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A Brief Statement

Gametrodon condemns the behavior of the abusers at Activision-Blizzard, and the management that enabled them.

The next several months will likely determine if the company has any chance for reform, or will just act to save public face without making any actual commitment to demolishing a culture of sexism and abuse.

California Department of Fair Employment & Housing Complaint

NPR Coverage of the Complaint

An Open Letter from Blizzard Employees to Management

Jason Schreier’s Twitter – Writer for Bloomberg, and coverage of the unfolding events.

We encourage our readers to review the links above for more information and context.

The most valuable voices to listen to at this time are those who have had to endure this discrimination and abuse.

Weekly Wrap-Up

3 Interesting Games I haven’t played enough to do full writeups on, because I’ve been playing too much Hunt: Showdown and Minecraft.

Ah, Saturday. Well, technically Sunday at the time of writing this. July has passed us by, it’s now officially August, and I really need to make sure I pay my rent at some point tomorrow.

But enough about all of that. I don’t actually have a full new writeup this week, as I’ve mostly been playing old stuff, and I’m not sure anyone would benefit from me writing about Minecraft, Hunt: Showdown a second time, or even Dota 2. So instead, here are a few things that might be neat to check out, that I may do longer reviews of in the future, but for now, a short one will have to do.

Shiren the Wanderer: The Tower of Fortune and the Dice of Fate

The Shiren the Wander series of the progenitor of the mystery dungeon games, and arguably my favorite set of non-mainline Pokémon games to ever exist, the Mystery Dungeon series. So visiting the actual sources for those games is interesting. Shiren is far more brutal then what I’m used to, even if I have a decent understanding of the mechanics, and can feel somewhat like a roguelike at times. In either case, I haven’t beaten it yet, so all I can say so far is that it’s neat and very hard.

Skul: The Hero Slayer

I have mixed feelings on this one. So far, Skul reminds me of both Dead Cells, and Hollow Knight, but so far it hasn’t really clicked. It feels like a sidescroller rougelite, but the combat isn’t as clean as Dead Cells, and the story feels overplayed for what it is. On the other hand, I also only played for an hour and half so far, so make of that what you will.

Barotrauma

Last, but not least, we have Barotrauma. As far as I can tell, Barotrauma feels like a combo of Minecraft and Overcooked, as you and others attempt to pilot a submarine through the underground oceans of Europa, while not be murdered by fish, enemy subs, other enemy monsters, having your equipment breakdown, or overheating your nuclear reactor. It’s Overcooked in that it’s a frantic dance of chaos and resource management, and it’s Minecraft in that after playing 2 and half hours, I haven’t beaten a single mission, and still barely understand how to start up the reactor. It’s got both single and multiplayer, but I’m not too interested in the single-player parts, and the folks who convinced me to buy it haven’t finished the tutorials yet, so I’ve yet to see how incredibly poorly we work together to play it.

Pokémon: Unite

You can skip Pokémon: Unite, unless you’re a massive sucker for anything Pokémon related. Like I am.

For me, the ultimate test of any licensed game consists of two very simple questions:

  1. Would I play this game if it didn’t have the licensed branding?

    And
  2. Am I going to play it anyway, because I am a consumer whore?

For the best sort of licensed game, such as something like Pokémon Mystery Dungeon, the answer to question 1 is a solid “Yes.” This is something I can say with confidence because I’ve been playing a bunch of Shiren the Wanderer, and it kicks ass. Then we have stuff like Pokken, which is more of a “Sorta,”(but it’s not because the game is bad, just because I don’t really play fighting games).

On the flip side, we have games like Magic: Legends, which gets a solid double “No.”

And then in the middle, we have things like Disgaea: RPG, and, the actual topic of this article, Pokémon: Unite.

I am a sucker for pretty much anything Pokémon. This doesn’t mean I’m 100% “Consume Product,” but if there is something Pokémon related, and it doesn’t cost me money to try it, I probably will.

I’m not sure how long I’ll play Pokémon: Unite for. It honestly might be less than a week. The primary reason to play it over something else is that it’s on the Switch, it’s Pokémon themed… and that’s about it.

The main reason is that while the theming, sound, graphics, etc are charming, the gameplay itself is lacking any incredible moments, and the meta-progression/economy is absolute garbage. Also, I have some problems with its informational display, but at least my UI complaints are correctable.

Let’s start with the gameplay: Pokémon: Unite brings exactly one new interesting idea to the MOBA genre, and that is the victory condition/scoring. Instead of towers or ancients to destroy, there are a series of hoops. You gain score by collecting points, and then convert those points into score by channeling at these hoops. So the basic loop is: build up points by KOing wild Pokémon, go to a hoop, channel and score. It’s an interesting mechanic that leads to some neat tension. And that last sentence right there is a the nicest thing I’m gonna say about the game for the rest of this article.

Okay, this isn’t a great combat screenshot. The UI usually isn’t this busy, but it’s the one I have.

The rest of the game feels fairly standard, like a dumbed down version of Heroes of the Storm. There are a few different maps, with different layouts, but similar objectives. Your hero champion Pokémon have an auto-attack, two specials, an ultimate that takes 8 years to charge, and a summoner spell battle item. In either case, the end result is that in any fight, you have effectively two activatable moves, but I’ve yet to see a situation where it doesn’t feel like I’d want to just spam them. There’s no mana cost to discourage you from doing so, and the cooldowns for the moves are fairly short.

I can’t believe it’s not flash!

The end result is a game that feels bland, to the point that I’m bored with writing about how boring it can be. So let’s move on to the next part of the game that sucks: meta-progression.

Everything about the game’s meta-progression is garbage, and I can summarize why I hate the system in two sentences.

Unless you want to spend real money, unlocking a new character costs between 6000 and 10000 gold. The maximum amount of gold you can earn in a week from winning random battles is 2140.

Yes, you can get more gold from doing quests, and limited time events. Yes, you can get gold by leveling up your trainer level. Yes, you can get gold by finishing the tutorials, or doing some weird slot machine thing. It doesn’t matter. The core point is that the game is designed to be an absolute slog for grinding out the ability to play more characters, leveling up equipment, etc.

The game feels like a cheap mobile game, in the sense that it’s designed to make you log on to do your dailies, to build the habit of playing a few matches, and then leaving. Instead of having you come back for the gameplay, or exciting updates, you’ll come back because if you do for just a few more weeks, you can unlock a new character! Or you could just spend like $10, and get them right now!

Oh, and it has a premium currency, bonus boosters, a battle pass, and just about every other feasible way short of straight up gacha. The game even has a kinda gacha in its energy roulette system, but at least you can’t directly pay money for it.

Oh, and while we’re at it, I have one last big gripe. Keywords, description, functionality and stats. Every attack in the game is something like this:

Secondary gripe: why do I have to confirm moves being upgraded when I get them? Just upgrade them! Don’t make me press buttons twice.

And then we have items in the game that look like this:

40 SPEED UNITS OF SPEED

Do you see it? Or perhaps more specifically, do you not see it? “It” in this case, being any sort of useful information/way to measure the actual numbers/damage/etc that your character can do in a game? Because I sure don’t. At least this one they can probably fix, but why isn’t it there already?

Pokémon: Unite isn’t awful, but it isn’t very good. There are better games to play on the Switch, better MOBAs to play in general, and better Pokémon spinoffs. If for some reason after all this, you still want to play it, it’s Switch exclusive right now, so just go find it on the eShop.

Luck Be A Landlord

I wish it was as easy to write about this game as it was to play 20 hours of it.

I like Luck Be A Landlord. Fin.

I’m pretty sure this isn’t good enough to qualify as an article, but I’ve been trying to write about Luck Be A Landlord for quite a while and failing completely.

This might be because there is only one aspect of being a game that Luck Be A Landlord does well, but it’s also the only thing about games that actually matters to me: the gameplay. Luck Be A Landlord is an incredibly unique take on a deckbuilder, where instead of building a deck, you assemble a slot machine.

And this leaves me in a bind, because I can’t faff around about other things in the game that I like, such as music, animation, art, and story for several paragraphs like I normally would. All of those elements are pretty mediocre, but it doesn’t matter, because Luck Be A Landlord is mental crack.

The general gameplay loop is pretty simple: you have a slot machine, and a certain number of spins. At the end of those spins, you have to pay up a certain amount of cash. After each spin, you choose from one of three symbols to add to your pool, meaning it can now show up on future spins. Each time you have to pay rent, your rent goes up, and you have to pay more rent the next time.

And this probably doesn’t sound super enthralling, but I think it’s worth pointing out that a summary of Bejeweled’s mechanics would be something like “You have a grid of jewels, and you swap them, this removes them, so you can match more jewels.”

Let’s use this run as an example of why Luck Be A Landlord is so interesting to me.

At first glance, this probably looks like a fairly boring setup. I’m only using 3 different symbols. So why is it satisfying at all?

Well, the effort to get to this point was fairly massive. The symbols in question that I’m using are the Amethyst, the Dame, and a wildcard.

The Amethyst is part the Gem family of symbols. These symbols include Diamonds, Pearls, Emeralds, Sapphires, and a few others. The primary thing that’s unique about them is that they’re a family of symbols, much like the Fruit family, that are far easier to get by having symbols interact on the board, than by drafting them.

The Amethyst’s gimmick is that it’s the only symbol in this family that scales, and it does it in a fairly unique way. Each time another symbol would increase the value of an Amethyst prior to the end of a round, its score permanently increases.

The second symbol, the Dame, is from what I tend to think of as the humanoid family. The Dame buffs up any Gem family symbol she’s next to, meaning that when next to an Amethyst, she makes it worth more both in the current round you’re scoring, and in addition triggers the Amethyst’s unique ability, making it worth more permanently.

At the same time, the Dame also destroys and scores points for Martinis, making them an effective symbol to use in combination with Bartenders and Dwarves, as part of an alcohol removal engine.

I’m rambling a little bit here, so I’m just gonna try to get to my thesis: Luck Be A Landlord does a really good job of balancing moment to moment tension, and longer term play. Choices that might get you through your current rent cycle might not be ideal for you build, but choices that could be better for your build might mean you’ll never complete it in the first place. Most symbols have at least 1-2 meaningful interactions with other symbols, or symbol families.

The end result is a game where it’s just a lot of fun to try to build different types of engines, from Cultist based builds, which rely on having a bunch of the same symbol on the board, and then transition into eldritch horrors, to pearl harvesting builds, to pirates cracking open treasure. Watching a build come together is incredibly satisfying, and having one fall apart is frustrating, but not frustrating enough to keep you from doing just one more run.

Luck Be A Landlord is a video game. You can buy it on Steam. It is $10, and it is in early access. Oh, and there is a free demo, if after all of this you’re still on fence.

D6 – Max Level, 1 Fight, No DLC Guide

I keep seeing a bunch of references to farming in D6, with every single guide mentioning the Prinny trick, getting max, but no single guide that actually explains the full strategy. So here’s my writeup, with exact steps and details on what I have done, and the results. This guide does NOT use any DLC to get this outcome. No Valvatorez or Pleinair required.

Prereqs
Rakshasa Unlocked
3000 Cap In Cheat Shop
Capped Squads

Prep

1x Killer – Level Whatever

This slot is more or less whatever you want it to be. In my case, I used Bieko with capped Omega Wind, and had every other booster equipping “Kill With Wind.” You could probably make a more efficient version of this setup, that doesn’t require that. The only important thing about your “Killer” is that they can kill every single mob on Peaceful World – Bell of Blessing – Rakshasa without dying, and that they have a 900 Statistician equipped.

9x Boosters – Level 1 – Any Class/Unit

One of these is the unit you’re power leveling.

Evilities
World is Mine
Genius Studier
Happy Song
Overlord Training
Kill With Wind – OPTIONAL, SEE ABOVE

Items: Each character had a 900 Statistician

90x – Fodder – Level 1 – Prinny God Capped with any one job, for EXP Bonus From D-Merits

Evilities
Recycle Spirit
Focus Bomb

Items: Doesn’t Matter

D.I. Target Myself -> Wait Until Other Units Have Acted -> Nearest Unit -> Lift -> Nearest Unit -> Throw
Put this on every single one of these Prinnies.

Setup and Execution

Setup – You only have to do this stuff once.

  1. In Cheat Shop, set Enemy Strength to 20
  2. In Cheat Shop, set Back to Square One to ON
  3. In Cheat Shop, set EXP to 3000%.
  4. In your auto-battle group, set up your units to be in the following order. PRINNIES -> BOOSTERS -> KILLER
  5. Add the Unit You’re Power Leveling to the Boot Camp Squad

Execution – Do this each loop.

1. Dark Assembly Bills – (Any unit can pass these)
Give Me Triple EXP!
Praise My Performance
Throw a Welcome Party

2. With the unit you’re power leveling, pass Hog All Exp!
3. Go to Peaceful World – Bell of Blessing – Rakshasa
4. Press Autocombat, and watch Prinnies go boom for a bit.
5. Bring out your boosters, and killer.
6. Clear the map. Optional
7. Repeat until you lose your mind and get tired of trying to farm Karma when you can only get 124 Million a Loop.

Additional Notes and Tips

  1. You can fill the Dark Assembly squad with the Prinnies you’ve created. Once your Dark Assembly is capped, this mean every bill will pass without bribes or fights effectively every time.
  2. This is by no means “Optimized.” I’ve spent the last few days trying to get this to work, and every source of information either left parts out, or was a 16 minute YouTube video that claimed you needed DLC, or didn’t include all info.
  3. I get about 9QD per run with my setup. If you’re getting less then that, here are a few things to check. I’m going to be honest, I do not understand how EXP addon stacking works at all in D6. Example: You can’t stack more then 1 Statistican per character, but you apparently can stack Happy Song.
    1. Stick as many EXP boosting Evilities as you can on the character you’re powerleveling.
    2. Confirm everyone has an item with a Statistican
    3. Stuff even more EXP boost Evilities onto your booster characters.
    4. Make sure you’ve capped your cheat shop
    5. Make sure none of your Prinnies ended up above level 10 somehow.

I mostly wrote this because of how incomplete or just inaccurate the other guides were.

What is… Deep Rock Galactic?

Rock and Stone, Brother!

Deep Rock Galactic is a cooperative PvE first-person shooter. You and your friends are a team of space dwarves, mining ore among the stars. The core game is about you and your team of up to four other players trying to complete whatever dig you’ve signed up for this time. While the game does have procedurally generated maps and a variety of mission objects, the thing that sets it apart is how it handles its classes.

Deep Rock Galactic breaks away from the Holy Trinity of Heals, DPS, and Tank. Instead, any player can play any role when needed. The added spice is that each class also excels uniquely via pure utility by environment interaction.

The game’s four classes are the Engineer, Scout, Gunner, and Driller. Each of the four classes can do great damage, great support, and some form of escape or defensive mitigation for the team. For example, the Engineer has a platform gun that can create platforms in the environment. You can use these platforms to build choke points to funnel glyphids (the game’s bug enemies), or as a safe pad to land on in an emergency escape, or to make a bridge across great divides.

The Scout’s specialty is to provide vision to the team via his flare gun. Without his flare gun you could get surrounded by unseen glyphids in the dark at a moment’s notice. He is the most mobile role of the squad, best for filling in any gaps of defenses or daring rescues. Gunner has the highest sustained firepower, and also the best defensive ability in the game: the bubble shield which blocks projectiles as well as regenerates allied shields. Driller’s specialty is obliterating wide hordes of small glyphids through bombs or fire, or freezing boss enemies, making them stunned and vulnerable for the team to destroy. Driller’s drill gauntlets allows him to make tunnels straight to evac, or shape the terrain to his advantage as well.

There are also general character perks that you can earn that apply to all classes. These upgrades are generally straight increases to damage, survivability or cool new ability that’s always good. When choosing between upgrades of the same tier they are mainly trade offs or side-grades. Deciding which upgrades you want allows you to tailor your dwarf to play your way—which is really fun. If you are a min-maxer, you can look up guides for best upgrade paths to unlock first, but I’d recommend against it. Overall, experimenting with all of the upgrades and discovering what works for you is the most fun for getting longevity from Deep Rock Galactic. It’s a slow burn of a journey and not about getting max power ASAP.   

The game can be played in single player mode but I wouldn’t recommend it. Thankfully, the game enjoys a large player base where you can always find a lobby for whatever mission you want to do.

That said, I found the end game raid missions difficult to do with just random players. These missions are called “Deep Dives” and give out unique loot that can change your class by modifying what your guns do. Some modifications just swap the elemental damage type of the weapon, but others fundamentally alter your gadgets to do something entirely weird and new. For example, one piece of loot makes it so when you shoot your shotgun at the ground, you jump higher. This is just one of tons of possible changes you can apply to your gear, although the limit is one per gear piece so you can’t stack a bunch of modifications on one gun.

Deep Rock Galactic has limitless stuff to unlock, and I imagine it’d take hundreds of hours to unlock all the talents, gear, and cosmetics the game has to offer. The available missions are rather diverse, but you’ll probably find some you like more than others. The game has consistent updates, and is currently in the process of adding a 3rd weapon choice for all classes, as well as doing balance revisions to all current weapons and talents, with an estimated patch release in quarter 3 2021 (sometime between July and end of September).

If this sort of thing sounds exciting to you, here are some my tips for starting off:

  1. Feel free to mix up team compositions. For the most balanced gameplay, 1 of each class seems best, but for some mission types you may feel like more than one of a class might suit it better.
  2. Nothing wrong with taking it slow. When starting out I’d recommend a hazard level 2 or 3 mission at most (hazard levels are just difficulty level: 1 is easy, 2 is normal and so on). Then when you feel like you can handle it, increase hazard levels for better rewards. I’ve played about 90 hours since the launch and promoted each class about once. Personally I wouldn’t recommend trying hazard 5 or higher till you’ve promoted a class… but hey, you do you.
  3. Take advantage of those credits! Deep Rock Galactic has a deep character progression system where the credits and materials you earn from missions can buy tons of upgrades to specialize your class a lot.

I think it’s a gem of a game, and if you had to pitch it to a friend in like 10 seconds, I’d say, “It’s like a co-op shooter like Left 4 Dead, fused with looter-shooter talent leveling and survival game terrain manipulation like Minecraft, but you are an awesome high tech space dwarf squad, killing the zerg Glypids.”

4.5/5 Etrodons is my overall rating. And when you do play the game, remember to hit “V” to ROCK AND STONE, BROTHER!

Magic: Legends is Dead After 4 Months

Goodbye, and good riddance.

I don’t think there’s anything positive or noble about kicking dead horses, or beating men while they’re down, unless they’re into that, and you okay it beforehand. That said, I find the state of Magic: Legends so incredibly funny that I’m gonna do both of those things. Hopefully this will get it all out of my system so I stop talking about Magic: Legends over and over to my friends.

So yeah, Magic: Legends is dead. It lasted just about 4 months, and didn’t even make it out of open beta. Also, the studio behind it is apparently laying a bunch of people off, which sucks. But holy shit, 4 months, and not even out of beta? Misbits lasted longer then that. HEX lasted longer then that. This is a multi-system ARPG, licensed off an incredibly successful game for its world, lore and background, and they couldn’t even keep a beta alive?

What the fuck guys.

We could spend a lot of time speculating about why Magic: Legends failed so incredibly hard. I’m sure someone over at Cryptic is doing that right now, in-between shots of vodka and wondering how much they can pawn the office furniture for. It’s way too easy to construct a narrative that you want to believe, and there are so many things that could have caused the game to fail that it’s an exercise in futility. So let’s do it anyway! Here are a few of my favorite pet theories:

  1. If you make a F2P PC/Console ARPG, you are competing with Path of Exile, which is also free, has no P2W mechanics, and has 8 years of lead time on you. Maybe your game should do like… one thing better then them. Just one. And “Having a licensed property” doesn’t fucking count.
  2. Linking the PC release exclusively to Epic Game store for a GAAS release might be a bad idea. Epic has a lower overall player count, and Epic probably isn’t gonna subsidize a freemium game the same way they can for a game that players just buy once.
  3. MTG is a very successful game. It also has lore. Is that lore as important to its players as, say… the actual game mechanics? My guess would be “No.” Pornography also has a plot and lore. I’ve yet to see a successful non-porn offshoot of Lemon Stealing Whores. (SFW)

Of course, it could be all or none of these! So next, I’m just gonna make a list of things I personally thought were shit about the game:

  1. Graphics and performance. It takes a lot to make me care about graphics. Multiwinia is one of my favorite games. I hated how Magic: Legends looked. And ran.
  2. Awful Gameplay Loops. For real though, the core gameplay loop is an ARPG, a genre where getting cool loot is an important part of the feedback loop. The core feedback loop was “Getting more copies of cards you already own, to fuse them into cards you own, and make the cards slightly better” with incremental scaling a la Clash of Clans. It was garbage.
  3. Warp Points. Hey, what if we made it so each area is instanced with other players? And they showed on the map? And if another player was on top of a warp point you wanted to go to, you couldn’t warp to it, because you would click on their name instead? And what if players spawned into maps near the quest givers, and went AFK, every time you wanted to go back and turn in a quest, YOU HAD TO WALK THE ENTIRE FUCKING WAY THERE FROM THE OTHER SIDE OF THE MAP, BECAUSE XX_PLAINWALKERX_XX69 WENT AFK ON THE SPAWN POINT? And before I hear any “It (was) a beta” whining, if they hadtime to release the game with a fully functional cash shop, then they had time to test it with 10 people, and see what happens when one of them disconnects at the starting zone.
  4. The Worst Kind of F2P. Randomized booster packs of what amounted to in-game loot, and extra classes/characters. In a genre of game about building cool characters and acquiring loot. It was as shitty as it sounded.
  5. Capping Farming. I’m running out of steam at this point, but I wanna get a few more jabs in, so what the fuck was with the capped mana system? “You can play this much, but then you have to come back tomorrow, and you can’t get anymore loot until then!” In a genre that often ends up about farming for loot. I’m sure some incredible business genius in the backroom went “Oh, lots of mobile games have daily check-ins or something, lets do something like that!” Well, shit for brains, this game ain’t on mobile. They could have gone the Blizzard route, and added a mana charged buff and then after the cap, drop it way down, but they chose to implement it in the worst way possible.
  6. Gameplay. The gameplay just wasn’t fun. It just wasn’t. The idea of an ARPG with cycling abilities is cool, but it only works if there’s some reason to think about what abilities you’re using. As it was, there was no reason to not just spam everything the moment it was off cooldown and you had mana for it.

    So yeah. RIP In Peace, Magic: Legends. This Frankenstein’s monster attempt of combining an existing genre with some of the shittiest freemium mechanics ever to crawl out of mobile games, and a core game mechanic crippled by the aforementioned freemium bullshit will not be missed.

It should lie in its grave and rot.

Disgaea 6 – Spoiler Free Pre-Review Preview Views

Ed Notes: Few quick notes at the bottom, but here’s the TLDR:
We got a pre-release code for this game.
This article is spoiler free.
This article is NOT a Disgaea 6 deep dive.
Oh, and all of this is based on the Switch release.

Disgaea 6: Defiance of Destiny comes out tomorrow (well the English release does), and I think it’s pretty fucking great.

From a purely abstract sense, it also has one of the most interesting twists on the series’ mechanics that I’ve seen before.

See, one thing I’ve heard said a lot about Disgaea is that “The Game Doesn’t Really Start Till You Reach Endgame.” But I’d disagree with that statement. I’d say it’s more that Disgaea games don’t usually give you access or incentivize using the series’ unique mechanics until endgame.

Elements like reincarnating characters to boost their base stats, entering the Item World to level up items, and abusing the cheat shop for grinding don’t usually come into play before you beat the story. This is a bit of a shame, since they’re some of the more unique and interesting systems in the series. Usually, you don’t need or want to do any of these to beat the game’s main story.

Disgaea 6 doesn’t do that, and instead opts to bring these systems in and make you want to use them far, far earlier than previously.

So, before I spend several paragraphs gushing over the rest of the game, I do want to quickly talk about the elephant (and some accompanying mice) in the room. The game’s performance isn’t great. Disgaea 6 was originally released for PS4, and it’s also the first game in the series with 3D graphics. The end result is, regardless of what I set the graphics quality to, it looked like garbage when using my Switch as a handheld. Strangely enough, the low quality is entirely constrained to the tactics map and overworld. Menus, combat animations, and cutscenes all run good.

If graphics are potentially a deal breaker for you, I heavily suggest you download the demo from the eShop, and give that a whirl. I’ve heard tell that there may be performance improvements, and I plan to reach out to NIS to ask, but I don’t expect an answer anytime soon. So yeah, consider playing the demo first. (Your save also transfers over to the full game, so no reason not to.)

Elephant gone, time to talk about mice. This is the first game in the series with 3D graphics for characters instead of sprites. They are fine. I would not say that I love them. The special attack combat animations are much shorter and less complex than in previous games. I liked how over the top they were in previous games, but that might have just been me. Whatever, mice dealt with.

Okay, so let’s go back to talking about why this game is great. Like I mentioned above, Disgaea 6 incentivizes using all of the game’s ridiculous systems.

Reincarnation, the process of resetting a character back to level 1, in exchange for making their base stats and stat growth higher is a central part of the game’s story, and you’re actively encouraged to use it from the moment you start.

Auto-battle and Demonic Intelligence turn grinding from a slog into a task to be automated and perfected, making early game grinding feasible.

The Item World loop has been updated so that once an instance of an item has been boosted, that boost applies to any versions of the item bought at the shop. Now, instead of leveling dozens of boots, you level one, then buy half a dozen copies, with the end result being it’s much easier to get cool equipment across all your characters.

The Story Is Good. Not gonna say anything else on that one just yet, but yeah. It’s fun. (Although I didn’t like the English voice acting personally)

There are a lot of interesting risks and design choices with Disgaea 6. I don’t necessarily love all of them, but the game does a lot to allow earlier access to many of its series-defining mechanics, and I think that’s to its credit.

Disgaea 6 comes out tomorrow, and if you like tactics games, I cannot recommend it enough. If you’re already a fan of the series, I’d say you should get a day one copy. If you’ve been interested in playing, but always thought it felt a little overwhelming, Disgaea 6 is the most new player friendly entry into the series.

See you in the Netherworld, dood!

Editor’s Notes Ultimate Plus Complete Edition

  1. We reached out to NIS America and requested a pre-release code for Disgaea 6, which we received. Was it because of our blatant pandering? No idea, honestly they sent us the code like immediately after we requested it, we hadn’t even really kicked our “Pretty Please NIS, let us play it” campaign into high gear.
  2. This article is spoiler free, for reasons. Please don’t assume that this policy will apply to things here in the future about Disgaea 6, but we’ll try to give it a month after release (so anytime after July, it’s open season) before we start discussing spoilery… stuff.
  3. This article is what it sounds like: It’s a general set of thoughts on the game, why you might want to pick it up when it comes out tomorrow, etc. It’s not an exhaustive deep dive on any level, to any system in the game.

Disgaea 5 Complete

I like Disgaea 5. While I didn’t enjoy the story as much as Disgaea 4, there are a variety of improved mechanics, UI, and massive quality of life features that make it a massive upgrade over its predecessor.

Also, just for clarity here, I’m mostly going to be discussing my experience with the game pre-endgame. I’ve played about 40-45 hours, and while I plan on playing more, that may not happen for a little bit for secret reasons.

So, let’s start with the story, and some of the related mechanics. Across the Netherworlds, now rendered as planets, Demon Emperor Void Dark is trying to take over everything. You’re introduced to some of the main characters, Seraphina, and Killia, both who have a bone to pick with Void Dark. In Killia’s case, he’s a brooding loner. In Seraphina’s case, it’s an arranged marriage to Void Dark that she has no interest in. She’s decided the best way to deal with the problem is to kill Void Dark so she doesn’t have to marry him.

Adventure intensifies, and as the duo go on their merry way, we meet an increasing cast of other indivuals, including Red Magnus, Christo, Zeroken, and Usalia, who all also have their reasons for wanting to see Void Dark six feet under.

There’s not too much else to say. Our band of misfits proceeds from Netherworld to Netherworld, trying to push back Void Dark’s advance while not getting slaughtered. Each of them gets a mini-arc/story around their background and flaws, usually followed by a redemption or adjustment.

While I appreciate that these moments existed, most of them feel standard anime trope-esque. There are a few that are more interesting, but most end up feeling predictable. This annoyed me because 4 did (at least by my standards) a much better job of handling these sorts of changes. Here’s an entire mini-writeup on what I mean, but be warned, here there be story spoilers!

Oh, yeah, this whole thing was supposed to be about new game mechanics, wasn’t it?

Well, one of those new game mechanics is Revenge. Each character has a Revenge Bar that fills as they or their allies take damage. Once a character’s bar is filled, they enter Revenge Mode, where all of their attacks are critical hits, and all of their spells and specials have their costs reduced down to 1.

In addition, characters that are Overlords of a Netherworld, like our MC’s mentioned above, also get access to their Overload. Some bosses get them as well!

Overloads are one-time use per battle skills that have a variety of effects, many of which either play with tactic game tropes, or just utterly break them, and all of which are fun. While some are simple (Deal damage to everyone on the map, stat boost, heal all friendlies) there are also a few really neat ones. My personal favorite would have to be Zeroken’s “Superluminal Wolf” which creates 4 temporary copies of the character. And when I say copies, I mean full copies. Each copy can take any action the original can, up to and including casting all of his specials, throwing units, and lifting enemies. Another character has an ability that allows them to temporarily take full control of a few enemy units.

Overloads can turn fights that are going badly, and at the same time add an interesting element to some of the boss fights. You know your enemy has an Overload, and you have to try to manage their access to it. You can do this by chipping them slowly, trying to take them out in one hit, or just finding ways to avoid the Overload’s effect. Dealing with bosses’ Overloads is a fun and interesting change from how static boss fights were previously.

Pretty much every side system has also been improved, but going into detail on each them would be both a waste of time, and not something I’d be capable of doing. So instead, let’s take one system as an example: innocents.

If you haven’t played a Disgaea game before, it might be easiest to think of innocents as a sort of sub-item that can be socketed into other items. They have a type, and a value. The type determines their behavior, and the value determines the impact. For example, socketing a Gladiator gives the item it’s located in additional ATK, and the Dietician gives additional HP.

These are both fairly straightforward examples, but there are also innocents that give extra EXP, extra Mana, innocents that change the damage type of basic attacks, and innocents that give you chance to steal items from defeated enemies. There’s a lot of variety.

Acquiring innocents is a little more complex, though. One of Disgaea’s primary features is the Item World, a series of semi-random procedurally generated levels that exist inside an item. And inside items is where you get innocents. When you get an item, it will usually have a few innocents inside of it, but they’ll be in the hostile state. When you go into that item’s Item World levels, those innocents can show up as enemies, and if you defeat them, they go to the subdued state.

So how do Disgaea 4 and 5 handle innocents differently?

In Disgaea 4, innocents couldn’t be moved until after they were subdued. This meant that collecting an innocent you wanted required going into an item, clearing levels until it appeared, defeating it, and then repeating this process for each new copy of the innocent. Because of how innocents level up, getting an innocent to its level cap could be even more painful, requiring gathering lots of copies of a single innocent, and fusing them into each other.

In Disgaea 5, non-subdued innocents can be moved between items. So instead of going into 5-10 different items you might not be interested in leveling up to get a bunch of innocents you want, you can now move the innocents you’re farming into a single item, and do one run to gather them in a single fell swoop.

But these changes on their own wouldn’t solve the problem of needing to grind a silly amount of innocents. And that’s where the Innocent Farm comes in.

The Innocent Farm is a daycare center zone where you can leave innocents, and they passively gain levels as you do other things. In addition, if you leave two or more innocents in the Innocent Farm, they can breed, giving you even more innocents.

And these sorts of improvements are present across the rest of the game’s systems as well. Better capture mechanics and prisoner management. The Chara World is now its own unique Mario Party style world… thing, instead of being a sort of rip-off of the Item World.

Okay, so looking back at this whole writeup, I think I might have rambled enough. Here’s the five second version of my thoughts:

Disgaea 5 is a mechanical improvement over 4, both for its subsystems (and tweaks to make them more friendly), and also its improvements to the combat structure. While the story didn’t grab me the same way 4’s story did, it’s still solid. It just doesn’t surpass the usual JRPG tropes the same way some of it’s predecessors do. The end result is an incredibly solid game that I’d probably recommend over earlier games in the series, because as much as I like the story, this isn’t a series that I personally play for the writing.

Disgaea 5 Complete is available for Switch, PC, and Playstation 4. I played on PC with a controller, because, well, mouse and keyboard just doesn’t cut it for grid based tactics games.

Disgaea 4 Vs Disgaea 5 Character Growth – SPOILERS

Okay, so this was part of my Disgaea 5 writeup, but it ended up being several paragraphs long, and not quite fitting the flow, and also having story spoilers for both games. In the interest of not doing that, I’ve moved it over here. What I want to talk about here is the difference in story pacing between 4 and 5, a specific mechanical reason that they end up feeling different, and why it leads to me liking 4’s writing and story more.

Emizel is one of the primary side characters in Disgaea 4. He’s the son of the President of the Netherworld, and functions as an antagonist for the first few chapters of the story. After his father declares him dead for various political reasons, he joins the player’s party, still remaining fairly obstinate about the state of things, and often still taunted and mocked by the rest of the group.

However, by the time the group actually stages their coup, he’s firmly a member of the party. When an enemy general berates Emizel for betraying his father, other members of the party step up to defend him.

Compare this to Zeroken. Zeroken serves a somewhat similar role in Disgaea 5, in that he’s a minor NPC who joins the main party. His tragic backstory is that he was a member of the Lost, Void Dark’s evil army who got taught martial arts by another demon he admired, and then fled the Lost army. He serves a similar role to Emizel in that he’s one of the weakest members of the group, constantly gets dunked on, and is overall seen as kind of a dweeb.

His big moment is when he “Masters his own heart” allowing him to perform a purification ritual to try to save someone. And after this, he’s brave as opposed to cowardly. And that’s about it.

It’s pretty boring, but it does make sense when you look at how the Disgaea 5 character development often also includes a power-up or the character getting an Overload. Since Disgaea 4 doesn’t use the Overload system, there’s no point where any of the characters get a dramatic mechanical boost as a result of story progression in this manner.

So, here’s the thing: the Overload buffs that the characters get are cool. Zerokens’s Superluminal Wolf which creates fully functional copies of himself is one of my favorite things in Disgaea 5. It’s an ultimate that simultaneously breaks a bunch of standard tactics conventions, and gives massive amounts of utility.

But because of how it’s given to him, his character development feels cheapened. Instead of the slower change that Emizel gets, we just see Zeroken power up, and then his arc is more or less… done.

And I get it. Giving a character a brand new power at a clutch moment is cool. But for me it cheapened the arc of basically all of these characters. Emizel doesn’t ever become super Emizel, or anything. Instead, he has a much slower grind of changing. And I liked that more.