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Captain Velvet Meteor: The Jump+ Dimensions

Captain Velvet Meteor: The Jump+ Dimensions must not be regarded as a Shonen Jump crossover. Not because crossovers are bad, nor because it’s an increased crossover or anything dumb like this. The basically facts are that it is not a really crossover at all: SPYFAMILY‘s Loid Forger never rubs shoulders with Princess from ‘Tis Time for “Torture,” Princess, for instance. So here’s the big red flag for folks getting into this: it is a game in regards to a kid going on Doug Funnie-esque flights of fancy as he searches for answers to his myriad problems; characters from Shonen Jump+ properties cameo in each level, all of them imparting some type of wisdom to the protagonist, Damien. That, at its most elementary stripped-to-the-studs level, is what this game is approximately.

The difference is that will be a lot better written than Doug ever was, and Damien has bigger problems than fretting about likely to jail over a papier-mch volcano, such as for example facing his beloved dogwho has suddenly gone violentbarking viciously over a bird he just mauled.

Captain Velvet Meteor has two sides to it: there’s Damien’s normal life, where he navigates his house, runs chores assigned to him by his parents, and locates bonus stickers as collectibles. While navigating real life, Damien can encounter some real-world problems like his aforementioned dog or a distressing run-in with a well-meaning old woman. From here, Damien transitions (in an exceedingly cute interactive sequence) into his Captain Velvet Meteor persona within his imagination, framing his day-to-day life as having crash-landed on an alien planet. Damien will encounter some type of anomaly, and discover himself investigating it with a character in one of the manga he readswhich will be among the Jump+ cameos in this game. Each one of the featured characters is for some reason connected to the issue accessible: Damien’s rift along with his father materializes as Captain Velvet Meteor exploring with Loid Forger. Damien confronting his dog shifts into Captain Velvet Meteor approaching a huge dog-monster by using Kaiju No. 8‘s Hibino Kafka. Coping with the intimidating old woman has Captain Velvet Meteor exploring the planet with the innocent worldview of Slime from Slime Life. Here, the overall game shifts right into a strategy game, albeit a straightforward one.

It could be very difficult to create children; as soon as you get past the overall apathy lots of people have towards kids, there’s the problem of these competence, their innocent worldview, the truth that their insufficient understanding must not be taken for incompetence or stupidity at all, and that their very own personal worlds are in once small but very dense. So that it goes that Damien finds himself struggling to handle a fresh life which has been thrust upon him: after a whole lifetime in France, he now lives in Japan after his parents moved. He’s scared of the planet around him, stymied by how different his new setting feels, intimidated by the language barrier he must overcome, and quietly resentful of how this massive change was forced upon him without the input. Like a lot of us, he takes refuge in manga (though it ought to be noted that he’s from France, which includes an exceptionally healthy manga industry in addition to the United States’ own). Inspired by the stories he’s read, he creates another persona: Captain Velvet Meteor, who in their own right is most likely based from Damien having read a huge amount of Valerian. Exploring his inner worlds lets Damien seem sensible of his outer world; his violent dog is merely overwhelmed by the brand new scenery around him, lashing out in fear a lot more than anything. The old woman doesn’t mean to be scary, she’s just someone Damien isn’t used to yet; learning the language reveals she’s a perfectly sweet person. The story is among Damien growing familiar with a fresh home through his relationship with fiction; it is a very resonant story, as much could potentially verify, and something that works for both children and adults.

Meanwhile, there exists a large amount of leeway given in Captain Velvet Meteor’s missions, that could also make the overall game very appealing to both children and adults alike who have a problem with strategy games. The various missions could be tackled anytime: each chapter targets a particular problem, and at at any time Damien/Captain Velvet Meteor can retreat to his spaceship to come back to real life and attempt another level. There is not an event point system, which means you can’t brute force the right path through levels by grinding, nevertheless, you can get an improved grasp of the overall game through other chapters. Each chapter includes a different cameo character, making use of their own unique powers: Loid Forger has his signature pistol with a silencer, Hibino Kafka has his Kaiju powers, and Slime has his slimy body. Defeating enemies restores health, some enemies grant bonus points which you can use to go extra tiles, plus some drop energy that you could grab and store for powerful super-combos. Meanwhile, each cameo character includes a weaker combo attack that may also be utilized. So battles become puzzles where you make an effort to maximize the quantity of damage the Captain and his friends do to enemies when using combos and super-combos to both stay alive and manipulate the field. Slime, for instance, could be shot from the Captain’s blaster, bouncing from mirrors and damaging anything in his path, making him ideal for hitting distant switches. Hibino and the Captain, however, shoot out a weak shockwave that knocks all enemies back several tiles. You can find no complicated menus, no attacks to choose, not numbers for damage: everything depends upon your positioning once the turn ends. It is rather approachable without sacrificing the task, particularly when later stages introduce optional win conditions and set pieces like lava tiles that you could be pushed intoand with the Captain and his companion sharing exactly the same health pool, you should monitor both of these to ensure they don’t really get overwhelmed. New gimmicks and obstacles are introduced at a good pace, keeping the stages from becoming too rote, and the various abilities between your cameo characters make tinkering with all of them both easy and fun.

There are several issues with the overall game, make no mistake: the visuals can feel just a little low-rent (even though game animates smoothly both in docked mode and in handheld mode on a Nintendo Switch). There is no voice acting at all. The translation can feel a little off sometimes, with some bizarre grammar or syntax. But what we’ve this is a very profound story of a kid and the ways fiction helps him navigate his life. This feels as though an extremely special game, one which really does benefit from its link with established IPs; not with regard to a crossover, but also for just how much these characters mean to readers all over the world, and just how much they are able to teach us about themselves.

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