Tag: Digimon

Digimon World: Next Order

I despaired of ever getting to play this because it was a PS4 exclusive, but this year it got ported to Switch!

Digimon World: Next Order is the third true Digimon World game, conceived as a throwback to the original PSX game and a followup to Re:Digitize, which I reviewed here. It is a much better game than either of them and does a better job of recapturing the essence of the original Digimon World, but still falls woefully short. Admittedly, at least part of this is definitely that the original Digimon World‘s formula wasn’t very good to begin with, but a big part is definitely the design decisions of this game, particularly a lot of things that are most definitely problems with the current generation of gaming.

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Digimon Story: Cyber Sleuth

My investigations into the mons scene continue, this time with Digimon. This is the most Pokemon-like Digimon game I’ve seen: You can raise any digimon you see and the pet sim elements have been removed to focus purely on battling. This makes it very easy to compare with Pokemon, which is useful because it does a number of things differently.

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Digimon World Re:Digitize Decode

So, a while back I reviewed Digimon World Re:Digitize. The fan translation for the 3DS port, “Decode”, was recently finished. I decided to give it a whirl at the behest of the Digimon community’s insistence that its new features fixed all my complaints about Re:Digitize.

In general, I found it an improvement — it follows up on a lot of dropped plot threads from the original, adds lots more NPC dialogue with genuinely helpful tips, and adds several new side quests that provide useful features. But it still doesn’t fix any of the fundamental problems I had with the original.

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Digimon World Re:Digitize

In 1999, Bandai broke Digimon into the mainstream with the release of its first video game title: Digimon World for the PlayStation. Digimon World was, by any objective measure, a terrible game. The mechanics were incredibly convoluted, punishing, and poorly-explained, glitches abounded, and everything was filtered through a poor translation that just made everything even more confusing. Even with the official strategy guide, we were barely able to muddle our way through to the end.

I loved it anyway, because it was also an incredibly unique game. It was a fascinating blend of open world, town sim, monster-raising sim, and RPG. You were given free reign to explore a huge, fascinating world with tons of secrets and interconnecting parts, and every digimon you recruited contributed to the central city in some way. At the beginning of the story, the city is totally abandoned, with nothing but a sad empty market square; by the end, it is a booming community with a variety of incredible services. Even the digimon that provided only minor or aesthetic additions delighted me; I loved seeing how all of them contributed in their own way.

Unfortunately, this was to be a one-off. The sequels in the series were completely different genres, adopting much more standard RPG mechanics. I’m not sure what they were thinking, because this is Digimon, so it’s not like it has anything going for it but the monster-raising aspect.

So imagine my surprise when I heard there was a spiritual successor to the original Digimon World, using the same mechanics! It was called Digimon World Re:Digitize and though it was never released outside of Japan, a fan translation was made. I decided to try it out on a whim.

I discovered they made Digimon World into a functional game — but at what cost?

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