It must be quite the daunting task for a studio best known for one of the most well known game franchises of all time to brave the ire of its considerable audience, branch out into pastures new and release a new IP. Especially when you happen to be Game Freak and that ‘well known game franchise’ just so happens to be the pop culture colossus that is Pokémon. Still, despite working on the world of pocket monsters for over two decades, the Tokyo-based developer has intermittently cleansed its own palette with the likes of Drill Dozer, Pocket Card Jockey and Tembo the Badass Elephant, each one offering a notably different experience to the last.
So with Little Town Hero it’s no great surprise to see director Masao Taya and the small team at his disposal actively attempt to produce something that’s distinct enough from the Pokémon series to stand in its own right (even if it is releasing a month before the launch of Pokémon Sword and Shield, for better or for worse). Turn-based and cutesy it may be, but Taya-san and co have opted for something that feels both new and instantly familiar, eschewing the grand scale of a traditional RPG for a deeper and more nuanced approach to strategy and combat phases. The result is a game that mixes lighthearted exploration with a series of boss battles that require you to master its mechanics rather than invest 45 hours leveling up your avatar.
Little Town Hero is technically an RPG, but not in the contemporary ways we’ve come to expect from this increasingly muddied genre. There’s no giant map to explore. There are no smaller enemies to defeat and use for XP grinding. There’s no XP of any kind. No weapons to loot or craft. No major branching storylines with dialogue options that completely rewrite the plot. In fact, Little Town Hero has more in common with modern digital CCGs (collectible card games) such as Hearthstone, Lightseekers and Yu-Gi-Oh! Legacy of the Duelist: Link Evolution than it does with, say, The Witcher 3: Wild Hunt.
Even your titular hero and the home in which he resides rails against RPG tradition. You can change Axe’s name if you wish, but you can’t change his hair colour or swap out his clothes. Or, indeed, his gender. He’s just a lad living in a village where the only real rule is ‘Don’t leave the village’. Legends say there are monsters roaming outside, so everyone from the workers who mine underground to the king himself remain within the confines of the village. In practice, that means you spend your time with Little Town Hero only roaming these same streets, fields and tunnels, from the grounds of the palace to the neighbourhood where Axe and his mother reside.
Being confined to one location sounds restrictive, but Axe’s home is full of interesting places to explore, from the mines in which he applies his trade all the way to the palace itself. The further you push into the story, the more places you’ll unlock, and after a while you begin to appreciate the little details of having one core location rather than running around a generic overworld for 50 hours. Much like its overall length, Axe’s home is a bite-size alternative to the genre norm that simplifies everything so its battle system can take centre stage.
Because combat really is Little Town Hero’s calling card (pun intended), and it’s where the game shines brightest. Rather than taking weapons or gear into a battle, Axe instead relies upon an arsenal… of ideas. With the power of a mysterious red gem found in the mines beneath his home, the redhead hero can actively conjure moves and actions into life with the power of his imagination. These ideas are known as ‘izzits’ and appear on a radial wheel you can spin to engage each idea individually. At this stage, an izzit is just a possibility. In order to use it, you need to give it Power. This transforms it into a ‘dazzit’, complete with its own Attack and Defence stats and a buff unique to that dazzit. Think of dazzits like cards in a deck or units in a tactics RPG that you need to spend traditional AP on to activate them.
When a dazzit’s defence is depleted it will ‘break’, removing it from the battle. Dazzits come in three different variations - yellow dazzits serve as shields and can be used multiple times in one turn; red dazzits serve as offensive attacks, but can only be used once per turn; blue dazzits cost power to use but offer unique special effects such as applying one damage to all enemy dazzits or increasing your own offensive stats. So effectively you have gear to protect you, weapons with which to attack your opponent and ‘spells’ to help improve your chances of success mid-battle. Sounds simple enough, right? Well, it is, but it’s there’s a lot of depth to unearth once you learn the intricacies of juggling dazzits, 'gimicks', supports and more.
Should you defeat all of your opponent’s dazzits, you’ll enter an All Break. If you have no red dazzits left, you’ll be awarded one BP (Break Point) and increase your Power meter, but only if both you and your opponent have run out of active dazzits. The more this meter fills, the more power you’ll have at your disposal. Much like traditional CCGs, fights can often last for more than 20 turns, but playing the long game means you’ll have more power and ability to play far stronger dazzits as a result. Everything comes down to tactics, and how well you use your power to bring certain dazzits into play. Which izzits are best suited to breaking all of your opponents dazzits? Should you try and go for a Chance Turn and damage your opponent or go for a clean All Break and earn a BP that could help revive an incredibly useful izzit?
By removing the need to grind for XP, Little Town Hero is far fairer experience that gives players all the tools they need to win a battle. The challenge comes in knowing exactly how to read a situation and how best to utilise your izzits and the environment around you. There’s a skill tree system of sorts that uses Eureka Points to level up your dazzits, so even if you die, you’re still awarded extra points so you can restart the battle with a slightly increased advantage. And, rather than keeping the battle to one static location, each main monster battle also takes place on a grid, where a counter randomly picks the number of spaces you need to move once a turn has been played out. Each location in the village has its own grid, each with their paths that reconnect to one another. Depending on where you are in the story, some points on the grid will contain support characters and gimicks that can be used in battle.
Gimicks are tools that require a specific dazzit in order to work, such as a powerful cannon or a surprisingly deadly chicken. Support characters provide a powerful additional attack that vary in effect (such as Matock’s direct strikes to the guts or hearts or Pasmina’s ability to restore your guts and revive ideas). Support characters can be used as soon as you land on a given point on the grid, while gimicks often need further planning in order to utilise their specific power at the right time with the right dazzit. You can even learn powerful new ideas by landing on spots with an exclamation mark, such as the Bomb Combo. Better yet, utilise the right dazzit and you can gain Free Mobility - a mechanic that enables you to manually choose your next location.
Still with us after all that izzit-dazzit-dizzit talk? In practice, the system is easy enough to pick up. There’s certainly plenty of choice when it comes to tactics - even taking a hit and losing a heart comes with its benefits if used at the right time - but like any game that borrows from CCGs, there’s a randomised element to every battle that’s a little too wild to control. The strength and severity of your opponents dazzits are often far too unpredictable, and it’s easy to be overwhelmed with a flurry of offensive buffs that strip all the bite out of your own. As much you plan, there’s always a random element to your opponent’s arsenal that can sometimes make combat either severely unfair or downright easy.
Little Town Hero is still aiming for more of a casual RPG feel overall, serving up a story that’s simple enough for even the youngest of players to soak in and enjoy, and a visual style that fits into the living cartoon aesthetic the Pokémon series has been rolling with for years now. Even Toby Fox’s upbeat soundtrack has a tonal simplicity to it, although it does lack the stylistic diversity found in his outstanding soundtrack for Undertale. His music invokes the early days of The Legend of Zelda, but it lacks that memorable quality. Battles themselves tend to last a lot longer than those found in other turn-based RPGs, but these encounters are the meat & potatoes of Little Town Hero’s adventure and long fights ultimately produce more diverse and more powerful izzits that systematically empower you in later battles.
As a Switch-only experience, Little Town Hero runs relatively well, although we did occasionally encounter some noticeable slowdown when exiting an interior location. Eschewing all side-quests - of which there are many scattered across the settlement - you’re looking at around 10-12 hours to finish up the main story, but you could add another five or more if you want to complete every quest and really fill out your directory of izzits and dazzits. That is substantially less than most RPGs, but Little Town Hero isn’t trying to be another Final Fantasy or Tales entry. This is an RPG tailored for the pick-up-and-play bursts that Nintendo Switch was created for, and while it’s noticeably slighter than Pokémon (a casual RPG in its own right), Little Town Hero has been priced accordingly, making it far more palatable as a short-term tactical experience.
Conclusion
In an era where every RPG - and every genre that’s assimilated roleplay mechanics into their DNA - have used grinding and oversized maps to extend their playtimes into figures only a select few can truly undertake, Little Town Hero has confidently opted for a shorter experience that’s more akin to the pace, style and sedate pace of Animal Crossing than a traditional RPG or JRPG. However, with a battle system that trades XP levelling for a purer sense of tactical planning and experimentation (albeit with an unpredictable spike difficulty), Game Freak proves that a ‘casual’ game can still have plenty of imagination, even on a smaller scale. It's far from essential, but if you love CCG-style combat and can't stomach another 100-hour RPG, there's much to like in Little Town Hero.
Comments 60
I have too many games right now, so this one will have to wait.
Being digital only, I'm in no rush to grab it but I do intend to play it eventually. Looks fun enough.
Good review. It’s going in my backlog.
The game looks gorgeous, although GameFreak always misses the point with price x length, HarmoKnight being a good example from the 3DS days. I’ll probably jump in once it’s discounted.
As I thought, not good enough score for this game not to be buried at this time of the year
Seems like something I'll get when it's €20 or less, because I'm still not entirely convinced. It looks interested at least, and I'm sure the monster designs are be good because it's GameFreak. I wish there was a demo available TBH.
No mention of HarmoKnight, I am disappoint.
I'm low on time and high on ADHD, this sounds perfect.
Yeah I like collectible card games, but I don't like when they add card systems to games like rpg's. This one's a skip for me, but I do applaud them for trying something different, and I do hope it sells well. I think at least they did pretty good with the price point though 20 might have been a better idea if it's as short as I've heard.
I thought this looked fantastic when first revealed. Will pick it up when on sale.
A short, unique story of a small town and a well-thought out, tactical battle system? That's as far from a JRPG one could go! Sign me up! You nerds can have your boring, "epic" secrets of final dragon sagas with menus instead of combat. I was going to sleep on Little Town Hero, but now I'm all in.
@Octane
So 25 is pushing it but 20 isnt? Seems like a small jump to be complaining.
@Radbot42 If 25 is fine, then 30 is only a small jump as well, etc. Gotta draw the line somewhere. Maybe I should've specified a €15-20 range, but I welcome anything lower than that as well!
Gamexplain steered me away from this one. Too many other good to great RPGs to play on the system.
I'll straight up skip this one. The visuals are nice but the trailers never made the game look that exciting. After reading this review and watching GameXplain's video review, I can only assume this game is average at best. There are way better games I haven't gotten to yet.
Maybe I’ll pick this game up during a sale.
This game sounds like one of those games that has a great concept, but it’s poorly executed.
Here's hoping LRG offers a physical release for Little Town Hero as they did with Giga Wrecker Alt.
Hard Pass from me. enough said
Honestly this game looks so boring the fact this game is literally just fight talk to npc fight and so on and so forth and the fact soundtrack Isn’t great really tells me gamefreak should focus on projects as an entire company rather than splitting the company in top team a and team b
It's nice looking visually, but the battles and gameplay look and sound dead boring. I'll pass on this until there's a deep sale and I've played all of the compelling games on the system.
With so many great RPGs on the Switch, the tyranny of choice may lead me to settle for something like this that is smaller and cheaper, and somewhat beguiling.
Nothing that creepy should be called a Fluff. For some reason, I'm reminded of Secret of Mana.
Really not a fan of the Hearthstone battle mechanics. Very lazy design choice to just copy what all those Hearthstone-like games have done. But then again it just isnt for me. Hope this is fun for people. Seem like a good beginner RPG, but the Hearthstone-like combat system makes me cringe.
@Yorumi "So given at least a point jump from NL this is probably a 6 at best."
The game is averaging a 72 on Opencritic. Seems like NL is right on the money here.
Don't you love some games are copy of pokemon.
I'm still going through reviews and weighing my options; I like some of what I've read/seen but am still on the fence. I may get this one eventually when it's on discount - too much to play right now.
Call trash like it is. This game was developed for mobile in mind
Every JPRPG/RPG goes for different taste and game player. So now one same game will be the same for the same two players.
Since no one has pointed out yet, it’s “palate”, not “palette”.
Barely a paragraph in and look, there’s already a typo! Sigh...
Perfect for me I don’t have 100hrs to sink into a large rpg but want some turned based tactics for my morning treadmill switch routine!
@LUIGITORNADO Oh oki this game was born trash big trash mistake of trash trash trash for trash ever.
"Occasional instances of slowdown"
Classic Gamefreak lol
Nice to see this turned out well. I was always interested in the battle system and art style in this one. Sounds like a good budget title from GF.
Gamexplain hated this 😂
So that's the best GF can do without relying on a well-known brand, huh? A short JRPG with annoying combat system and long battles?
Between Nintendolife's and Gamexplain's reviews, it's pretty easy to tell which one is more honest
I love the graphics
From I heard, the battles will just make me want to not play this anymore...so, yeah...I'm out.
I'll wait for a sale.
My backlog is massive as it is.
I'll probably pick it up if it ever goes for $10 or less.
@nimnio We've all been there at some point
And we wonder why we are still playing the same pokemon game. Game Freak has no talent.
I don't know, I'm kind of encouraged. IGN has a relatively favorable review. Seems charming and a nice change of pace. Seems sort of like a cult sleeper hit kind of game, actually.
Again, like pretty much all of us in this thread, I haven't actually played it, but I'm willing to give it a spin and report back in the forums.
Is this an RPG in the same way NL claimed Wargroove was an RPG? Sounds more like a strategy title to me. That said, this seems pretty cool. It may be a seven, but some sevens are more interesting than some nines. I like that it’s trying to be different.
Yikes I’ll pass. Currently playing Witcher 3
The real question here... when are they going to release pocket card jockey for the switch?!
The PS2 graphics, long battles, price tag, and other much better games I'm saving up for. Those reasons are more than enough for me to give it a skip.
Honestly I'm just waiting for the day GF say that this game failed financially and then they're forced to make Pokémon games till the end of time.
I was excited for the game at first but after watching gameplay of ot on youtube I lost all interest I had in it
Looks like a fun diversion to me. I don’t see how anyone could be complaining about a $25 price tag either.... gamers are spoiled these days! I remember when crap like Shaq Fu cost $70.
edit- I haven’t read other reviews or really watched footage yet besides the trailers so perhaps my tune will change quickly ://
Thought i wanted this. Now i believe its a more of a phone game. Am i wrong?
There’s something that doesn’t quite add up, one of the review positives is “Bite-sized approach far more suited to casual audiences”, and several other reviews i read (And comments about yesterday’s Anniversary stream) mention battles lasting up to 30 minutes, how can those two things be about the same game?
While it doesn't sound appealing enough for me, at least there is finally a fantasy game that isn't trying to be epic in scale. I much prefer the small scale every day life adventures.
Every RPG these days tries to be so epic, that in the end they all feel the same. At least to me.
Still, this doesn't seem to be made for me. That's cool though.
haha, what a garbage game. THB I had a feeling this one would be bottom tier when they announced it was eshop only. Why wouldn't they bring it out on a physical card? I mean its the pokemon creators, so there is some name to it.
@SuperEndriu In fairness, it is also an experimental game, the creators made that quite clear. And also, I dare bet that most folks will think Pokemon is from Nintendo, so the name Gamefreak doesn't necessarily have to ring a bell with people.
@Daniel36
Nintendo presented the game during a direct. People were already afraid the next pokemon game will suffer, lol.
Whats there to experiment? It's not like this is a whole new genre they were working on. Seems to me they thought it will sell because its cute and from nintendo. And chances are it will, lol.
This could be an excellent 3ds game...I feel it was designed for the little guy...
Still, it's just slay the spire for casuals
Decided to pick this up since for the most part, it got decent reviews, and there aren't any major flaws no one is pointing out. Some technical issues and RNG I'll have to fight through doesn't sound bad, and I'm fine with a smaller setting, that way I don't have to look at guides to find that one collectible/side quest I missed. Been up for a shorter game, and all of the reviews promise a tough time, which I'm looking forward to.
@pixel_jones Pocket Card Jockey might be a bit difficult to port since it uses either a longer phone screen, or the 3DS' dual screen for the card playing. Not impossible, just maybe some creativity with how the screen space is used. I'm still pining for a new Drill Dozer... though a Harmoknight sequel seems more plausible. I enjoy Game Freak's original titles, so it's a shame they're usually one-off games :/
This sounds like a very interesting and unique style of RPG, and I trust GameFreak's track record, so I'm in. Add to future Wishlist...
@RazumikhinPG Personally, I was disappointed that they didn't mention "Pulseman."
@Yorumi Seriously?! The Pokémon games they make have always been fantastic, and whenever they branch out into something else, it's always become an under-the-radar gem.
Besides, the way this game sounds, it seems like they did a very good job optimizing the standard JRPG experience into its more core assets while trimming the fat. It's not necessarily a superior experience, but it does sound like a well optimized example of a lite-JRPG.
Also, if you're going to take a point off for just being a NL review of a second party game, you also have to add it back on for NL being too harsh on the randomness aspect of its CCG mechanics. They don't seem to understand that the randomness mixed in with the strategy is part of the draw for this kind of gameplay, just like it is for any actual CCG or any strategy board game (Backgammon, Risk, Settlers of Catan, Ticket to Ride, etc.) other than the rare pure strategy games (Chess, Regular or Chinese Checkers, Go, Othello, Shogi).
A 7 isn't that much, but I might still download it someday.
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