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.

Prinny: Can I Really Be The Hero?

You can do it, dood!

Ed Note: Images are from theSwitch re-release press kit.

“Prinny: Can I Really Be the Hero?” was re-released for Switch back in 2020, after originally being released on PSP. It’s a game that I first played on a whim, but grew to love and play religiously. And what with this being Disgaea Week, I figured now is as good a time as any to talk about it.

I was still in high school when I heard about its release, and while I thought the animation looked good, and the gameplay seemed cool, I knew nothing about the Disgaea series. Still, I grabbed it anyway, and on a cold day after class while waiting for the bus, a friend passed me his PSP and I was off on a journey where I learned the most important lesson in life: “Gotta be smart, dood!” 

Starting the game, you’re introduced to our expandable super cool hero, the Prinny, a penguin-shaped husk that houses the spirit of a criminal sentenced to hell. After a quick meeting with your master, Demon Lord Eta, you’re told someone ate her Ultra Dessert and that unless you and your fellow Prinnies get her a new one, you’re all dead. With this promise of an asskicking should you fail, Etna gives you a magical scarf, and it’s off to the races.

Take three hits, and it’s the end of the line dood!

 Once the story begins your UI shows you the main helpful info: your scarves, combo bar, points, a timer, and the total number of Prinnies left. The UI’s not overwhelming when playing and all of the elements are spaced out nicely, so you never have a moment where the action is covered or blocked. The game has a very roguelike feel considering how your Prinny can take three hits, and then they’re gone.

1000 Prinnies might seem like a lot, but they disappear quickly and watching the life counter in the bottom left adds a very fun sense of impending doom. I’ve always been a fan of watching the counter go down as I struggle, getting closer and closer towards the end but also getting better and better, learning boss and enemy mechanics.

Overall, the game is a very snappy side scrolling platformer, and it feels great; there are only rare moments where I felt like a death was due to confusing level design or weird controls. One thing to note is that the game changes perspective when you do an air attack from 2d to a pseudo-3d. This can be awkward at first, but once you get used to the perspective shift it can be helpful for platforming or trying to find hidden areas. 

For combat, your character has a ground slam attack and a sword slice that can be used at short range. The slash attack can be used on the ground or in the air which will cause your Prinny to float while the attack is active. 

Combat is simple and honestly that’s what I loved about the game. Prinnies are supposed to be a weak throw-away characters, and while they are (sorta) the hero of this story, you can tell they’re not traditional overpowered protagonists. 

Enemies and boss fights feel challenging but absolutely beatable. The level design is streamlined and makes it hard to get lost. Additionally, if there was ever a moment where I entered a boss room and didn’t immediately know how to complete the fight, a quick look around the room always guaranteed I knew what was needed to beat them. 

The music and voice acting is also a huge part of what makes the game great. The soundtrack has a very Nightmare Before Christmas/Disgaea vibe. It’s always very fitting for the level and really gets you bobbing with music. As for voice acting, the Prinnies have their go-to catchphrases that after 4 hours I found myself yelling as I beat enemies or made lots of progress: “Gotta be fast dood!” They all have an attitude and speech type that makes you want to help these doods.

Additionally, the supporting cast of demons and lords are hilarious and as an unassuming Prinny walking up to these powerhouses, you get amazing dialog as they ridicule you or even pay no attention. And when you end up interrupting, rest assured, it may end with you running for your un-life.

In short, the game is a great time. If you’re looking for something to pick up and play mindlessly for a few hours, or just laugh at all the crap the hero endures, only to see him finally succeed, it’s still worth it. It’s a simple joy to play and one that shouldn’t be overlooked. As I noted above, the game was released on PSP before, but your best bet at this point if you’re interested is to grab the Nintendo Switch re-release.

Disgaea 4 Complete+

God I love this game.

Ed Note: Images for this writeup are from a combo of the Disgaea 4 Complete press kit, and my own save file.

Disgaea 4 is, somewhat strangely enough, the first Disgaea game I played. Specifically, Disgaea 4 Complete+ for the Switch. As far as I can tell, the “Complete” part just means that they opted to include all of the additional DLC and scenarios that were added to the game after its initial release in… 2011.

10 years ago.

Okay, so we might be a teensy bit late on this one.

One of the best things about Disgaea is the ability to customize your hub world and move all the NPC’s you actually care about next to each other.

In any case, like the other games, Disgaea 4 primarily takes place in the Netherworld. The main focus of the story is Valvatorez, a previously incredibly powerful vampire and also arguably total idiot, who never breaks promises he makes. One of these promises involved an agreement to not consume human blood ever. Pretty much all the other side characters are great as well, including Fenrich, Valvatorez’s second in command, who feels like an inverse version of the traitorous vizier trope, and Fuka, a elementary school child who dies, goes to hell, and then proceeds to determinator her way through the Netherworld by refusing to accept her death.

Valvatorez, the vampire who doesn’t drink blood, and Fenrich, his loyal servant who would really like it if maybe he would again.

These games can be kinda weird.

The general arc of the game is Valvatorez’s staging of a coup against the current President of Hell, in an attempt to fix the problems the Netherworld is having, including lack of energy, an inability to handle the influx of guilty souls, and just general failure to… well, be hell.

Behold, the… grid that I don’t remember the name of.

Mechanically, this comes in with the Corrupternment and building placement map. As you advance through the game, you’ll unlock political titles, buildings, and other elements that give benefits to units placed within their area of effects on this grid. You can also pass bills and policies to boost yourself, your rate of EXP gain, unlock new units, make friends, and also just shake down senators for cash.

The general structure of the rest of the game is fairly straightforward, with both the Item World and Chara World in Disgaea 4 following a similar structure of being procedurally generated combat levels where you need to clear all enemies, with a few additional minor changes between them. The game also has Magichange, the ability to turn monster characters into weapons temporarily for your other characters to use (don’t worry, they get better), and monster fusion, which lets you fuse monsters into larger versions of themselves with better range and damage.

Is it really a Disgaea game if the stats aren’t measured in hundred thousands?

Overall, Disgaea 4 is currently my favorite of the games story-wise, if not mechanically. While the game’s art style and mechanics haven’t aged terribly, many of the UI elements and menus do feel a bit outdated at this point, and some of the connectivity features, like fights and pirate ship leaderboards, feel a bit dead. Despite all of this, though, the fights are still interesting, the grind is nice and grindy, and story and characters are still funny.

Okay, so maybe I’ve played a bit too much of this.

You can get Disgaea 4 Complete+ here for Switch, and here for PC if you’re interested.

MMORPG Tycoon 2

Lots of bone, not enough meat. Yet.

Okay, so let’s get the core of my opinion out of the way: MMORPG Tycoon 2 as it currently stands can be pretty fun, but it feels more like a creative playground than a simulator/tycoon style game. If you’re like me, and you are seeking simulation/tycoon games for the system interactions, I’d say wait on this game for the moment. If you’re not like me, and you just want a really cool imaginative playground of game, you still might want to wait, because I can’t tell if its going to stay that way, or turn into the heavy sim I was looking for.

Look at this. It’s incredible.

It does have the single greatest video game cursor ever though.

Okay, let’s talk about the game’s systems, before we get into why I don’t want to currently recommend it.

MMORPG Tycoon 2 is, as the name suggests, a tycoon game about making a MMO. You start with a blank world map of zones, and it’s your job to make it into a world that your little fake players will want to actually exist in. And also to not go bankrupt while doing it.

Ah, Kyle Land 2021.

This means installing the sorts of thing that every MMO needs, from quest-givers, to shops for equipment and taverns to log out in, to putting in zones that spawn monsters so that your players can grind to their hearts’ content. You’ll also have to put down paths, and set up bandwidth networks which power everything.

In addition to the world building, there’s also a massive amount of customization available. You have the ability to customize the looks of the player characters and NPC’s in the game, with what struck me as an impressive modular system for building simple character models. Buildings and other objects also have robust tweaking and modeling controls.

The in-game classes, NPC’s, and monsters also all share a pretty robust customization system that allows you to tweak their abilities, stats, and also make changes to their character models.

People with good taste and thoughtful design ideas can probably use the modeling system to make interesting and neat monsters and characters. I used it to make a 6 story tall hobo-plague doctor with floating arms that just runs around and beats people up.

Okay, so if the game has all of these features, why do I currently not want to recommend it? Well, while many of these systems exist, they don’t yet interact with each other in particularly interesting ways.

For example, take the bandwidth system. It’s completely decoupled from every other part of the game. You just put down bandwidth everywhere you have objects, and if they don’t have enough juice, you add more. There’s no real need to manage spikes based on player behavior, or other activity.

The same thing feels true of the classes and the monster balance. While you have have the ability to make changes to them, as far as I can tell, it doesn’t really influence the fake players’ decisions. While fake players have the ability to request buffs and nerfs, they don’t do much else.

Closer.

Finally, the weakest system in the game by far in my opinion is the versioning. This is effectively leveling up your MMO, and I dislike it for two reasons.

Reason #1. You don’t level up by getting subscribers/money, or by building out more content for your players. You level up just by placing objects down. If you look at some of the screen shots below, you can see that there are areas where I just smashed down a massive amount of objects because I needed to get my level ups. And also…

Reason #2. The benefits of leveling up are almost entirely numerical, i.e., +5 to loot or something. There are a few that give you more interesting and fun powers (Flight paths, PVP), but most are just… more numbers.

Even closer.

And these are the bones with no meat. The level up system is lackluster, but if the numeric benefits were replaced, or added to with a tech tree, all of a sudden they could become far more interesting. If player classes influenced player behavior more, there would be more impetus to balance them and tweak them. And if quest rewards changed a player’s likelihood to complete them, you could use quest rewards to influence player pathing and decisions.

Of course, these are all just the changes I would make, because I’m curious about what the game would look like as a “simulator” as opposed to a Sims-style creative expression toy, with some light simulation elements. And that’s where I run into my main problem with recommending the game in its current state.

Perhaps a bit too close. Yes, the crocodile is a player class.

I can see the game’s design going in one of two different directions, and it’s unclear to me which of the two it will take.

The first design direction that the developers might choose would be the route of a simulator, something with more in common with maybe Cultivation Simulator, or a pure RollerCoaster Tycoon sort of thing, with systems that govern fake player behavior, happiness, willingness to spend, interaction with in-game systems, etc.

The second possible design direction would be for the game to take a tone of something like Animal Crossing or the Sims. This version of the game would have less focus on the simulation aspects, but with more attention paid to your ability to customize and edit your MMO to be exactly the way you want it, much like building up a village in Animal Crossing or the joy of playing with Legos.

Thing is, I’m not sure that it can go both directions at once.

You don’t get anything out of making custom quests, quest names, or NPC’s other then the satisfaction of making something to annoy your friends with. Or crafting a believable mechanical world, but who does that?

The game currently contains more of the features related to the “playing with Legos” situation. Which is fine. But I suspect that the person who wants to craft a beautiful creation of a MMO doesn’t want their fake players to quit en-masse because they died too much to an angry herd of sheep. They don’t want to have to carefully build exact flight paths, and try to understand fake player behavior, or have to deal with managing the underlying data grid. They don’t want to find themselves in a situation where they need to slap together a higher level zone just to make sure they don’t lose subscribers who hit the previous level cap. They don’t want to be punished for building a dingy back alley in their city, just because they used spooky looking buildings in what the game thinks should be a “happy zone.”

The closest comparison I can draw to this is trying to get a highly rated island in New Horizons. Getting a high rating requires that you make a bunch of changes and follow a bunch of rules that may not mesh with the specific look and feel you’re aiming for on your island. And tying in mechanical progression to making those changes feels bad.

On the flip side, I don’t think the person who just wants play with the simulation/ant farm aspect of the system wants to be forced to put down individual cacti to make the desert area more “Deserty” so that players don’t quit over a lack of immersion.

Running won’t save you Inbae. Bob is coming.

And this is why I’m hesitant to recommend the game right now; there’s a lot of potential, but it’s unclear to me what direction this game will go in, so it makes it hard to know who to recommend it to. Will it remain a lite sim where the primary joy is something akin to Animal Crossing, that of building out and creating your own cool space? Or will it become something more mechanically heavy, but less focused on customization?

With that said, the game has a bunch of potential, and I encourage anyone who finds the premise interesting to add it to their Wishlist and keep an eye on it. It’s $25 on Steam, and as far as I can tell, that’s the only place to get it right now.

Wide Ocean Big Jacket

I think Wide Ocean Big Jacket is very good. It might be great.

I’d like to open this writeup on Wide Ocean Big Jacket with a long series of paragraphs discussing the definition of games, what it means to be a game, and just general thoughts on interactive media.

I’m not going to do that because it would be a tremendous waste of time, and take away from actually talking about the Wide Ocean Big Jacket.

I think Wide Ocean Big Jacket is very good. It might be great.

Wide Ocean Big Jacket is not something I would have played if I wasn’t trying to force myself to step outside of my comfort zone. If you’ve read my other reviews, it’s pretty easy to figure out that I prize interesting mechanical gameplay over just about everything else.

That’s not really what Wide Ocean Big Jacket is about. The game itself has more in common with a visual novel than any other genre. As far as I can tell, there aren’t any major branching decisions, and the whole experience is fairly linear.

The thing is, the game absolutely nails almost every aspect of the writing and the setting. I would rank it up there with Night In The Woods in terms of being accurate to what human beings are actually like, and also nailing what going camping is actually like. There are very few games with writing this good.

I don’t want to say too much about the plot. Generally speaking, it feels like a slice of life style thing. It’s about going camping in the woods and relationships. And that’s all you really need to know.

Wide Ocean Big Jacket is $8 on itch.io. It’s not a long game by any means, but I don’t think that’s a valuable tool to measure it by. It was also part of the itch.io Racial Justice Bundle, so if you own that, you can download it and play it now. And I think you should.

Oh, and if you’re on the fence, there’s a demo! It’s an entirely separate set of extra chapters of the game. You’ll have to scroll down a bit on the page to find it.