https://arch.b4k.co/vp/thread/56961341/#56961370

Sorry I've been gone for a bit lads. I had to get my unemployment situation squared away before my 2 week "vacation" ran out. I'm really not sure how the fuck to structure this review but I'm not going to gobble 10+ image slots in this thread for how long this is going to be. This game feels like it's 5 games in one in terms of design ethos or at the bare minimum, the developer(s) shifting gears repeatedly and creating some tonal dissonance that (almost certainly accidentally) creates an experience unlike anything else I've ever played.
>From the start to Empral Town feels like a standard fare pokemon game.
>Empral to Asutra could be its own game.
>Post Badge 7 through 3030 through WT through E4/Champion/Kazak could be its own game.
>Base postgame (barring Prism), and some early EoE stuff could be its own game
>Late vanilla postgame like Prism+Rainbow WT, The Augusta Questline, Calyrex Carrots, Godslayer, Hide and Seek, and Babel all have an entirely different design philosophy as well, which is only natural given that it's mostly made by a different dev who took tremendous inspiration from the Rainbow Quest as a design template.

I'm going to try and talk about each section of the game individually as a general synopsis along with a brief interlude to talk about larger system mechanics as they become relevant because this review will be spaghetti splitting off 30 different ways otherwise, and might still be in spite of that. Reviews that are glorified synopsis' tend to be really gay and lazy, but I really don't know any better way of handling it given how much there is to cover here and I want to try and do justice in conveying just how bizzare this game's blending of themes can be on top of giving a proper sense of scale for just how big and schizophrenic this game is beyond eating a dozen /vp/ threads with the group LP.

>Start to Empral

The adventure starts standard, the game introduces a weird fakemon that gets double XP, early access to ice types, Shadman offering you a regional form of a KANTOOOOOOO mon, a tournament mechanic, and a unique structure to gyms that require beating a miniboss first. Nothing ordinary, but also nothing that feels like it'd be out of place in any other game either. The game's not bland but there's not really a hook until the lake where you fight the mutant pikachu and can get a blink-and-you-miss-it glimpse of Alia. From here on out you'll get really minor breadcrumbs of other plot threads like seeing Celebi vanish in a basement that has the Empyrean glyph on it, but nothing concrete enough to form any sort of reasonable predictions or conclusions; just random data points for you to remember for the next hundred hours as you go.

Around your second badge you're immediately met with the game's first ""selling point""; you can rebreed pokemon to give them permanent stat boosts, but the catch is that this game remembers which pokemon are descended from which (up to 5 degrees separated) and gives you diminishing returns and worse IVs for inbreeding. The game is attempting to be realistic, but oftentimes "realism" in games means the player inherits all the inconvieniences but none of the upsides. For instance, you will never find wild pokemon with >0 GP even though in any sustainable ecosystem it should be happening organically. This translates to needing 2^5 (for best possible odds) of each species you want to hatch a GP5 superchild with. Once you've got some pokemon in the same egg group, you can crossbreed adjacent males onto the new generation females to save time, but even then it's still absurdly tedious. There's some other mechanics in the game that can speed this process up....that also involve randomness (one of them being a fishing game prize that costs money per attempt). This represents a very significant stat boost and the game scales up as your party gets mechanically stronger, so that means that you could theoretically just ignore this mechanic and play normally for the main story, right? We'll get back to this later, but the short answer is no and the long answer is "yes but....." and there's a lot of strings attached if you want to go the entire game without running The Loop.

Dooriver's lab teases you with a lot more of what's going on in the game, but still not enough to really do anything with in terms of speculation. After the player is done meeting their future wife at the circus and jumping through fire hoops to save a Bayleaf, they have to enter a tournament for the third badge. I thought this was really cool at the time, but this is the last time the game does anything with this tournament mechanic despite leaving plenty of room to be expanded upon in the future. Your male rival and female rival are still acting like cookie cutter tropes, but the tension between Blitz and the player increases after you dumpster him live on television when leaving Dooriver which comes to a head when he challenges you to a rematch on a bridge a few routes later. The tension here gets unnaturally defused in later encounters and doesn't really go anywhere.

>Empral Town to Badge 7

From here the plot actually begins and the player starts to be able to piece together the bits of the conspiracy they only had breadcrumbs of before and the game overall begins taking itself a bit more seriously. The game gets significantly more scripted from here on out with a larger focus on developing previously established plot branches over the existing formula while also introducing recurring characters like Hessa, Rocksworth, Willie, and Crow (literally Shofu) over the next few areas. The gym captain and vice captain system won't be seen again. Tournaments won't be seen again (until the casino). The player's next immediate objective is given to them in the desert where they encounter the rapidash mutant who runs off to Sylen and begins calling their name for some reason which is never really elaborated on.

This game has a lot of weird such tidbits that you'd think should go somewhere later or mean something important but ultimately end up going nowhere. While this is bad writing and bad focus being applied to the wrong places by most conventional metrics, it has the unintentional effect of making the later parts of the game feel substantially more mysterious than they'd otherwise be and this seeping into the experience for the next hundred hours really shifts the player's mindset when engaging with the myriad of off the wall plot points, foreshadowing, red herrings, and tangents from here on out. After introducing Yara, who the dev apparently decides they're tired of immediately after Sylen, the next few sections are espionage-esque and wouldn't be out of place in Ashen Frost. The game introduces the dating minigame here as well, and while the subplot itself is its own payoff (or letdown in some later cases) with no gameplay benefit, I appreciate the dev having the balls to add something like this to a pokemon fangame given the general attitude surrounding such things amongst a lot of the "fans". After Sylen wraps up, the player gets their Mega Ring which feels suspiciously early in terms of badge count (4/8) but also about right in terms of hours played for a game that's not backloading such things. The player also gets access to top-tier megas around this point.

After climbing the mountain, the player climbs a snowy mountain, gets their 5th badge and the game gets certifiably schizophrenic from here. After overcoming some extremely experimental puzzle design where the game outright lies by ommision on some important details of how the puzzle works, one of the ice leaders (Alia) was actually a good ayyylmao and Bill (from KANTOOOOOOOO) joined this cult to find a way to successfully reincarnate a fragment of an evil big ayyylmao who's currently stuck in the Bootes Void so that the reincarnation can either eat the good ayyylmao and gain timetravel powers to go back before it was sealed in the void OR set the stage in the modern day so that a fragment-of-the-fragment will have the means to do if reincarnated in the far future. Unfortunately for Bill, his efforts here amount to only granting every pokefucker's dream by forcefully fusing Willie to his Kirlia for a boss fight. After that the player goes on a near complete non sequitur in Naraku Town that, while interesting and certainly creepy, doesn't actually matter much in the grand scheme of things aside from giving the player their 6th badge and introducing Celebi to the cast who serves to make trying to comprehend this game's causal relations between events significantly harder than it needed to be to convey the concepts Stochastic was trying to communicate with the story. From here, your rivals switch roles; the antagonistic rival is now your buddy and the previously friendly rival now has a stick up her ass and eventually goes on to betray your group.

After getting to Asutra City, the player has access to both all of the game's passive income sources but also the biggest moneysink I've ever seen in a pokemon fangame in the form of card booster packs. Fully finishing this game's card dex at the highest rarity bracket will run you somewhere in the market of 30,000 up to potentially over a 6 figure number of booster packs which cost 400,000 pokedollars each. These cards have gameplay bonuses and soon become borderline mandatory, but the game lets you go through a few more major story beats before the difficulty spike so you can still cope that it's optional for a little bit longer. After having an immediate antagonist established in this kudzu plant of a plotline in Lady Tsukyomi accompanied by a boss fight with a little girl fused with a Braixen, the player finally comes out of a major story scene with more answers than further questions. The remaining questions start forming when the player goes to Factoral Town and the tone, artstyle, vibe and direction of the game shifts yet again. This is a factory staffed by cyborgs that fight you. Not cyborgs that use Steel Types or other thematically appropriate mons to fight you, the cyborg itself fights you and this becomes the standard type of encounter design in a lot of areas for the rest of the game.

This game's boss design (and now non-pokemon fight design) is very simplistic and not in a good or elegant way; they almost always have abilities that simplify strategic options down to boosting, healing, and hitting it for damage with anything else being negated by its ability. The most powerful of these abilities (Godlike) negates every single status move that affects the mon on top of negating any move targeting it with 35 or less base power and blocking all status conditions from being applied by any means, turning the fights with a Godlike mon into a straight damage race. Godlike doesn't show up until a bit later, but in the meantime all of the bosses are 'merely' immune to all status effects and it's important to see all the puzzle pieces forming here. The bosses are designed in a way that punish you for not throwing big numbers at them and the ways to increase your mons' numbers involves lots of grinding via the GP, Shiny, and Card mechanics. Coupled with the fact that you depart to a different region entirely for the brief Factoral Town segment, it further sells how disconnected it is in terms of pretty much everything compared to the rest of the game so far; as if it were from another game entirely and grafted in as a cameo level or something. Finishing that and returning to Asutra then beating Shofu (again) will get the player their 7th badge and here the game shifts in gamefeel quite a lot.

>The end of the main story

From here on out, all of the trainers you find on routes no longer have handcrafted teams. They use a handful of preselected mons they can pick from (similar to how the battle tower works in canon games) and a handful of preselected defeat quotes when you beat them. After going from the rest of the game using handcrafted teams to the factory area with no trainers and only robots, coming back to this is beyond surreal in a way that I don't think Stochastic necessarily intended. The closest comparison I can make to this phenomenon is the feeling when you get your first Dead Internet Theory redpills and evidence of it; all of the trainers are gone, forever replaced by sovlless bots that while not actual robots, are bots LARPing as trainers and every fight on the routes from here to Roarin' Island are just going through the motions rather than feeling like encountering another trainer on their pokemon journey or even a cheeky developer joke in the form of an encounter. This feeling of fakeness is further exacerbated by how relatively normal the waterway and Roarin' Island feel initially; they could be routes and an island in almost any other ambitious pokemon game. The game is a skinwalker wearing the skin of a pokemon game and you caught glimpses of its glamour flaking and got to peer into the incomprehensible terror underneath but now it's trying to convince you that you saw nothing and that everything is fine.

Upon crossing the ocean routes (and optionally doing the 100 trainer tower gauntlet), climbing Roarin' Plateau and reaching the summit, the relative normalcy is interrupted by the eruption of the local volcano. The player teams up with the local gym leader Aeris to infiltrate the facility responsible for causing the eruption. The player learns that Lady Tsukyomi has gone into space to fuse with a pokemon also there's a Dark Celebi fucking things up at various points in time. From here, the player can either battle Aeris before or after going to space and there isn't a clear cut answer of what the intended path is in terms of difficulty curve. Up until this point, all of the game's statboosting mechanics like GP, Shiny hunting, or Cards were optional and while regular trainers (and to a lesser degree some bosses) scaled up to match your team's expected strength, for the most part you could have a relatively balanced playthrough without engaging with this kind of grinding. That all gets thrown out the window here; Aeris has a team of GP5 pokemon on top of heightened BST totals from custom forms making her a difficulty cliff if you're not ready for her. The alternative is hardly any better; confronting Moira and Tsukyomi fused with Rayquaza culminates in a 3 phase fight balanced around either the player using Fusion (specifically Typhlosion) or boosting their teams up with other methods.

Either fight has the potential to wall you even if you've been cruising through the game up to this point. This isn't an outlier either; every boss from here on out is like this. This'd be far more forgivable if the game gradually eased the player into it (or god forbid had randomized GP wild encounter mons) by ramping up trainer and boss difficulty on lower GPs for the past few badges but this 0-to-100 approach to hitting the endgame isn't okay. Rayquomi reveals that her objective isn't directly destroying the world, but that she intends to fly through space to the Bootes Void to wake up the big ayyylmao. The presentation of the buildup to the fight is pretty great and generally makes for a climactic encounter that in any other game would probably be a passable final boss fight...but despite having 8 badges obtained, Empyrean is far from over.

The player gets a brief opportunity to unwind and bond with several members of the cast before the next call to adventure, including even take some of them on dates that work in a similar format to the date that plays out in Sylen city. These dates range from being really heartwarming inclusions to the game (Ashy, Moira), to suspecting the developer is trolling you (Blitz), to knowing for a fact that the developer is either trolling you or is retarded (Aeris, thobeit hers can arbitrarily only be done postgame for some reason but it makes more sense to discuss it here). Ashy's being optional is really weird given that this bit being placed before the section coming up makes some strong implications about some of the characters introduced soon being distant blood relatives to the protagonist. Yara is, inexplicably missing, despite her taking perhaps the most overt interest in the player character out of any of the other charactrers introduced so far. After the player is done getting their peepee wet, they get a message from Celebi and one of the professors that everything has gone to shit and nothing the player has done in this timeline will end up mattering because the groundwork for the Big Ayyylmao's fragment to be reborn in the year 3030 already happened, and from there he'll reunite with his full self and become god of every timeline or something.

Celebi doesn't just take you to 3030 despite the extreme implied urgency though; you're required to go back to the Deshret Region where you previously explored Factoral Town, go north on definitely-not-a-Nevada-freeway-passing-not-Factoral 51 to a mountain where apparently the seams in space are weaker or something. Upon reaching a special spot in the mountain, the player and a chunk of the current cast are whisked off to the year 3030 for the final section of the main story. 3030's map is surprisingly elaborate filled with lots of familiar-yet-different locales, perhaps a little too familiar for a 1000 year gap. Regardless, in this apocalyptic cyberpunk dystopia, Cyborgs, Pokemon Fusions, and warring militia groups are the common sights all around. The worldbuilding in this section is surprisingly very good at establishing that a lot of the things you previously took for granted in the setting are either outright gone or shells of their former selves.

After fighting your way down a tedious mountain of Lucario furries, the player meets up with the militia group that can help them achieve their goal of stopping the ayyylmao (WT)'s rebirth in this time period and hopefully save the player's dad in the process while also making life less shit for the militia in this time period, the leader of which is strongly implied to be the player's descendent since she comes from Ashy's family tree and the player plaps Ashy in the date prior to departing to 3030. Throughout the journey through the future version of old areas, the player meets another annoying Braixen fusion person as well as potentially gets pity sex from Yara's descendent depending on dialogue choices. When the player gets to Neo Sylen City, it makes quite an impression but surprisingly doesn't go on nearly as long as you'd think given all the work that was clearly put into it compared to say Blackview City's arc in Desolation. After traveling through the sewers and doing a bunch of sub-objectives, the path into The Citadel is open.

While navigating it is annoying, it at least offers ample opportunities to create shortcuts for yourself to backtrack through. My biggest criticism of this place is that it has a few electric barriers that only open when you enter the map from a specific door (creating a shortcut) as opposed to pulling a lever like any other barrier, which makes it really easy to get turned around if you were using unopened barriers as breadcrumbs to orient yourself. Of the bosses on the ascent, the most notable one is DEUS who sets your entire party's HP to 1 as the fight starts (and you're not allowed to use bag items). Thematically, DEUS is suffering a power failure caused by malware when you fight it and is drawing energy from your party to try and remain operational and aside from that gimmick, is a pretty normal fight. Aside from being as silly as it sounds, I feel like this is perfectly symptomatic of the wasted potential in this game's boss design. The developer could've done something cool with DEUS where your party is constantly Leech Seeded and DEUS rotates defenses/screens or something to make damaging it very difficult (until a set number of turns pass and it recieves a huge offensive boost) which would play into the thematic gimmick of it being on the backfoot initially.

At the top of the Citadel, the player confronts the shabbos human responsible for enabling all of this ayyylmao nonsense: Vordev. The fight where the player teams up with their father against Vordev is very easy (relative to everything around it), but is narrative kino. However, Vordev reveals the player is barely too late. WT has just been reborn, and while WT is still an infant, it's still far far outside the party's weight class. The party isn't discouraged and despite WT's psychic barrier incapacitating everyone except for the protagonist, Willie, and Hessa the group confronts it. WT is a 3 phase boss and the first carrier of the Godlike ability talked about a while back, and for all intents and purposes the final challenge of the game's main story and backs up all the hype around how powerful it is in gameplay. All 3 phases share a gigantic 5,000 HP health pool, but all have distinct movesets and gimmicks with some of the most ridiculous custom moves in the game. This fight is certainly tough, but if the player can make it by Rayquomi and DEUS, they can beat this. In that sense, I don't have any criticisms of its overall difficulty. I do, however, have a big issue with the 100% accurate OHKO move it uses in its final phase. The "solution" is either switch a Dark type into it (the move is psychic), a sturdy mon into it, or just accept that it only has 3 PP and can ""only"" kill half your team but it really is the epitome of really lazy game design. I get that the developer didn't want you to sweep WT with only a Fusion that had been snowballing boosts or something, but there were plenty more creative ways to address the problem than this. I'd personally have gone with a 75 BP Knock Off-styled move that doubles in power if the target is holding a Mega Stone or Fusion Stone and de-fuses/mega evolves them when hitting them and ignores all of their stat changes when applying damage (ala Unaware) to solve the same problem in a more balanced way.

The scenes after are celebratory, but also don't make too much sense if you think about them too much. Why didn't Vordev feed Dark Celebi to WT to instantly fulfill its time travel capability victory condition? Why didn't Vordev pull the future hatched WT to his present with Dark Celebi while the party was hiking through the jungle for 3 days? Why didn't Dark Celebi actively interfere with the player at earlier points of the game more actively? Why can't you save the entire future militia cast and can only save the braixen furry? Don't think about these questions too hard because Stochastic sure didn't.

Back in the main timeline, apparently there's still another shard of Zineom (the Big Ayyy) in this timeline, so the crisis isn't completely averted, but the actions of the player breaking the two Celebi-induced paradoxes caused a shift in the timeline so that the version of 3030 you just spent the past 10 hours in never happened nor will happen. The single ontological proof of its existence is the Braixen furry who is now stranded in the present of the main timeline and has more or less resigned himself to be Ashy's pet in a surprisingly (for this game) familial non-sexual way. The player goes to Victory Road and the Pokemon League and does normal Pokemon League stuff that's surprisingly tame for what you'd expect from this game. Each Elite Four member has some custom mon with a silly move or two, but none of this holds a candle to the bosses you've overcome so far. Even the Champion showing you his favorite Growlithe creepypasta shouldn't break your stride at this point in the game, but it does set up some lore hooks for the postgame to explore.

>Early Postgame

Wew lad. Where to even start here? In most fangames the postgame is a few optional dungeons, maybe some silly boss gauntlets or battle facilities, legendary wrapup and dex completion. Empyrean EoE's postgame is very open ended. You can complete the checkmarks on your postgame card in (almost) any order, but the few that have prerequisites tend to be balanced around you being significantly stronger than just finishing the base story and some of the questlines chain together past the completion mark on the card. As you complete various branches of the postgame, you will earn Scrolls that will let you catch certain thematically similar legendary pokemon with their GP set to 5, but you'll also find other extremely overpowered items as you go. The EoE stuff is somewhat inconsistent about what stuff it does or doesn't want you to use in various fights with both a special "Babel banlist" but also a secondary "House of Blue Leaves" banlist (not exclusive to either Babel or House of Blue Leaves btw) that silently nerfs other stuff like Nullifiers or Absorbing Heart to be a resist instead of an immunity.

JZ (the EoE developer) is, to be blunt, very uncreative with a lot of the fight design. Many of these fights have Godlike slapped onto them (on top of an additional ability in some cases) regardless of how much sense it does or doesn't make. Godlike being the supremely overpowered ability of pure Empyreans (WT, Zedra, Apeptosis, Babel's final boss) would be perfectly fine but it's so overused that it both loses all of its narrative weight but also makes many of these fights feel homogenized in how you approach them strategically and there's a few one-size-fits-all solutions that will cover nearly the entire postgame. I'll go more into the exceptions or noteworthy deviations as they come up, but by and large a lot of these fights are very samey in how you're able to reasonably approach them and largely suffer from every wooden block fitting into a few overly large square holes on the bucket, so to speak.

Boss fights aren't all the postgame has to offer though. Two additional dates open up, Aeris and Rocksworth. Aeris' date is notable in that it has split ending paths and somehow Stochastic managed to make both of them terrible. The Rocksworth date on the other hand is a moderately interesting loredump disguised as a shitpost and includes a bossfight against the Shadowglitch which while nothing too notable, does put it above the rest in terms of gameplay. Speaking of gameplay, the puzzles and signposting of where the player needs to go next outside of combat becomes incredibly cryptic when the postgame begins and the hints drop to practically nonexistent the further the player goes. While these can conditionally be a lot of fun (specifically if you've got some buds working at solving the puzzles cooperatively with you who are also blind), under most play conditions these will likely get increasingly unfun as you go, even if you're a fan of a lot of the really old school cryptic point and click adventure puzzle games. Comparing them to old Sierra titles doesn't feel too far off in a lot of cases and in some later ones the hints drop to literal zero; you need to just intuit or stumble into what comes next in the sequence.

The most structured addition to the postgame is Southern Deshret. Taking place on its own map in its own sub-region, this part of Deshret both depowers the player (new party, most of the big number mechanics removed) but also concludes the main story's cliffhanger by providing a decisive end to Zineom across every timeline. Most of the Deshret section is fun and feels like a return to the form of the Sylen City section style feedback loops of gameplay and storytelling using sub-characters except implemented in a way with a lot more branching events that give the player agency to choose their path through the desert. Eventually this leads to confronting Zedra, who is a fragment of Zineom, but after attacking you for the government mandated bossfight and tarnishing his credibility, he insists he's actually the good section and the player is given the choice to either trust him or not. Despite everything he does being beyond sketchy, trusting him leads to the "good" ending that leads to Total Zineom Death after the player climbs a PMD-styled tower and goes through a series of semi-scripted storyline fights all culminating with Arceus restarting the universe and Zedra becoming the Arceus of the new timeline. In the new timeline, everything is the same as the start of the game except your mother is present, heavily implying that the Arceus of the previous timeline was the player's mother which makes a startlingly large amount of sense given some of the other major contextual clues in the story. Unfortunately, this timeline is too good to last, so you must reload your last save and go back in time to before you fought Zedra and deny his offer after battling him. This will cause him to die and while it does create a temporary solution to the Zineom problem, the game makes it very clear that you didn't solve it permanently. All things considered though, if a player has no interest in the rest of the autism in the postgame, stopping here after resetting the universe is a reasonably satisfying note to end the game on.

There's some other quests including a brief trip into a third (albeit only barely explorable) Baltia region, wrapping up Moira's redemption arc, and the player can travel forward in time to 3030 but it's not the same 3030 since you shifted timelines; the new 3030 is significantly smaller, less interesting, and nobody in this instance has any knowledge of you naturally. After such a large amount of time spent there, I found it a bit disappointing that there's no satisfactory payoff in this timeline even if it is logically consistent with what was established. The player might also find the House of Blue Leaves quest (likely out of sheer happenstance; the NPC to start it is in an unmarked random house in an early game town) and start making progress there. While the mons the bosses use are level 150, the player has enough tools at their disposal to fight them at a level deficit if they put their mind to it and the Servine Teas obtained from the bosses here will make life easier elsewhere. The real gatekeeper for the rest of the postgame, however, is Grimm. Any sense of normalcy ends after this fight as he sends some of the silliest bullshit this game has to offer on a single team and raises your soft level cap to 133 when you beat him.

>The rest of the postgame

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>Conclusion

There's really nothing quite like Empyrean. This game shifts gears so many times and is completely delirious for most of the (very long) runtime. This game has utterly shattered my usual review format because there's really no way to convey just how ridiculous this game is with the normal routine. In spite of all of its questionable writing, design, leaving various things out of focus, and complete incoherence at time, there is still plenty of enjoyment that can be had with this game with the right mentalities. Not a singlular right mentality, but plural because the game shifts gears so many times which further lowers the subset of players that will likely find playing the Edge of Eternity mod from start to finish fun, but if you have a very specific brand of autism you might find this game lifechanging or some profound spiritual experience or something. I rate this game a Shiny Rampardos/10. It does some things very well and a lot of things very badly, but if you're looking to click STAB Head Smash with a huge ATK stat at the cost of everything else, metaphorically, give it a try. No other game so far has prompted me to write a dissertation and spend 30 realtime minutes uploading effortpost segments.

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Pub: 23 Nov 2024 03:54 UTC

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