly anyone else, and by that I mean the kitchen staff, servers, and the MC do their own thing without building up everyone as a whole. That’s why the pacing must feel so fast, because the episode keeps jumping between a handful of people each doing their own thing.

This will be the last time I make the comparison to Wagnaria, but it really is a change. Episode 2 of Wagnaria made it the most entertaining show of its season because it created a cohesive cast by its second episode, creating scenarios where all of the staff could interact with each other. Contrary to this episode, it was only later into its season when it let the characters split off and do their own thing. It’s worthwhile to be a little cautious with any spin-off and it looks like I can’t let my guard down yet. Especially after seeing that the characterization isn’t anything to write about, and the variety of humor isn’t all exactly there yet either.

I suppose it’s easier to find what doesn’t work comedically than to do otherwise. So to its credit, Miyakoshi is the best part of this episode. I especially like her interaction with Daisuke and her acting is easily the most enthusiastic out of all the cast, who’re rather mostly…average. She brought the most energy into the episode, and her showing up at Higashida’s house worked really well.

In any case, what makes the show from being yet another average slice of life is that it works off character quirks to spice up every episode, most of the side characters still play off amusing traits if they aren’t very developed yet. So in the end, I personally prefer the tighter approach to comedy (with closely-knit character interactions), it creates more personality. It also makes them more relatable.

The music is alright, the opening is good but the ending song is pretty generic, I loved the soundtrack toWagnaria and Servant x Service so it’s somewhat of a letdown to hear some standard fare background music in this episode. I’d look forward to seeing the show crank up the energy more, so far Miyakoshi is the only one with any kind of real enthusiasm in her character.

Shiro no Koukoku Monogatari – Chapter 41 Review

Shiro no Koukoku Monogatari - Chapter 41 Review
Shiro no Koukoku Monogatari – Chapter 41 Review

Beat by beat from last time, it’s pretty clear that this is the start of Meriela’ & Friends’ arc, as well as a sort of soft recap on all the central character relationships that we left behind at the capital. A potential rivalry (which I look forward to seeing) between Riede and Meriela is implied, and some loose ends are tied up on their end from the last arc. Contrary to what I thought on my chapter 40 review, the pacing doesn’t seem to be slowing down anytime soon; a new character is introduced despite my prediction that we’d be spending more time between Lectival and Meriela before moving on with the plot. We still are, but it’s moving along a lot faster.

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Manga Shelf – Girl the Wild’s, Seitokai Yakuindomo, Tomo-chan wa Onnanoko, & More

Well, this is going to be interesting. I made a decision to review as much regular manga that I can, so even shonen comedies shouldn’t be beneath me. I generally make a point of actively avoiding talking about comedies, because what do we know, there’s only so many ways to say something just isn’t funny. But screw conventions, if I have to write 4 sentence reviews then so be it.

Here’s every single manga (with an SK webtoon) that I’ve read this week, along with three or four among them that I’ll cover from here on out. I’ll be writing separate reviews on the latest chapters of the manga that I’ve decided to cover here on out from this list, where I can get more in-depth.


Seitokai Yakuindomo Chapters 1-392

Seitokai Yakuindomo
Seitokai Yakuindomo Chapters 1-392

I admit it here, Tozen Ujiie’s works have been a “guilty pleasure” of mine for quite some time now, to the point that as far as his 4koma are concerned, I’m convinced that the man is a comedy genius. For the uninitiated, his style of humor is stupidly crude, consisting primarily of dick jokes and enema gags – it’s anti-PC humor at its finest, but I don’t like it just for the sake of it being different.

I’m someone who can appreciate both spectrums of comedy, be they lowbrow dick jokes or “highbrow” humor – so, what actually grabbed me with SYD more so than any of his previous work was its quirky cast, and Ujiie’s really creative word-play on the Japanese language to come up with clever puns. Though I often lose his comedic intent through translation, it’s pretty neat when I can catch onto something. A story is nowhere to be found in SYD, but I see it as the equivalent of a Japanese comedy skit in manga form, where on the other hand Puchi Puchi Tan Tan has a little bit more cohesion as a story (at the cost of consistency in comedic tone). I look forward to talking about this and learning more about Ujiie’s wordplay.


Yuragi-sou no Yuuna-san Chapters 1-30

Yuragi-sou no Yuuna-san
Yuragi-sou no Yuuna-san Chapters 1-30

You know when you read a new shonen manga, and it instantly feels like an illustrated storyboard for an anime? This is about our protagonist as he deals with a ghost girl who lost her memories and (for the sake of To Love Ru level of fan service) can strip her ghostly clothes.

Yeah I hate this very much, maybe if the fan service was toned down by 100% I could appreciate the light-yet-brandless level of comedy offered here. The main character is also stupidly overpowered, so there’s no reason for me to care about anything at stake. Quite possibly the extreme spectrum away from the average spineless harem male lead. But oh well, this is bound to get an anime adaptation so I’ll probably have to talk about it then (I predict it’ll come out in Spring 2018).
Continue reading “Manga Shelf – Girl the Wild’s, Seitokai Yakuindomo, Tomo-chan wa Onnanoko, & More”

Quick Announcement: Direction, Writers, and Content

I never expected the site would come this far to where I’d feel the need to make an announcement – but here we are, and it’s only right to let you know what’s happening behind the scenes with the site. So as a public service, this is meant to inform all of you who don’t frequently visit our chatbox as to where the site is going, and the gradual changes that you can expect over the coming months.

When the first wave of new writers after psgels (including Aidan, Ninjarealist, and myself) came onboard, we did so fully intending to never deviate too far from the kind of content that Psgels had always maintained since the site’s days on Blogsome in 2005, and for the most part, that still holds true – we’re very consistent with episodic reviews, on top of the usual Seasonal Previews, and anything before them. However, we realize that we can’t limit ourselves to what we consider “playing safe,” and that it really doesn’t hurt to try something new for a change. As a result, the influx of all kinds of original content has reflected that. Besides, whether it was SuperMario’s Versus Show, Aidan’s Manga Spotlight, or my Game Reviews, the positive feedback from you guys, long-timers or not, have continued to encourage us in our efforts to improve the blog in our own ways. So, as far as content goes, you can expect a lot more interesting takes on the site like the Versus Show, on top of the usual seasonal content.

Lastly, you’ve probably noticed that the site has been in a constant state of construction with the chatbox over the past few days, but it’s an extension of our efforts to modernize the site. There’s still some tweaks to be made here and there with the entire site in general (for example, the site eats up A LOT of cpu and the chat needs more work), but I’ll be working with everyone, including Psgels, in order to clean up the site’s coding over the next few months. This really is a site you can fully customize from top to bottom, so if you have a suggestion for a new feature, please don’t hesitate to throw some ideas our way.

 

Tokyo Mirage Sessions ♯FE Review – 65/100

The title of this game rather says everything you need to know about my initial reaction, and I’m still all around puzzled at the mixed bag that this turned out to be – it IS just a standard mashup while having a bit of fun with some experimentation, but the game itself is actually a jumble of Persona’s mechanics with some hints of Fire Emblem, Final Fantasy X-2 masked behind a colorful anime-esque fatigue. Originally called “Shin Megami Tensei x Fire Emblem” but changed shortly thereafter to “Tokyo Mirage Sessions,” I decided I’d have an open mind about this before I went into it, without looking for comparisons to the Persona or Fire Emblem aspects of the game, and did actually enjoy the gameplay. But by the end of my second playthrough, it turned out to be a mediocre title that failed to consistently interest me as a standalone title, much less as a fan of both Fire Emblem and Shin Megami Tensei.

The story is entirely original, so it’s not required that you play any of the Shin Megami Tensei or Fire Emblem titles for you to dive into it unless you want to understand certain references. The story begins with our protagonist in some talent agency in Tokyo as he learns how to utilize an energy called Performa and attract beings known as Mirages much like in the Persona series. The rest of the plot is pretty by the books, it has cameos/references to Fire Emblem and Shin Megami Tensei characters to keep you interested in the plot, and in between the unnecessarily text-heavy story are the animated cutscenes by Studio 4C, which are all serviceable except for the poorly integrated CGI during music/dance sequences (which I believe were done by a different studio). Although Japanese pop isn’t really my favorite genre of music, it’s well produced to say the least and the background soundtrack isn’t too generic either, they accompany the combat really well as the fights feel like a performance rather than a traditional RPG battle.
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Legend of Legacy Review – 80/100

Oh Square Enix, this is the kind of avant-garde work you need to do. Developed by Furyu with the people behind SaGa, and written by Masato Kato of Chrono Trigger, I knew I was in for a unique game right from the start. But its gameplay is certainly divisive and for good reason, as this is surprisingly much more out of the box from what you would’ve expected after SaGa. Most prominently, it has a style of story progression that allows you to quite literally go forward however you please – by opening up the world to you through unlocking maps via unstated objectives. Now, I don’t favor open world titles above linear games just for the sake of them being open world, but I do appreciate it when they’re done as well as it is here. I could play through Legend of Legacy as quickly or as slowly as I pleased in whichever order, with the intention being making the player feel like a real adventurer exploring uncharted territory, which it succeeds in spades all the way to the end. So if you’re coming out of Bravely Second rather dissatisfied, Legacy unwinds those linear genre conventions and shares more similarities with A Link to the Past in its range of freedom. Even the individual map’s bosses are more often than not just a part of the scenery as they roam the map aimlessly alongside the other mobs. But in exchange, the game can be brutal when you don’t know how to progress any further after fully exploring an area (while refusing to look at walkthroughs) and scouring the entire map looking for any possible clues. But this is also what adds charm to the game, as the game allows you to sell the maps you complete by exploring more of the wilderness. The more of the map you’ve filled, the more money you can sell them for, and it’s pretty rewarding to earn large sums of money for them. 

Yet on the other hand, it’s worth noting that the turn-based combat is about as traditional as one can get apart from its lack of any level system. There can only be three characters at a time in your party, and in-battle you can utilize the elemental spirits in your environment for various effects like HP regeneration while customizing your stances outside of battle to affect turn order and defense. As a result, building an effective party is critical, yet also entirely up to you, and since there’s only so many roles possible in a 3-person team you’ll have to make sure everyone pulls their weight. Upon a new game, you can choose a protagonist among a huge selection of characters to begin your story with, and choosing the right character from the start makes the confusing lack of narrative that much better. I personally chose Filmia (the awesome frog that’s an obvious throwback) despite his rather one dimensionality in combat, as I found his small quips that much more interesting. In the small town of Initium, you’ll see the characters that you didn’t choose on the starting screen wandering about for you to recruit, and it’s really up to you to make sure everyone stays leveled up. I decided not to change up my starting trio of Filmia, Bianca, and Liber very much, as my play style is always offensive and Filmia is rather bulky anyways. But what makes the turn-based combat a little more interesting is its integration into the exploration mechanic – however much HP your party lost in-battle doesn’t entirely carry over into the next encounter, unless a character went down to 0 in which case they’d be at a fraction of their full HP the next battle. This means that as you go deeper into the wilderness, the less comfortable you are facing stronger enemies – so it encourages you to go back to town every now and again to sleep, restock, and retread. If a battle gets too tough you can always run away to the start of the map.
In any case, the game is extremely tedious if you don’t have interesting members in your party, as you’re going to have to grind in order to raise the level on your attacks and stats. Heaven forbid you start with Meurs or Owen as they’re the blandest characters in the game. As with any of these games that allow you to choose your protagonists, your experience may vary depending on the narrative you develop for your own party. As I like to mention in any of my previous reviews, it’s important for this kind of game to be a good character story over any kind of overarching plot, and most of these characters are interesting enough to keep your interest to the end. In this way it really does remind me of Rune Factory 4. Legend of Legacy is an excellent game to sink hours into if you don’t mind traditional turn based combat and hands off free-roaming. The plot is simple, yet clocks out over 40+ hours. But because of this, all of the characters in your party don’t feel like cutouts and get fleshed out believably, and the buildup gets used well by closing off satisfyingly.  So yeah, it’s not a game that’s going to be very important to Masato Kato’s repertoire or to the 3DS RPG genre, but what it does well, it does well in spades. It does have its weaknesses where it goes too far in its efforts to let you do whatever you want, by sacrificing any sense of a greater purpose to your gameplay, but it works alright without one. To top it off, visually, the game is perfect. You can see influences of the SaGa games where they like to spam the screen with useless objects (like a giant conch, ruins, etc) but also the more subtle things. Each of the characters walk in their own unique way, and the characters move with their own unique poses and styles. This game is nearly a year old and I haven’t seen much buzz about it and it’s truly a shame. While games like Bravely Default continue to earn praise for its “traditional” gameplay, it’s games like Legacy which are the true throwbacks to a time when a game’s story was simply something to be discovered through gameplay.

Storytelling: 7/10 Open ended, it depends what you make of it on your playthrough.
Gameplay: 7/10 Very traditional combat, but a unique story progression system and an interesting cast of party members keep everything from becoming too tedious and stale.
User Interface: 8/10 Convenient quick saves, but otherwise a laughable options menu without even text speed adjustment.
Production values: 10/10 Looks great, and the score is amazing.

Suggestions:

Bravely Default/Second (3DS)

Rune Factory 4 (3DS)

Etrian Odyssey (DS)

Stella Glow Game Review-60/100

I really should be getting Grand Kingdom or waiting for Mirage Sessions. My review of Stella Glow is way past relevancy being nearly 8 months late, but I finally completed this and it wouldn’t hurt to briefly wrap up my thoughts about the game created by the now-defunct Imageepoch. I somehow managed to get through Lord of Magna in little over a week but I couldn’t motivate myself to finish this game after chapter 6. So first, jumping into the game, I admittedly didn’t have too much experience with much of Imageepoch’s previous titles, I only played Luminous Arc 1+2 and thought the gameplay was pretty good (although I’ll always hate the story in these kind of games). Therefore, I expected Stella Glow to be much of the same. In terms of its gameplay, it’s even somewhat over-simplified/dumbed-down since my last Imageepoch game.

To be brief, combat is turn-based spread over a 3D grid ala Luminous Arc, separated by free-times in which your character can buy weapon upgrades, find loot, do odd jobs for money, and interact with party members in order to unlock new support abilities. With combat, the atrocious AI aside, it’s relatively vanilla and doesn’t rock the conventions very much. It’s blasé to say the very least, with an outdated concept of PP-based skills that is actually a regress with its lack of any equivalent to Luminous Arc’s Flash Drives aside from the conducting (which doesn’t do much for strategic depth). There is no more depth beyond these standard attacks and skill-attacks, so what you see is what you get all the way through your 50+ hour game. Moving your team members around a strategically-lacking battle area has never felt more unexciting as a direct result, and makes grinding all the more painful to do. And you’re going to have to do a lot of it.

Compounding the problems to combat are the enemies. The AI in the game utilizes little form of strategy or out-maneuvering. If it has a better shot at greater damage output (such as attacking my characters from behind) it doesn’t do it, and as is the case almost all the time they rush the nearest available frailest unit and zerg-rush them without any semblance for party-cohesion/roles. For example, even when my tank Archibald is quite vulnerable sitting at a low health, enemies still often rush my witch who’s at full HP because the AI simply cannot understand strategy and the benefits of knocking down selective units. The challenge instantly turns to frustration as early game I didn’t even bother using healing units very often, since they have to come close to another party member in order to heal, yet then become vulnerable to long-range enemies’ ridiculous ranges. On the other hand, some skills thankfully offer low-mobility characters like Archibald with long range attacks to attack past 2 squares, which is sorely appreciated for such a slow unit, and it theoretically gives these characters better usage early-game with stronger party cohesion. However, this does not work as well as it should, as you often cannot attack diagonal squares aside from magic skills. For me, that defeats the purpose of trying to give slower units a greater mobility. Yes, Archibald gets better later on in the game, but there is little logic to not allowing long range attacks in general, Archibald or otherwise, to hit diagonal boxes especially when terrain heavily limits your ideal range of movement anyways. Some elements of Fire Emblem would’ve been great here, like diagonal attacks and earlier long range healing skills. Otherwise, everything else about the combat system is solid, such as the satisfying range of roles in your party, and the activities that you can do in between battle times are varied and interesting.

As for story, it’s about a generic protagonist with a mysterious past who has the power to collect witches, in true harem spirit–as is plastered all over the back cover. I’m not going to complain too much about the generic plot as much as I hate it, it’s simply there to provide a backdrop for the challenges that our characters will face after all, and none of the party members felt forced or too out of place. However, any longtime JRPG player will recognize the story going through the motions in a half hearted attempt to try and set these characters beyond their archetypes to no avail, and the writers have every blame for this. In a game like this it’s imperative for it to be a worthy character story, with immersive character conflicts to make up for the lackluster backdrop concerning some generic kingdom under attack by some generic villains. Unfortunately however, by the end, there is very little characterization. Well, apart from “She’s not shy anymore” and “He’s less strict now.”

Lastly, the user interface is clunky and bare bones to put it lightly. Whilst in battle, you cannot access an options menu to adjust your game settings, it is only available outside of that and events. Even then, the options menu is simply pathetic. There are volume sliders, options to turn off combat animation (which is already available in battle), and little else besides it. No options for changing the controls to adjust the inversion, utter disuse of the circle pad, story recaps, turtle paced scenes, and the list goes on. But at least the game looks good for the 3DS and the soundtrack isn’t half-bad, even if the fan service is irksome as hell and never stops, but that point is rather moot with a game like this that lets you know what you’re in for with the cover. Overall, if you haven’t picked this game up yet I’d recommend you give it a try at least, it’s honestly far better than the likes of Lord of Magna.

Storytelling: 5/10 Average fantasy story
Gameplay: 7/10 Limitations aplenty, but otherwise strong system that remains familiar
User Interface: 3/10 Clunky and frustrating
Production values: 9/10 Looks and sounds great for the 3DS

Suggestions:

Fire Emblem Fates

Luminous Arc

Lord of Magna

Odin Sphere Leifthrasir Game Review – 87/100

Oh my. This game was just utterly, utterly incredible when it came out, so despite disliking the usual remasters (ahem, Valkyria Chronicles), I was pretty stoked when I learned I’d be able to play this again on better hardware. It came out really late into the PS2’s lifetime in 2007, so at the time, I like a lot of others thought it should’ve been on the Playstation 3, as Tales of Vesperia had also been transferred to the PS3 despite being developed for the PS2 – and two console generations later, here we are with Leifthrasir.

In case you don’t know what Odin Sphere is about, it’s simply a 2D fairytale action JRPG that puts you into the shoes of 5 characters in individual stories each with their own background and self interest, with nods to well-known fairy tales. We start off with Gwendolyn in the first book, during the great battle against the Ringford Army, when her sister is killed and she herself is defeated but spared by Oswald, the shadow knight. As we move on from her story, through Cornelius, Mercedes, Oswald, and Velvet’s, we see these individual stories slowly come together by the sixth book to create an interesting spin on the “party members banding together to save the world” RPG trope. Here, some main characters are even enemies with each other, and not in the Tales sense where they’re mysteriously hostile at first, only to turn out to being the good guys (ahem, Sheena). No, some straight up try to murder each other out of self-interest no matter how good their intentions are, and I love it because it shows a gray morality usually handled black & white in other fantasy JRPGs. There’s a reason why some aggressive kingdoms act the way they do, and while it’s certainly not insightful or original for that matter, it’s a breath of fresh air. As a result, the climax is very well done, and the ending is just as explosive and does an excellent job of laying the story to rest (so long as you get the seventh book) since characters undergo tangible conflicts. Individually, each story by themselves are pretty standard fairy-tales. However, what made Odin Sphere’s plot just that fun to play through is how interconnected each story is and the subterfuge that goes on back and forth between the main characters, even if it isn’t on a very deep level.

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