Wednesday, June 24, 2026

Utawarerumono Past and Present Rediscovered - Review

Well... atleast Shunya got her closure.
Genre: VN.
Developer/publisher: Aquaplus
Platform: PS5,Switch,PC.
Official Site: https://aquaplus.jp/uta/shiro/
Release date: 28-05-2026
 
Okay I won't lie but I kinda forgot about this game but I decided
to play it since I love the utaware series! not like I had anything else
I wanted to play so this game seemed kinda nice either way. 
 
Disclaimer: This is purely my own opinion and it could be different from yours
this is not meant to be some kind of all-truth, just an opinion that came from playing this.
If you don't like what you're reading then close the tab, move on and just idk play it yourself. 
 
Pro's
- Wraps up Oshtor and Shunya's journey.
- Enjoyable turn based combat system.
 
Grey Area
- First half feels rather bland compared to the last 80% of the game.
- The OP doesn't play upon starting the game. 

Con's
- Game in general lacks polish; such as models/movement speed.
- Sidequests were uninspiring and mostly filler. 
 
 
This game is a sequel to Monochrome Mobius which takes place
after the first utawarerumono game and before mask of deception.
I always thought Mono-mobius didn't really wrap up all there was to tell
especially regarding Shunya which this game actually gets to do!
 The beginning of the game does start with a brief recap and slowly
gets things going but it did feel a bit off since everyone was at lvl99.
combat certainly was no issue during the first two hours or so but I did
wonder when/if there would be a stat squish and there was.
If you never played an utaware game before this game is a terrible place to start
 so you're better off either playing monochrome first or start from prelude of the fallen.
(I'm not one to gatekeep or anything so I like to give atleast two starter points.)
Speaking from my own experience it may be better to play Shunya's duology last. 
---
 
Combat is the same as MM tho what I really like is that after defeating
a special mob in an area you gain the ability to 1shot anything there.
 So long you attack them first, enemies also see you as a threat at that point.
 This was actually really satisfying, Halu true MVP.
This is great because it removes a lot of monotony from having to fight all enemies 
you come across to level up again, Since 1hitting them gives exp and loot.
It gets even better on the overworld since you can just bump and KO enemies on your mount!
The stat squish already felt kinda harsh but the grind being eased was a relieve
since it wasn't hard to level up at all.   Difficulty does ramp up around level 30
 and fights can get difficult the higher you get. If you use your BP wisely
and don't forget to invest some into defense or HP it'll be fine.
The whole battle system relies on buffing yourself and debuffing your enemies or else
get wrecked LMAO. Shunya's the character who got ko'd the most but what else is new?
Munechika exists to patch people up and provide some buffs or extra DPS if possible.
Oshtor's the most balanced unit and Mika's purpose is to hit things. 
We also don't have to unlock HP/MP recovery at savepoints anymore. 
However I will admit that by the end of the game the area lord loop was a tad repetitive. 
----
 
 Side quests were kinda just there though... they were nothing unusual.
I felt like I had to do them since when I got thrust into a battle after meeting
Soyankekur I got my ass beat!πŸ˜…πŸ’€ well there wasn't any dungeons before it
but when I reloaded I noticed new quests that had appeared. After I did
those I was able to handle the fight much better. So levels do matter!
The best side quest would have to be the one that unlocks Halu's final mode...
it also had me going why is this listed as a side quest?!
it was voiced & the story was strangely good.
The rest of the sidequests felt like unnecessary busywork which is such a shame!
I didn't even do a bunch in the lvl 70 range at the end of the game cuz I was burnt out of them. 
---
 
Graphics; well the environments look fine and I am not one to complain but I did
notice the models can look like they miss a coat of paint however certain scenes
still looked good depending on the lightning in them so it wasn't too bad really. 
The animations can be kinda stiff too but there were moments, especially comedic or
fighting were it was really well done so... I honestly don't see a reason to complain much.
Suppose after three years you expect more but aquaplus has never been one
to have graphics that were amazing. Except maybe the zan games although those
were by tamsoft and the graphics were on par to the neptune action games.
I find the graphics are decent but the environments were far better than the modeling
which reminded me of tears to tiara kakan no dachi. Okay enough rambling about this. 
Music; was generally good and soothing to the ears, like I know from the series
it fit the mood and tone of the scenes well enough. Both OP and ED were great
however for some reason the OP didn't play when booting up the game. 
 ----
 
I rather liked this town, even if its nothing unusual it reminds me of some edo era scene.
 The running speed also bothered me a little because if you tilt the left stick
to the max too fast you'll just zoom across the map at max speed. WeeU!
You can in fact walk and run slower but you really need to tilt carefully.
The areas are big so I didn't mind it being a turbo run that much
but the lack of polish was rather obvious here.
 ---
It took me around 50 hours to complete the game which includes most side quests
except a few endgame ones because I kinda burnt out on them and I just smacked
enemies in the final dungeon for some extra EXP. I don't think you need to be
higher than level 80 to beat the game. However I did almost forget we could
level the blacksmith but due to that I had enough materials and was able to get
some of the best weapons/armor upgrades with ease. No boss in this game really
forced me to dig into the weapon upgrade system, the weapons and armor you
can buy or find was more than enough to make it through. I thought it was overall
breezier than Monochrome Mobius which was a little tougher in my memory anyways.
Halu was around rank 70 which matches the level range I cleared with; 77-80. 
---
 
 Overall its nice they did follow up on Oshtor and Shunya's adventure!
because I remember being a little disappointed Shunya's case was unresolved
and a lot of the stuff on arva-shulan was not fully explored which this game does.
It had a strong start it did slow down and while it was nice to
have the crew back together I did get a feeling of is this really it?!
There were plenty of interesting bits it all just felt very low key and looking back
the first half of the game just felt rather bland to me and not much stood out.
I thought the majority of the game would take place in Arva-Shulan but... it didn't.
So I was kind of let down in the first half when we had to go activate a bunch of towers.
I personally was more interested in the villains and SUS twins but most of that was
reserved for the last 35% of the game and rather fast too. The villain group didn't have
that much build up that when it was time of their re-appearance I forgot about them.πŸ˜… 
Most things weren't explained very well till right at the end. It wasn't all bad though
I still think exploring the regions around Yamato is a real treat, I didn't even mind
going through the areas that much, even if the story was uninspiring at this point.
Mostly because the gameplay was excellent and if they nailed anything its that.
TL;DR
At the end of the day I think the story is OK but the first half could be better.
When the story got to the heart of the matter it was pretty good but that was 80% into it.
As for the romance... I couldn't enjoy it as much as with Rias and Slade, Shunya and Oshtor
didn't even get that many moments that they weren't on my shipping radar till someone started
talking about feelings.  I suppose they had no time/budget since there weren't a lot
of light-hearted CG's either. Having played the trilogy I could never fully get into it
since Shunya is never referenced. The way the story played out... it made sense though!
I do like the ending for the both of them, it was a rather bittersweet. 
7/10  
I did get the idea that they rushed to get this game out due to it being a little rough
around the edges but other than that if you want to continue Oshtor/Shunya's adventure
and love the utaware series I see no reason why not to get this at some point.
 If you liked the OG trilogy but disliked MM or old school rpg's then it could be a skip.
 -------------------------------------------------------------------------------------------------------
 
Some senile grandma rambles after the jump! I try to avoid major plot spoilers
but if you don't want anything at all then just stop reading here. 

Saturday, June 6, 2026

Tengoku Struggle Strayside - Review


Tengoku Tumbleweed Side Struggle
 Genre: VN.
Developer/publisher: otomate.
Platform: Switch.
Official Site: https://www.aksysgames.com/tengoku/
VNDB: https://vndb.org/v33150
Release date: 04-04-2024
 
I played this game inbetween others but this was one of those games
that I wish I could like more and only got good for me in the last two routes.
Due to it being what it was I wasn't in the mood to get through this but I also didn't
want to let this sit in my backlog for half a year so after Matsurika FD I continued.
Despite being aware about contents; I found it rather tame.
I mean without context they sound awful but within the narrative? oh. 
 
Disclaimer: This is purely my own opinion and it could be different from yours
this is not meant to be some kind of all-truth, just an opinion that came from playing this.
If you don't like what you're reading then close the tab, move on and just idk play it yourself. 
 
Pro's
- Strong-willed and self-concious heroine.
- All LI's are likable in their own ways.
- Great art and catchy music.
 
Grey area
- Quite long; route length is 10-12 hours on average.
- Story doesn't seem to take itself serious, weak resolutions in early route.
  
Con's
- The game can feel a bit draggy at times and has pacing issues.
- Bad CG pacing, there are droughts and moments with a lot at once. 
 
 
Art was great,When I looked at the cover for the first time I almost
didn't recognize who the artist was, tho it definitely is Satoi's style.
Music was generally good and I had no issues with it.
The OP was good but I didn't feel like watching it everything. ED was fine. 
 ---
 
[System ramblings] 
Standard visual novel stuff, nothing that stood out.
The common route was much like Olympia Soiree a long one-time introduction
without choices and it becomes entirely skippable on 2nd play.
Its also easy to see what's a good or bad choice as this is shown when you select a choice
so you can play this without a guide, there's only two endings per route; Happy&bad.
However the bad endings were IMO more like good ends.
The common route did hook me, the setting and introductions were interesting.
I liked how the heroine had a female friend with a sprite too.
There's a scene at the end of ch1 that kinda woah but what I found hilarious
is how tame the rest of the common route of seven chapters was. The early routes
such as Yona or Kiku were quite tame as well. I was actually disappointed at this, within
the narrative a lot of things did make sense but if I listed it separately it could sound awful.
Actually the game is rather tame in general... LMAO till the gloves are off in Goemon route.
Pacing was a tad slow for me but for a SoL character driven game its not bad perse.
 Though things can get heated the game was for the most part pretty laidback which lead
to some shifts in tone, if you can't handle this TengoStray is likely not for you. 
I'll add to this that TengoStray is a fairly long, especially the first time through.
Individually the routes had 12 chapters and it took around 10-12 hours to complete one.
---
 
[Heroine ramblings] 
She has a whip but...
Rin was alright but can be a bit much at times, even if she didn't remember her
past life she had a personality! I did wonder how she turned into a misandrist
but the story wrote itself in such a way I kinda got why she had enough of them.πŸ˜…
The narrative esp in early routes seemed more set on mellowing her out...
As she lived with everyone she got over that stuff pretty fast too and she tried
to approach them differently which also kind of clashed with the initial setup
but its okay people can change their mind so that's not bad per se. 
I wasn't really sure what they tried to sell me during the first few routes and 
if need be Rin can really hold her ground, its just she acts like a tiger but is in fact 
just a cat and acts like any girl could. Rin's proactive but she was also a tsundere
so getting her to be honest was a struggle in itself. Sometimes she's just hostileπŸ˜“
but also not incapable of self-reflecting on things as she is self-concious.
Rin is comparable to Olympia, not perfect by any means and it was obvious
she bit off more than she could chew, even so she regained her balance. Rin also
reminded me of Rinka from BAW; if they fleshed her out and wove her into the plot. 
Rin shined the most in the locked routes as that's where she was given the most depth
and the early routes only touched upon it on a surface level. Considering her story
it also makes sense why that is the case. Maybe I had the wrong expectations
but I expected a bit more from her even in early routes.
I didn't always vibe with Rin Enma, yet I was in-sync with her in how
her perspective changed both on herself and the guys.
My sign also isn't very compatible with Rin who is a scorpio and at times
I did not understand her but she wasn't a bad heroine at all. Just not for me.
---
The LI are criminals but there was barely need to punish them. 
I actually expected Rin to whip them more if they acted up but... this wasn't necessary! (haha)
imma be real the only one who really needs whipping is Sharaku. The times the whip was
cracked were few. The narrative pushed it yet was against doing it at the same time.
I don't know if the localization toned her down among other things but let me tell you
again Rin was at her most badass in Jack and Goemon's routes.
If you wanted to actually whip LI's then I recommend KLAP kind love and punish instead.
---
 
The seiyuu cast are mostly familiar I personally don't hear Goemon's VA a lot
but this game made me like him!  I also did love some of the seiyuu for
the side cast like Koyasu Takehito as Daddy or Nojima Kenji for Takamura.
It was a good cast with classics but none of my fav's were in it.
--- 
 
The localization was good but this game was toned down, there's less vulgarity than what
the japanese were complaining about and there's not much that soured the experience except
some of Sharaku's phrasing near the end of his route but that's just him.
I always hear people complain about this otome but it was tamer than I thought.
 ---
 
[Overall ramblings]
Despite grievances I think I am more satisfied with this than Cafe Enchante!
Tengoku Struggle is what happens when you mix aspects of bad apple wars,
varribarri and Olisoi. The setting is interesting but it can be kind of deceiving
as it ended up being much more slice of life focused than I initially expected.
The lore wasn't deep or anything but it was creative, the things I found myself
disappointed at was mostly the execution of the overall story
which felt like it was doing whatever at times.
This was a much slower paced game rather than an action packed one which lead to
pacing and tension issues. Olympia wasn't always able to meet her goals but she had
a more simple job. Rin does try but it may vary on the route and who her partner was. 
Both the enemy and the heroes had goals but ends up being rather casual about it. 
Sometimes you can't really do anything about a situation and this game was full of it.
I think I may be fine with slice of life when there's not some grand plot
going on but TengoStray certainly was an experience. 
You see this game has its routes tackle things on a case by case basis and it tends
to ignore anything not related to that character or put it very into the background.
I can forgive some things but its understandable why I feel the way I do since
there's a lot of beating around the bush. I'm fine with some truths only shown in
locked routes but... I had trouble enjoying the early routes because they were all over the place. 
In terms of romance routes ended in satisfying manner but I wasn't fully convinced
when it came to tying up all the plot threads. I found Sharaku to be a lil better
than Yona/Kiku but not by much. I thought its just because they're the early game
routes, those can be lacking and not tackle it all... then I moved on to JacK
who spiced up a lot of monotony that the starter routes had going on while being
hilarious at the same time. I thought there would be no route i'd like but I was wrong!
Goemon had a really good route as well but... the others started feeling like what if's.
--- 
 
TL;DR 
 At the very least the character interactions were always golden, due that I mostly had
a good time but it was a tad slow for me, the real struggle was the SoL along the way!
The romance is build on trust and its most enjoyed as a slowburn, early routes for me
like Kiku or Yona's was a real s t r u g g l e because while I liked them they never became fav's.
There was not much was going on and the real narrative is buried in the locked routes.
The main plot was kinda weak in early routes and very character+romance driven. 
At times there is plenty of enjoyment, yet the plot was 404 not found. 
 Goemon's the only one which handled it well but when I looked back I got
a massive headache thinking about certain side chara's.πŸ˜“
Its sad I didn't enjoy the first 3 routes and at that point I was like is there a route
in this game I really enjoy? the answer was yes.  After three routes I struck gold with Jack.πŸ˜„
So I basically suffered during the first half.😩Okay I guess I'll take the L's.
The best parts about TengoStray for me were the character interactions even when there
was nothing important going on. I didn't even dislike the LI's themselves. I just thought
some of the narrative within their routes particular the early ones could be better. 
8/10 
I would recommend TengoStray if you want an otome game about bad boys and life&death themes
with homey SoL/found family vibes. I wasn't disappointed with this game like with Enchante.
I'd probably not recommend TengoStray to those that don't like SoL, slowburn romance
or can't handle some mild forms of sexism since its just all that. 
 
My Play order:
Yona > Kikunosuke > Sharaku > Jack > Goemon.
Yona and Kikunosuke are the beginner routes and can be interchanged.
Sharaku the intermediate one which is best done before Jack.
Jack needs the player to do the three initial routes and Goemon is locked behind him. 
 
Recommended order:
Kikunosuke / Yona > Sharaku > Jack > Goemon. 
 
Character rambles and some of my fav cgs after the jump.
Probably don't read further if you want to experience it yourself since its just
senile grandma rambles beyond this point with potential spoilers. 
 ------------------------------------------------------------------------------------------------------------------
 
 
 
 

Saturday, May 2, 2026

Matsurika no Kei Tenmei kashokuden - review

Feytastic.πŸ—Ώ
 Genre: VN.
Developer/publisher: otomate.
Platform: Switch.
Official Site: https://www.otomate.jp/mk/fd/
VNDB: https://vndb.org/v52279
Release date: 23-04-2026
 
I was a bit surprised when the FD was announced so soon after the release of the OG
but it seems they took their time and from the looks of it there was no artist change.
Otomate decided to right their wrongs and do Fey justice with this game or so it appears.
Most of the after stories are very light-hearted and not nearly as dark as the OG was
there might be happiness even in bad endings, which may not be for everyone. 
 
Disclaimer: This is purely my own opinion and it could be different from yours
this is not meant to be some kind of all-truth, just an opinion that came from playing this.
If you don't like what you're reading then close the tab, move on and just idk play it yourself. 
 
Pro's
- After stories for all LI's are neither too short nor overly long.
- Light in tone and less dark than the original game.
- Art( and music) is consistent to that of the original game.
- Fey may be 20% part of this FD but he got his happiness.
 
Grey area
- Afterstories are locked behind shorter present/past chapters.
- Story for afters feels weaker but Gyokusui & Fey gaiden compensate for this. 
 
Con's
- Menus/UI is literally the worst thing about this FD but I'll take the L here. 

 
Matsurika FD is packed with content featuring the usual after stories
and stories from the LI's POV as well as a peek at their childhoods.
It took me maybe 6-7 hours to view all of a single LI's content now multiply that
to 6 LI's and you got 40 hours of content, including the two new routes
for Fey and Gyokusui it took me around 60 hours to finish the game. 
That is more than an acceptable length for a FD. 
 
The art was as gorgeous as always, it seemed the original artist did work on it
and most CG's looked the best they could be.
Music; I don't think there were a lot of new tracks but both OP and ED were nice to listen to.
Except that one desert theme, idk why but after this FD I have beef with it. 
 
---
System
 
Its the usual VN stuff but I thought the layout of the menus were a bit confusing.
Some stuff along the timeline also seemed to be locked but basically
its a bunch of shorter stories set when the LI was a kid as well as
some scenes during the original game, kinda like a directors cut.
I always went from right to left and went back to something if it was locked. 
The longer stories tended to be the best and good afters.
As for bad afters; it depends on the character how long they are
and I thought Zebenera was longer than say Karma's.
I was a bit mixed about locking the after stories behind the shorter scenes 
however after seeing Karma's best after it does make sense for it to work this way. 
 ---
 
I generally had a good time although much like KgK FD which it reminded me
slightly of,  it varied whether a shorter scenario was interesting.
I mostly looked forward to the after stories but due to the timeline they wanted us to look at
other aspects first; revisiting some parts of the LI's story and give further depth.
Thankfully nothing really overstayed its welcome and it was pretty on point.
If you prefer to dive right into the after stories its difficult to recommend this FD
since it doesn't seem to allow you, some chapters were locked which I unlocked
by doing whatever else was available. Generally going from right to left(past to future).
There's a lot of emphasis on the LI's past and his POV of the events of the OG's route.
Gyokusui's route is akin to any route in the OG, its a bit softer than Ruwo, with more grace.
 ---
The best ends for most LI's in the OG sans Fey already had satisfying conclusions.
So when I look at Ruwo's after you can really see how they both have grown after
everything that happened. I am not particularly big on Ruwo btw but I can see that much. 
Same goes for Karma but doing all of his content made me appreciate him more again.
 
Shout out to this king who pulls his weight when its not even his route.
Matsurika FD is everything I expect a FD to be. Its not a sequel in disguise. 
However it may have one problem, like making everything too happy and remove
weight some of the original bad ends had carried, for some it good others I was mixed. 
It pretty much gave some routes its finishing touches, even for things I thought wasn't necessary.
Its a FD that focuses on happiness without it derailing into subchara drama. 
Afters were all about LI and heroine themselves, i'm actually kinda glad there weren't
that many new side characters and if they were its for the new route.πŸ˜„
Some additions to the story were good so I wouldn't say it had no depth at all. 
Gyokusui's route is on par with how routes were like in the OG so if you want a plot, go here! 
I jokingly said to myself: Is this FD where the fanservice ended up?πŸ˜… since some recent
otome seem to do the bare minimum for romantic scenes and are quite plot focused. 
I found myself satisfied with afters for LI's that I didn't even like that much
as well as cheering on LI's when it wasn't even their after. Cough Enrai Cough.
Fey's gaiden is okay as a true end and has a satisfying conclusion, it hit notes
but it also missed a few due a lot of things that felt too familiar.
 I think its worth it if you want more Matsurika in your life but if you prefer
darker plot lines it might be disappointing since the FD was rather sweet.
There are moments that could be a lil heavier but not much.
Its a great FD if you want to see more happiness rather than sad stuff.
 ---
 
TL;DR 
I recommend this FD to those who want mostly light afters or see different perspectives
rather than the couple being thrown in yet another mess, small blessings.
The game already delivers one hell of a plot centered on the new LI
and Fey's gaiden is worth it if you thought the OG was unforgivable. 
9.3/10
 
Anyway I think it would be a shame if Matsurika no Kei and its FD is never translated
its really not any worse than Olympia Soiree but I understand its themes are rough and its
not a beginner friendly otome game. Its also huge and would need care with its translation.
Neither is it the type of otome for people who are sensitive to contents. So yea if it happens
it happpen but it may be unlikely to cross the seas. 
 
My play order:
Ruwo > Zebenera > Karma > Seirin > Enrai >Fey/Fuuen > Gyokusui > Fey gaiden.
Same order I played the original in with the new stuff last and I think this order is mostly fine.
I kinda regret doing gaiden last but it can be done anytime, it can act
as a refresher and a true end for Fey at the same time. 
 
Spoilers after the jump, mostly just senile ramblings about the routes
and sharing some of my fav CG's. 
 -----------------------------------------------------------------------------------------------------------------

Saturday, March 28, 2026

Atelier Resleriana The Red Alchemist and the White Guardian - Review

The most romantic atelier game.
 Genre: RPG.
Developer/publisher: Koei Tecmo/Gust.
Platform: PS5/Switch etc.
Official Site: https://atelier.games/resleriana_rw/us/
Release date: 26-09-2025
 
Okay since there wasn't anything else I wanted to play and it was rotting away
in my backlog I decided to get started on it. I didn't really have many expectations.
This is also like my first atelier game with... spinoff elements. 
 
Disclaimer: This is purely my own opinion and it could be different from yours
this is not meant to be some kind of all-truth, just an opinion that came from playing this.
If you don't like what you're reading then close the tab, move on and just idk play it yourself. 
 
 Resle: Red Alchemist & White Guardian is another half of what originally was gacha game.
 I never got the play the gacha game cuz they pulledthe plug in eng, however
it is still active in japan, at time of writing this review anyway.
Either way my opinion on this game varied a lot depending on my progression.
I wasn't too impressed early on but it does come into its own and I actually liked
the relationship between the leads by chapter 5 which is what I enjoyed the most. 
 
Pro's
- Great chemistry between leads.
- Combat is really well done. 
- Character events are fun.
- Story can seem weak or convenient but I still found part of it well crafted. 

Grey Area
- Alchemy is rather simple but left/right colour system makes it cumbersome.
 - Difficulty spikes; starts out cozy but is significantly more difficult by chapter 6.

Con's
- Some cameo's like Mu or Judie just feel like they barely meet an appearance quota
also don't expect wanderers to get any major development or anything.
- No CG's featuring wanderers. 
 
 --------------------------------------------------------------------------------------------------
Well I honestly wasn't sure how to approach this game? it had main entry energy
but it also tried to be a spinoff which honestly is a weird mix to me. 
 Needless to say there still are characters unique to this universe and I did
enjoy getting to know characters like Randolf or Camilla.
 Rias is definitely a fun protagonist, Slade seems to have his reasons
for being around and without their paths crossing the story wouldn't exist.
--------------------------------------------------------------------------------------------------
ART/MUSIC. 
 The graphics were okay and the world like in the screenshot above can look beautiful
however most of the time we spend our time in the dimensional paths.
The areas were also smaller in scale which I liked, honestly maybe its because I am tired
of the open world so gust did well with this game in that sense. 
 The battle theme was good but other than that the music was on a just fine level.
I did love the OP and ED's. 
 --------------------------------------------------------------------------------------------------
COMBAT 
My only combat screenshot is of a poor ghost about to get nuked.
 Combat is turn-based again like older atelier games, thank god because
I didn't quite like Ryza or Yumia's battle systems. I think it was fairly simple
and it doesn't get too deep till you get all the members which is when
it reaches the full potential of managing the front and backrows.
I really did like the combat this time and it works so much better than whatever
Ryza had going on where you couldn't even use items unless haha. 
 --------------------------------------------------------------------------------------------------
 SYSTEM ramblings.
There's a skill tree and you can use SP to get stat boosts among other things
the SP mostly seems to come from quests and combat. The pool is shared so
you gotta remember to do it evenly, I did sometimes invest more into one member.
Early on I thought this was some sort of cheat to get statboosts due how casual the early
hours were  but this game does not forget that you have to craft your own gear and items too.
By the end of the game everyone was actually maxed out their original tree. 
You can manage a shop which in turn helps develop the town,
this system wasn't bad
since it can get rid of junk materials. I got nervous when I saw the auto-add try
to get rid of rarer stuff so I ended up just doing it manually.
Its mandatory to raise the town level and it will roadblock the story, thankfully
it was not too grindy, you can hit the caps and then you have to invest to unlock
the next levels by turning in special items which are usually recipe morphed ones.
Its actually kinda nice to see how it goes from a ruined village to an actual town.
There was a moment where the town rank can seem like some gacha game mechanic which is 
out of place in a console game but other than that as long as you explore you will have
all the mats and optional recipies so none of it was particularly difficult just a bit of busy work. 
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A rare CG that isn't Rias x Slade with a character that comes and goes.
 Early on the alchemy part felt kinda optional, I can count on one hand what I actually made
in eight hours of play and the majority was spend on story,gathering and fighting.
However around chapter 4-5 your really should remake your starting gear
since this is when the game gets more serious and less casual.
By the time of chapter 6 you should absolutely have your things in order
as this is where the difficulty spiked up to the point it wasn't casual anymore.
I didn't have that much trouble with the ch6 fight but if I hadn't made that healing bell
with revive I would have been in trouble. I also was able to trigger burst here for the first time
but I was not able to ult since the enemies died before that could happen. πŸ’€πŸ’€πŸ’€
 The alchemy system itself was kinda simple? but the recipe system was convoluted
constantly had to press L2 to see the recipe tree was annoying. I'd say its a little more
advanced than say Marie. I didn't really like the random color thing either but I thought
it was easier to understand than some of the other recent atelier games. 
  --------------------------------------------------------------------------------------------------
 PLOT/SETTING ramblings. 
Storywise it definitely had some interesting hooks but it wasn't deeper than it had to be.
I wasn't sure what this game was trying to be, or atleast I thought this way 5ish hours in.
If anything surprised me at all, is the chemistry between the leads.
 It could seem Slade was bland and generic but he was surprisingly thoughtful!
who wouldn't want a man like him? ISTG.
 I didn't expect it to be romantic but there was more than enough shipping fuel.
There was a found family theme between Rias and Slade and I LOVED THAT. 
Although one moment did remind me she can be a bit of a slave driver.πŸ’€ 
Rias was an OK protag, a bit of an airhead, Slade complimented her
and he compensates for her. They're like the perfect duo. 
I was not sure why there was even an option to choose between them
but I guess its a callback to Eschatology or Mana khemia.
I'll remind everyone here that Rias has a whip.
With the amount of cameos you could have fooled me on who was really playable or not.
Most of the story could seem straight-forward, I'll give them credit since by chapter 10
I did think they did cook a bit with this one.  There was a bit of convenient writing
going on with a decent attempt at worldbuilding. 
Why other atelier characters got isekai'd into this world as wanderers
wasn't really important, its totally a normal occurance in this world.
Overall storywise, not particularly strong but it served, I wondered what if they didn't rely
on characters from other entries. Since the chara's unique to this game were pretty good.
 I kinda wanted Brad to join up but he was gone before I knew it, a waste.😞
Thanks for letting me meet him I guess?
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The character interactions were great atleast which was nice
but they never really did anything that surprised me, or would drop
their entire character lore. I never played Mana Khemia 2 btw so Raze was just
a nice capable guy with a cool sword who looks a little like Anaxagoras.πŸ˜…
At best they might hint at stuff from their own games but nothing deep
almost as if they want you to play their game or expect you to know. 
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Overall Resleriana the red alchemist and the white guardian can be nice
if you want a more traditional atelier game with familiar faces. I don't see why
you'd have to play the Resle gacha game but you can get by just fine without it.
I never played it either, it did make me interested. 
There's some callbacks but the plot of this game is very selfcontained.
It took me around 45ish hours to finish the game, the early hours were rough
for me due to it being very slow paced but 20 hours in I got the hang of it. 
Due to that I wondered if should have skipped this game but the chemistry
between the leads was adorable, I have no regrets!!!
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TL;DR
There were no group shot CG stills so this is as good as it gets.
 Well  I didn't expect much but it gets a lot of bonus points from me
for the chemistry between the leads, other  than that I found it decent at best. 
 Early on I was not very gung-ho about playing it despite that I am glad I stuck with it
so I got to enjoy all the Rias and Slade moments! The story was OK but it was rather
self-contained to whatever else goes on in this world. Some parts were well written
like the legend tying past to present so they did cook but... that's about it.
The game is mostly light-hearted but it can have some serious undertones.
All that really sticks to my mind were a bunch of sappy moments.πŸ’€ 
I was too busy shipping Rias and Slade as well as Randolf and Camilla.πŸ˜‚
That was also the fire that fueled my progress through this game.
Gust, if you want to make another otome game then go for it! or get otomate to port Elkrone to switch.
I'd recommend it if you're looking for a mostly laidback RPG or if you want
another atelier game with cameos and don't mind romance between the leads.
I'll add to this that its not afraid to actually have you make better gear so
I wouldn't call it a cozy game cuz if you cozy it up Lara will step on you.πŸ’€
Compared to Yumia both games have their weaknesses but I personally
liked Resleriana Red Alchemist more! not just because of the romance
I genuinely liked the combat system more as well and the exploration didn't
overwhelm me either, it was just a nice cozy game that can get a lil difficult
but if you try then I don't think there's anything too difficult in this game.
8.5/10
 -
Some more rambles after the jump, its just character stuff and my final thoughts.
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Tuesday, February 24, 2026

Glass Heart Princess Platinum - Review

 Genre: VN/Simulation.
Developer/publisher: otomate.
Platform: Switch.
Official Site: https://www.otomate.jp/ghp/switch/
Release date: 28-01-2026
 
Alright time for the FD of Glass Heart Princess!
I didn't have many expectations but I knew it was not a long FD.
 
Disclaimer: This is purely my own opinion and it could be different from yours
this is not meant to be some kind of all-truth, just an opinion that came from playing this.
If you don't like what you're reading then close the tab, move on and just idk play it yourself. 
 
Pro's
- Short and Sweet.
- A bit on the short side but it doesn't overstay its welcome.
 
Con's
- Gai gets the short end of the stick; not included in extra scenarios.
- Redoing the resort scenario for gallery completion can feel repetitive.  
 
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System; just standard stuff this time, its a normal VN now!
There's after stories and some extra scenarios.
Choices don't really matter and they're more or less there for flavor. 
Art and Music are on par with the original, all good on that front.
I don't particularly feel strongly about the OP or ED, like its fine? 
 
Contents: After stories, resort scenario, triangle dates and side stories. 
 
Length: After stories took me maybe 2 and a half hours so they fall into
the category of not too short but not long, its just the right length.
I thought UtaChro FD was meaty... but this was easy to digest.
The rest of the contents weren't very long either and this FD is no longer than 20 hours. 
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Overall this FD compliments the OG well and offers a little bit more content
fans may want to see! I didn't really have many problems with it, gonna say
it even fueled my previous mental image about Shinnosuke. 
This was such a bruh moment...
Like the original it also is quite self-aware and can be a bit meta at times, which was fun. 
This FD is just a little something extra Glass Heart Princess fans can enjoy.
While it was rather short I don't even care because i've played FD's
that're actually sequels which didn't even get the content that this FD has.
In that sense GHP: Platinum is the short and sweet type of FD.
Like I wasn't here for a sequel, just to see the characters continue their lives
and maybe see their futures a bit better than at the end of the original game.
I can't complain about it because it did exactly what's to be expected of a FD
as well as offer some extra scenarios that're fun to open up the game for.
Even if its ceroB all the CG's were worth looking at as it captured fun moments. 
There's only one LI I didn't exactly like but overall I am generally happy with it.
9/10
I couldn't rate both Toki no kizuna games the same but with GHP its easier.

My play order was nearly the same as the original but I followed another
bloggers advice to do Shinnosuke last this time so its like this now:
Tenma > Kanata > Yukito > Gai > Shinnosuke > extra contents. 
 
Spoilers after the jump, there's not much but if you don't want any then don't read any further.
Also its a FD to the original game and assumes you know what happened
so I may write something that should be common knowledge at this point.