Monster Hunter Generations Ultimate – The Missing Piece to the Puzzle (Backlog Tale)

Monster Hunter Generations Ultimate was the black sheep of the series to me. Generations was a celebration of the Monster Hunter series up to the point before Monster Hunter World came along and made the whole experience better. From revisiting old locations, both village and hunting grounds, old monsters returning, and familiar faces interacting and giving you quests, this should have easily been one of the best Monster Hunter games to play. I tried. I really tried when it came out. I could not find any enjoyment out of the game. For some reason, it took six years (starting from Generations on the 3DS) for me to appreciate this game for what it is. I now hold this game in a positive light from the dark corner I once casted it into.

Let’s travel back to 2016. Young adult me has been enjoying Monster Hunter 4 Ultimate, when he hears that a new Monster Hunter is coming out that summer. Natural reaction, excited for it! I preorder not only the game, but the New 3DS model that was releasing along with it (I was in the market for a New 3DS anyway). July 15, 2016 comes around and the game…feels mediocre. Monster Hunter Generations starts off incredibly slow. There is a lot of information presented to you about the new mechanics of the game and how you can travel to different locations from previous games. The quests that you go on at the beginning all consist of gathering and slaying small groups of monsters. It isn’t until Village Quest Level 2 that you start to hunt the large monsters; which consist of the beginning large monsters like the Great Maccao, the Gendrome, and Cephadrome. These are good beginner monsters, but it slows the momentum of the game when you want to get to the good stuff. For a game that is a celebration of the Monster Hunter series up to that point, it felt more geared to players who were new to the series.

That was the point where I felt disconnected with the game. I had spent hours in 3U and 4U that being forced to start from square one again felt restrictive. I could have just ignored the village quests and head straight for the Hub quest, but I am the type of person who likes to do all of the quests if I can; and going back to the Village quest after doing the Hub would have been rough.* At that time of my life I was impatient. I knew what I wanted to do, but I couldn’t stand how slow the game felt. To damper my spirits even more, Monster Hunter Generations did not include G Rank in the game. Not only was the game moving slowly, but the challenge I was looking for at the end was not included in the game. This isn’t the first time a Monster Hunter game was designed like this, but after 3U and 4U were released to the West, we would get the definitive version of the game.

*In Monster Hunter, you have a set of quests that you work on solo (Village) or with others (Hub). Village quests are designed to let new players become familiar with locals and monsters that you hunt. Village quests start on low rank and end at high rank. Hub quests are similar to village quests, but have some differences. The most noticeable difference is that the stats of the monster will adjust for the number of participants for the hunt. There are also certain monsters that only appear in the Hub area. In earlier games, the Hub was the only way to access G Rank hunts. This was changed in Monster Hunter World and Rise where an expansion would grant access to Master Rank.

The definitive version of Generations did come out, but not here in the States. Monster Hunter XX (Double Cross) was released on March 18, 2017 in Japan only and would get a Nintendo Switch release later that year on August 28, 2017. With Capcom originally stating that Monster Hunter XX was not coming to the states, my enthusiasm to play Generations quickly faded. It didn’t help that on June 12, 2017, we learned that Monster Hunter World was in development and was releasing early 2018. You could take one look at World and then Generations and decide on which game you would want to spend time playing. For all intents and purposes, my interest in Generations should have died then and there, but it didn’t.

Out of nowhere, Capcom announced on May 10, 2018 (four months after World released) that Monster Hunter Generations Ultimate was coming worldwide on August 28, 2018. To legacy Monster Hunter players, this is what they were waiting for. For me, I was almost done with most things in World. I had no interest in returning to Generations in any shape or form, so I bought the game day one in order to give it another try. My interest in Monster Hunter was at an all time high after playing through World. Surely the momentum would help me see this game in a new light. Can you guess what happened next?

Where can I find the Minecraft shield?

I still disliked the game. Playing World and then going back to the old school style of Monster Hunter did not help at all! I had gotten used to the bounty of quality of life changes in World that most things just irritated me. It also didn’t help Capcom didn’t bother doing anything with the visuals since it looks like a 3DS game with a sprinkle of improvement (3U on the Wii U looked better than this).  I managed to get to High Rank in the Village quests, but I couldn’t find a playstyle that felt good to me. I hated the feeling of being slow and constantly forgetting items that I needed for hunts. There was nothing that I could do to make the game enjoyable for me, so I placed it on my shelf and left it as one of the many unfinished games on my backlog. There it sat for the next four years, waiting and binding its time for the right moment. Which brings us to a few weeks ago this year.

At an event where I was able to see some of my old college buddies, I was able to reconnect with my old hunting buddy (for the rest of the story I will call him Knivitor). Knivitor loves Monster Hunter as much as I do, but he is definitely more experienced than I am. His go to Monster Hunter game right now is Monster Hunter Generations Ultimate. To him, it is one of the best Monster Hunter games even though he really liked World and Rise. When I mentioned that we should hunt more often, he asked if I wanted to play Generations Ultimate. I agreed with the pretense that this is what I might have been missing this whole time. I warned him that I was at Hunter Rank 1 and that it would take some time before I reached his level. All he did was flex his Hunter Rank 163 badge at me and said “Don’t worry. We got this.”

The coolest character in any Monster Hunter game.

In one week, I went from doing Low Hunter Rank 1 quest to G Rank level 2 quest. Was this from Knivitor carrying me all the way to this point? Most definitely. However, something along this journey awakened in me. All of my past experience with Monster Hunter came flowing back into me, and suddenly I was holding my own in most fights. While I switched around deciding on the Sword and Shield and the Switch Axe, I finally went back to my roots and picked up the Great Sword again. Once I did that, all the fun I had while playing Tri, 3U, and 4U all came back to me. I was trying so hard to adapt to the new, different ways to play the game that I never adapted back to playing the way I used to. Even though I was rocking the low rank Rathalos armor set during the final fights in High Rank, I was having fun using my skills and experience to become this glass cannon with a big sword. Even when we ended our group sessions for the night, I found myself wanting to play more of it and get some things done on my own just so we could press on through G Rank (he really wants me to fight the White Fatalis). The game has been on my mind constantly and most of my free time now is spent playing this and Rise (just started the Sunbreak expansion on Switch and blazing through the quests on PC).

These two bastards are my favorite.

So what happened? How did this game go from one of my least favorite games in the series to one of my all time highs? I guess the simple answer is that I started to play the game in a different way. I have been a very solo hunter these past years and I can definitely say that playing with others completely changes things. The strategy, the banter, the laughing and reacting to things that happen during the hunt turned the game into a completely different experience. I’m no longer playing the game just to get through the hunts and make it to the end. I’m now eagerly awaiting the next hunt with friends on my quest to regain my lost power. When I’m hunting solo, it is no longer about just checking off quests that I need to do; it’s now about getting the materials that I need to craft better things so that I’m ready for the next hunting session. My mind is all about making myself better just so I can enjoy hunting with my friends without being the one who gets carted the most. A simple change in perspectives helped me realize why a lot of veteran hunters still prefer this game over World and Rise.

The good times will not last forever. Eventually we might drift apart again or another game will come out that takes up our time. I think the best thing this revisit to Generations Ultimate did was help me revisit my glory days of playing Monster Hunter. With a game that celebrates the series as a whole up to that point, the one thing that I was missing with the experience was playing with other people. Now that the package feels complete, I feel like Generations Ultimate is one of the best Monster Hunter experiences that I’ve had after World. It’s too bad that the game feels out of date for anyone who started with World and the phrase “Monster Hunter on Nintendo Switch” makes people want to vomit for some reason. It is hard for me to recommend this game to others since Monster Hunter has become more accessible to people thanks to World and Rise. Believe me, I will not stop playing those games just because I found a new obsession with this game. If anything, I want to enjoy playing this game before the next Monster Hunter completely shadows it and becomes the next definitive Monster Hunter experience. From this point on, I won’t be afraid to open my hub up to random players who just want to hang out and hunt monsters with other players who enjoy doing the same thing. It can help turn a lackluster experience into one of the best times that you can have.

Monster Hunter Generations Ultimate Statistics

Release Date: August 28, 2018
Platform(s): Nintendo Switch

Date First Started: August 28, 2018
Date Finished: September 4, 2022
Platform Played On: Nintendo Switch
Total Playtime: 90 Hours

Number of Quest Completed: 270 (At the time of this writing)
Weapon(s) of Choice: Great Sword, Sword and Shield, Switch Axe
Skills Used: Handicraft, Light Eater, Unscathed
Style: Guild
Hunter Arts Used: Absolute Evasion, Lion’s Maw II, Shoryugeki II
Palicos: Nico and Moonlight
Favorite Hunting Ground: Deserted Island (Where it all started)
Favorite Monsters to Hunt: Rathlos, Malfestio, Lagiacrus, Astalos, Gore Magala, Shagaru Magala, Valstrax

Bonus Gallery

Finishing the Final Game in the Final Fantasy Advance Ports – Final Fantasy V (Backlog Tale)

Image from Final Fantasy Wiki

I never really grew up with the Final Fantasy series. My first encounter with the games was watching my older cousins play Final Fantasy VII whenever we would visit them. It wouldn’t be until the re-releases on the GameBoy Advance that I would properly play through the games. I had Final Fantasy 1&2 Dawn of Souls, followed by Final Fantasy VI Advance, and then Final Fantasy IV Advance. The only game in the series that I never got around to buying was Final Fantasy V Advance. The game never really appeared in the stores that I encountered, and I had since given up on finding it. That all changed in 2016 when I discovered one of my favorite retro game stores [include link to estarland] and decided to mark the occasion by completing my set. Now six years later after obtaining it, I have finally played and finished Final Fantasy V Advance. Was it worth the wait? No really.

If you are unfamiliar with the story of FFV, here’s the brief. The world is slowly losing the power of the crystals after overabusing them. Noticing the weak state of the wind, the king of Tycoon heads off to the Wind Crystal with his daughter following behind. At the same time, a meteorite crashes near the castle carrying a man who has lost his memories. All the while, an adventurer with his trusty Chocobo happens to be in the area and rescues the princess near the crash site. The two team up with the asmethic man to investigate the Wind Crystal while picking up a pirate captain on the way. They soon witness the Wind Crystal shatter before them and then are tasked with protecting the remaining crystals with the new powers they have been bestowed. The rest of the story follows how they continue to fail to protect anything and lose a lot of people and places along the way. They eventually defeat the evil being known as Exdeath and somehow restore balance to the world.

If my story explanation seemed rushed at the end, that explains how I felt about the story in this game. The story was the weakest part of the game to me. It felt subpar to me if you consider the game that came before this and the one that came after. Final Fantasy IV and Final Fantasy VI had a good story foundation that was carried greatly by their characters. The journey of Cecil is interesting to see him go from a dark knight to a paladin. The cast of FFVI all have their story motivation and you understand each of their motivations in both acts. FFV has a good plot to it, but none of the characters have a lasting motivation that carries from start to finish. You are given a reason why they are on this journey and small sections here and there to what keeps them going. There is little interest in these characters since they are not the main attraction in this game. If this game came out before FFIV, I believe that it would have more notoriety since future titles really started to focus on the character developments within the story.

The main attraction in this game is the new and improved job system. FFV allows you to fully customize your characters in any way that you see fit. Every time you fail to save a crystal, you are given shards of power that contain a new job for the group. Instead of worrying about your character level, the idea is to level up your job experience to unlock job abilities and stat growth.. While each character can only be assigned one job at a time, you do have the ability to assign a secondary action from any job that you have leveled up. This means you can have a knight who can cast black magic, a white mage with monk abilities, and so on. For me, this was the fun part about playing this game, but I wish there was more incentive to use all of the jobs.

You could play the game how the developers intended with changing out jobs when they would be most effective, but that makes little sense if you know the build that you want to go with. Since you normally get around 1 to 2 job points per battle and the number of points you need to level jobs increases, it makes most sense to just level up the jobs that you want to master to avoid the endless grind. Since I was familiar with the job system, I knew which jobs and abilities I wanted to give each character; making experimentation with other jobs pointless when I knew my end result would carry me through the endgame. When I got around to unlocking the “best” jobs in the game, I didn’t bother with them since I had the set up I wanted and didn’t want to grind out more points just to master them. Most of the playtime in FFV comes from grinding job points and not from the length of the game. My 30 hour playtime could have been reduced by a third if I didn’t grind for job points and the ultimate weapons.

While I am someone who enjoys grinding here and there, I was spoiled by the fact that I have played games with a similar job system and have done it better. The obvious example of this is Bravely Default. Bravely Default has the same job system from FFV, but streamlines it so most jobs have some appeal to them either through passive abilities or commands. Grinding job points was easier if you met certain requirements or unlocked abilities that granted more job points. The grind was fun in that game since the game was rewarding you from the start to get the most potential out of each job. If I had played FFV before Bravely Default, I would have personally rated it much higher.

In the end, I was met with a classic game that has been outdone by its spiritual successors in my opinion. After FFV, there would be no other Final Fantasy game in the mainline series that would use this type of job system. It was good for the time, but other games have proved that it can be much better. Pair that with a story, characters, and world that felt very flat to me, I feel like FFV is now at the bottom of my personal tier list. If I ever revisit it, it will probably be in the form of the Pixel Remasters since every other version that I’ve heard of is meh. To leave things off on a positive note, the best character in the game hands down is Gilgamesh. I now understand why he is a recurring character in the series and his death was the saddest one for me.

If you are wondering about my personal rankings of the GBA Final Fantasy games, they are:

VI Advance
Tactics Advance (need to finish)
1 & 2 Dawn of Souls
IV Advance
V Advance

Backlog Tale – Kirby and the Forgotten Abilities

When you think of Kirby, what is the first thing that comes to mind? If you said Kirby’s Avalanche, me too. If you are a normal person, you probably think about the copy ability. This has been a staple concept since Kirby’s introduction in Kirby’s Adventure on the NES. While basic at the time, we have seen Kirby’s copy ability evolve over the years to see them pull off some devastating damage. We have even seen them go so far as to have a copy ability called Black Hole (in Japan). Without the various copy abilities at their disposal, I don’t think Kirby would have as much appeal outside their cozy inhale/exhale gameplay.

Kirby and the Forgotten Land continues this crazy experiment on what Kirby can and cannot copy. The new Mouthful Mode gave us plenty of nightmare fuel, but at the same time felt like watered-down copy abilities. At most, they felt like a gimmick only meant to be used to solve puzzles or traversal. The actual copy abilities themselves saw a better improvement from other games. I got Kirby 64 vibes when I saw that you could upgrade abilities to different forms. Not quite similar to 64’s mix and match abilities, but it was something different than having the same ability do the same thing without any variants. Seeing this mechanic excited me more than Kirby turning into a car and making DaBaby look like a poser.

 Something still felt missing though. Every ability was fun to use, but I felt like some copy staples were missing. Where was the plasma ability? The beam ability was also missing due to the fact that the developers wanted to give Kirby a gun instead. I like the wheelie ability and understood why that was missing, but it would have been cool to have outside the car segments. Even the umbrella ability was missing, and you don’t take Kirby’s fucking parasol away from them! This got me to examine the available copy abilities and try to understand why certain abilities were chosen over others. My observation led to an interesting discovery.

No Kirby fun times allowed

All of Kirby’s abilities in Forgotten Land can be grouped into three categories: Attack, Traversal, and Sleep. Abilities like Sword, Hammer, and Gunner are mostly used for attacking and solving puzzles. These are the abilities that you will mostly stick with in fights unless you are working on a mission objective. Traversal abilities would include Tornado, Ice, Needle, and Drill. These abilities can be used in fights, but their overall design leads more toward progressing through stages quickly due to their forward momentum. Sleep is an unfair ability that restores Kirby’s health after a good night’s sleep (which we all wish we could have). The selection of abilities is diverse enough to encourage using whichever ability tickles your fancy, but that is not how Forgotten Land wants you to play the game.

Forgotten Land’s level design can be explained simply as “hand-holdy.” It likes to give you the illusion of choice, but the game constantly hints at you which ability you should be using and how long you will be using it for. This is done in several ways throughout each stage. If the game introduces a new mechanic with an ability, it is safe to guess that you will be relying on that ability for the rest of the stage. Even when you need to switch abilities to solve a simple puzzle, the game will “hint” at an ability you need by having it readily available or have an enemy constantly spawn so that you don’t miss out on secrets or puzzles that you need to solve. At least from my opinion from the other (limited) Kirby games that I’ve played, this game seems the most determined to make all the answers simple enough for the player to understand and solve.

I think back to other Kirby games that I’ve played. In Kirby 64, you have to find crystal shards throughout the level. Some would be easy to get, but some were stuck behind walls or other obstacles that would require one ability or the right combination to obtain. It required the player to understand the different combinations available in the level in order to complete the game and access the true final boss. Another example comes from The Great Cave Offensive in Super Star. For being a game about collecting treasure, you would expect some backtracking and puzzle solving. To get that 100% completion rating, you have to go out of your way and use the right abilities to find secrets that the game doesn’t point out in an obvious way. While that sense of challenge is still present in Forgotten Land, it is not as nearly as difficult to figure out when the game highlights it so clearly.

I haven’t mentioned Mouthful Mode abilities yet, but they also feel like a limited ability. They can also be divided into their own categories of Traversal, Puzzle Solving, or Dumb. I will give credit to some of the Mouthful puzzles since a small few of them require some fast thinking on what you need to do. The traversal modes (Car, Arch, Coaster) are fun since they change the gameplay up a bit and provide their own challenges. Car mode would have these time trials that made you observe the track and find hidden shortcuts that you might have missed the first go round. The roller coaster mode would have you dodging and collecting items, but also on the lookout for switches that would be easy or hard to see depending on the speed that you are going. While I appreciated some of those, Mouthful Mode was also scripted to be used for certain points. If the stage did not purposely prevent you from taking an ability with you to a new screen, then it was obvious that you would need it for another section. But what is worse than that is when you just use them for a small section and nothing else. I’m talking about the Light Bulb, Roller, and Dome. These are just used for quick situational moments that could be ignored if you were allowed to. They don’t add any gameplay variety or fun minigames to go along with them. Overall, I would have just preferred old or new, unique copy abilities that I could use outside of the given situation.

I think that is my biggest complaint about this game. Outside of boss fights where I can choose which ability I want to use (as long as it’s not tied to a mission), the game is too busy trying to get me to play the way it wants me to play. There’s hardly any desire to experiment with things unless you want to go out of your way to do it. In more recent 3D platformers (that I’ve played), it seems that the developers openly welcome experimentation with abilities that they give the player. In Forgotten Land’s case, it felt like the developers were too afraid to give players complete freedom in fear of missing out on something. That is not a bad thing, but it does restrict my enjoyment when I’m not allowed to play things the way I want to play them. 

Does this make Kirby and the Forgotten Land a bad game? It depends on the player. I still had a good time playing through the game. Some of the later challenges were fun to do and the overall presentation of the game is charming from start to finish. I won’t spoil the final boss, but if you have ever played a Kirby game it is very much a Kirby final boss. What holds me back from saying that it is one of the best in the series are the items mentioned above. All I’m saying is that if you take the parasol away from Kirby then you have not only nerfed them but the game as well.

Yu Gi Oh! Random Nonsense Go! (Backlog Tale)

I have been a fan of the Yu Gi Oh! Trading Card Game (TCG) ever since middle school. Something about the monsters, gameplay, and hair made me really enjoy the struggle of wits between two opponents. While Magic would become the dominant TCG, Yu Gi Oh! would still be my choice of card game since I was most familiar with it and Magic still intimidates me (plus the few people I encountered who play it were arrogant AF).

Playing the TCG in a video game format has been the way I’ve played for years. When you have no friends or acquaintances who have an interest in Yu Gi Oh!, video games become your best way to learn and enjoy new things. From Duel Academy on the GBA to Legacy of the Duelist on modern platforms, I have tried to keep up with the current changes to the game to a point. The introduction of Synchro monsters was the last update to the game that I really got into. XYZ (pronounced X-C), Pendulum, and Link monsters made the game too complicated for me. For that reason, I would keep my strategies close to the third generation and make due there.

Enter Yu Gi Oh! Master Duel; the new free-to-play online Yu Gi Oh! game based on the current TCG. Up to this point, I have mostly played against AI opponents. This game focuses on online battles against real people worldwide. Going in, I expected to get my ass handed to me a couple of times before I found the right deck and strategy that fits my playstyle. My cocky attitude was quickly shattered when I started to lose over, and over, and over, and over, and over, and over again. I wasn’t expecting to get destroyed this badly, but this assured me that this was not the same game from my time with Legacy of the Duelist. I had entered the new meta of the Yu Gi Oh! game where getting the most out of each turn and dominating your opponent is key.

In the past, if you were going first, it was a normal play to set up your defenses and prepare for whatever move your opponent was going to make on their turn. The meta now seems to be summoning as many monsters as possible to the field and playing your most powerful monsters at the start. Laying down your strategy at the start with the right countermeasures could mean that victory for you is a guarantee. For a defensive player like myself, I now have to come up with unorthodox strategies that seem strange to me, but are vital if I want a chance of winning my matches. And for me personally, I don’t mind that one bit.

I will fully admit that my struggles come from not keeping up with the current status of the game. The introduction of new monster types and summoning methods was overbearing for me and I never took the time to understand their application in the game. In Legacy of the Duelist: Link Evolution, I breezed through the first three arcs of the story since I was very familiar with the cards and strategies. When I got to Zexal and XYZ summoning, I started to struggle since I was using my old strategies that were easily overcome by XYZ monsters and their effects. Things got even more difficult with Arc V since every type of summoning method comes into play along with Pendulum summoning (which is still the only summoning method that I try to avoid). The game was no longer something that was easily predictable with the old cards in play. You now have to content with not knowing what summoning method your opponent will utilize the most; not including if they use a mix of all seven summoning methods.

What is this nonsense?

This is the exciting (and frustrating) part of the game for me. The core game that I enjoy is still there, but my understanding and strategies have to change in order for me to win my matches. For some of us, that makes complete sense for any game that has been around as long as this one. The game needs to change and introduce new mechanics to keep the player base interested enough to keep playing the game. In some way, Trading Card Games have been the original Live Service games that continually introduce new content, game modes, and microtransactions that keeps the game living and thriving to this day.

From a mature standpoint, I should take my time to learn new ways on how to play the game and adapt to modern times, but the whiny baby inside of me hates this new kind of play. Old decks that I used to have fun with aren’t as viable since they took some time to set up properly, or contain no abilities to deal with the new bullshit that some of these cards have. You almost have to have cards that can negate abilities in order to stand a chance against certain archetypes. If I see one dragon maid or anime girl wearing an airplane, I almost want to surrender immediately since the people using those decks know how to pull a win out of nowhere. 

This is where my current problem with the game stands. With over 10,000 cards to pick and chose to create a 40 card deck, I don’t have the time to learn and figure out what each and every card can do and try to predict how that will work in my deck. With card descriptions ranging from lite flavor text to terms of service agreements. For me, the simpler the card effect, the better it is for me to use it effectively. This doesn’t work when your opponent uses cards that have multiple effects and you have to read through them carefully in order to not trigger any of them. It slows the game down for me and makes me waste a lot of time trying to understand if I’m going to screw myself over. At least when cards had one or two effects, I could keep track of what card effects to look out for when planning my next move. Now with effects that can be triggered from the hand, graveyard, extra deck, and kitchen sink, I have no idea what I could be going against unless I know the archetype well enough.

Then why don’t I take the easy way and learn how to use “top-tier” decks? Because then I’m not playing using my own skills and playstyle. There is an option in the game to copy deck recipes from other players and use decks that they have created. It is a nice way for new players to test out new decks and get ideas on how to create their own in the future. I am the type of guy who doesn’t like to be handed a game winning deck and feel good about it. At least let me earn it after proving myself first. The decks I create go through many trial and error phases until I constructed something that suits me well. I much prefer this style of play over copying someone else’s work. It may not feel good getting beat down constantly, but at least I’m getting beat with something I believe in.

Now for the opposite. It feels so good when you outsmart an opponent and win a match. My low self-esteem will make me cautious with every move I make, but that doesn’t stop me from throwing it out the window when I know I have someone beat. It is a genuine good feeling when you are playing against another good player and emerge victorious. I feel like all of my hardwork has paid off when everything goes according to plan.

A good example of this happened when I was going against someone who was using a Kaiju deck. Kaiju monsters are special in that you have to use monsters on your opponent’s side of the field in order to summon them. After realizing this trope, I had to find a way to get around this condition. After noticing that my opponent was tossing cards out of their deck in order to find what they needed, I knew exactly what I needed to do. I began to do absolutely nothing. When my turn began, I would draw my card and then end the turn. My opponent had fewer cards in their deck than mine, so all I had to do was wait until they were out of cards in their main deck and I would win. I took this gamble anticipating they didn’t have any low level monsters to summon and chip away at my life points; which to my luck they didn’t. As each turn went by, I imagined my opponent would think I would get cocky at the last minute and summon my strongest monster to finish them off quickly. But no, I took the most megamind approach to defeat them and just watched as they ran out of cards to draw. I give mad props for them not surrendering through all of that and accept their defeat to the dumbest of all plays. They might have had a winning move on my final turn if I actually did summon a monster, but I didn’t take that chance and laugh demonically over outsmarting them. Hopefully, they adjusted their deck afterwards to fix such a blind spot in their deck.

So how do I conclude my time with this game (from daily bases to a here-and-now game)? Originally I wanted to reach Platinum I in rank duels and call that a victory. Seeing as I could never get out of low Gold V, I wasn’t going to get there anytime soon. With other games to play and me not wanting to strangle every Kuribo I saw, I thought it was best to add this game to my casual game rotation. There’s still plenty for me to do and one of these days I will settle with a second deck to add to my rotation. If you are a long time fan of the series or someone new to the TCG, then this is a game worth playing. It may not teach you everything that you need to know about the game, but the tutorials give you a great start and you can obtain structure decks just to get you started. I do wish the game had an unranked mode where you could challenge random people without having to create a room and hope someone joins it. I also wish they would fix the damn timer for each player so that it actually goes down during each turn. If Konami continues to support the game, I could easily see this as the go to online Yu Gi Oh! game for the next few years. If all the changes feel alien to you, I could recommend Rush Dueling since it takes out all the complications of the main game. It was literally created because the main game was getting too complicated. Other than that, nothing is stopping you from playing older games in the series if seeing a link card sends you into a dark place.

Play Time Stats:

Game Started: 1/19/2022
Game “Ended”: Ongoing
Number of Cards Obtained: 2529
Highest Placement in Rank: Gold 3
Trusty Deck: Sync-In (Synchro deck focused on summoning Synchro and Stardust monsters)
MVP Cards: Satellite Warrior, Junk Speeder, Clear Wing Synchro Dragon
Favorite Summoning Method: Synchro
Least Favorite Summoning Style: Pendulum

Bonus Gallery

Mini Backlog Tales Collections Vol. 1

There are some games that I finish that I really don’t have a lot to say about. It is kinda unfair that they don’t get the same treatment like others, but with this I hope to rectify that a bit. These mini compilations will feature some of those games that don’t need a whole dedicated post to them. There will be some that I want to talk about more in length, so if you don’t see it mentioned in this post, then chances are I’m working on a larger post for it.


Pokémon Trading Card Game

Starting things off is the Pokémon Trading Card Game for the Gameboy Color. I played this via the 3DS Virtual Console release, and it’s one of those games that didn’t take long to finish. I did have to start the game over since I did something stupid that the game warned me about. Apparently there is an NPC who will trade you one card for all the other cards that you have in your trunk. Not knowing this, I accepted the trade and lost all my cards not in my possession. I was also bad and didn’t manually save since the virtual console version will suspend where you last left off. So I just thought it best to just start from the beginning again.

This is a solid representation of the early card game. If you are like me and never knew how to play the game (but like collecting the cards), then this was the game to have back then. The card game itself is pretty simple, but can be challenging towards the end. Since the game only covers the first edition of the TCG, there are a limited number of cards that you can use at your disposal. Even with the small amount of cards, there is enough possibility to create decks that focus on one element or help feed to whichever Pokémon is your ace.

In order to beat the game, you need to defeat the eight club leaders and then defeat the four masters at the Challenge Hall. If you have played a Pokémon game, this set up feels familiar. Instead of walking around a region in order to catch and train new Pokémon, you instead just select where you want to go on the map and it will take you there. I wish each locale had something different an unique to them, but all the entrances and side rooms look the same. I also wish there was a way to buy card packs instead of only getting them from defeating other players. It makes searching for specific cards hard since you have to find the right player who will reward you with the card pack you need, and then hope that you get it. In most cases, you will probably rely on your starter deck for the first three areas until you build up enough cards to create different decks.

All in all, Pokémon Trading Card Game for the GBC was a fun time. I wish we got the sequel that came out in Japan since they added new cards that were current at the time. I also wish we would get a new standalone game that wasn’t Pokémon TCG Online. I may give the online version a try one day, but if Yu Gi Oh! Master Duel taught me anything, it’s that I’m probably out of my prime when it comes to current trading card games.

Game Stats:

Game Started: 1/27/2016
Game Finished: 10/31/2021
Total Play Time: 21 Hours


Astro’s Playroom

This is a great tech demo. This game is preinstalled on all PS5s, and it does a great job of showing what the PS5 Duel Sense controller can do. I know the game is supposed to demonstrate how awesome the PS5 is, but if you’re someone like me who does not have an eye for fancy tech words and numbers, then this plays just like a fun game. 

The thing I enjoyed the most about this game are all the references to PlayStation’s history. The main collectables in the game are all past and present PlayStation hardware and accessories; going all the way back the original PlayStation to the current PlayStation 5. I didn’t grow up with a PlayStation, but I still found this interesting to see all the past accessories, handhelds, and iterations of all of Sony’s gaming products. Once collected, the items are displayed in a museum and can be interacted with as a little touch to see how these items worked. Again, if you have no attachment to the PlayStation brand, then you may not find it interesting. Other than that, there are Easter Eggs that represent classic PlayStation games in each stage. These were fun to find and try to figure out which game they were from.

I hardly play anything that doesn’t feel like it’s missing something or the length should be altered. Astro’s Playroom is one of those games where I felt like I was playing a perfect game. All the components of the game felt perfectly tuned to make the game feel complete. The length of the game felt comfortable, the levels had enough challenge to them without making them feel too easy or too challenging, and the reward for collecting everything felt rewarding. Not many games have been able to achieve that feeling nowadays, but this game was a perfect introduction to how the Duel Sense controller works and feels. Of course their may be others who found problems with the game, but during my entire playthrough, there was nothing that I could find to complain about.

Other than that, this was a fun, small game that came along with my PS5. I can’t claim that I got all the achievements on my own since Kat took the game from me and played half of the stages (even though she created her own account and did everything on her own). There’s not much to go back and replay once you’ve collected everything, so it becomes a fast uninstall once you’ve done everything (which you can do in half a day). This is the type of demo that I wish newer consoles would include just to give the player an idea of what the new console can do. It was definitely better than Nintendo asking you to buy a $50 game that could have easily been included with the system.

Game Stats:

Game Started: 7/31/2021
Game Finished: 8/8/2021
Total Play Time: Between 10 to 15 Hours
Achievements Unlocked: 45/46 (have the Platinum, too lazy to do the speed run achievement)
Puzzle Pieces Obtained: 96/96
Artifacts Found: 46/46
Favorite PlayStation Console: PS2


Mario Party Superstars

Nostalgia is a dangerous weapon. If you use it incorrectly, you risk damaging a cherished memory by trying to cash in on that past magic (insert your own personal betrayal here. There are plenty to choose from). Mario Party Superstars was one of those games that I was cautiously optimistic for. It was like Nintendo was actually listening to the fans for once and were giving us a traditional Mario Party game without motion gimmicks, car gimmicks, or microphone gimmicks (I actually liked the microphone games). This was a return to form quite literally since it was a collection of boards and minigames from previous games in the series. This “new” game was set to highlight what made the series fun to begin with and try to gain faith in the series. 

Mario Party Superstars is by far one of the best Mario Party games that has come out in a while. While I did enjoy Super Mario Party, I felt like the boards were lacking, but the minigames were great. Superstars comes with five classic boards from the first three Mario Party games and refreshes them up with some updates from Super Mario Party. Each board feels unique and fun with their original concept still intact. The minigame collection contains games from all the numbered games with only a few of them being boring. The minigame collection is what Mario Party: The Top 100 should have had, but didn’t and caused it to be a flop in my opinion.

There are a few things that I wish this game included or had at this point. I feel that the roaster is small compared to other Mario Party games. I know Toad and Bowser can’t be playable characters, but there are other characters they could have added like Shy Guy, Koopa Troopa, or Bowsette. This may sound blasphemous, but this game would benefit greatly with DLC or free updates. While the board and minigame selections are great, this game would be so much better with one or two new boards. I am mostly a quality over quantity person, but this game has great quality and just needs some more things added to it.

In a great surprise to all, the online function actually works! A game like this is meant to be played with others on the same couch, but online play works just as well. Players can either que up with friends or join random people in a fifteen or twenty turn game. If someone leaves the group, they can either rejoin or a computer player will take their spot. For most of my games, we would start with four people and then around turn three we would be down to just two players. The only time I would experience any slow down in a game was when someone was leaving; other than that the gameplay is smooth. Another component that makes playing online or locally fun is the sticker mechanic. Nintendo is still afraid someone is going to learn the autonomy of their mom one day, so instead of a voice chat feature the game uses stickers to communicate with others. While screaming at someone is always the superior version of communicating with others, something about spamming these stickers just feels like a fun game mechanic. How else can I congratulate someone with a straight face when someone loses their stars to Bowser?

Mario Party Superstars was a surprise success for me. The game has other minigame modes that you can participate in, as well as an achievement system; but the party mode is still the best mode to play with others. It is fun to play with others or complete strangers locally or online. I don’t know what else to say about a good Mario Party game except to play it for a month and then move after you’ve cursed your friends and family out for landing on Chance Time and screwing you over on the last turn. Good family fun from your friends at Nintendo.

Game Stats:

Game Started: 10/29/2021
Game Finished: 11/15/2021
Total Play Time: 16 Hours
Achievements Unlocked: 24/50 (Offline) ; 0/10 (Online)