With a title like ‘Holy Potatoes! A Weapon Shop?!’ You’re never going to
expect a sensible game. But with impressive depth and addictive gameplay this is
one management sim you laugh along with rather than at.
Developed by Daylight Studios
Release by Rising Star Games
Published in 2018
Reaching the destination is satisfying, but any true RPG fan knows that
it’s the journey that’s more exciting. No one can save the world alone though,
a hero needs a party and they need to be armed for the task at hand. This is
why the merchants in an RPG are the real unsung heroes. After all, you can’t
vanquish a screen filling end-game boss with a wooden sword.
But while we depend on these “Armoury Retail Assistants” to stand
a chance at success, how much do really know about them? Do they tend to a
store filled with expensive weapons, discreetly praying for an apocalyptic
event to occur so they can finally shift the Holy Arrows they bought in bulk?
Do they spend their downtime regretting establishing a potion shop in a cave
that is only accessible once a bomb is used to expose the entrance? Has there
ever been an occasion when accounting books have had to be fiddled to disguise
where they acquired their rare unique stock?
It’s clearly something that Singapore-based Daylight Studios has
pondered and in this “wacky” simulation game they foreground the true heroes of
the RPG genre (albeit it potato form). “[its] is a look at an RPG from the other side,” says Don Sim, CEO and
executive producer at Daylight Studios. “We wondered: ‘What do NPCs do when
they’re not repeating the same lines over and over again?”. Faizan Abid, the
game’s producer, however recalls that it wasn’t specifically RPGs that inspired
the game mechanics. “Our team members really loved games like ‘Game Dev Story’,
and ‘Game Dev Tycoon’. It was around April/May [2014] when we were reaching the
end of our other projects that we decided to really work on one.” Evidently Don
Sim, Faizan Abid and art director Julian Futanto sat in a coffee shop and
discussed how to fuse the two thoughts. “What we all agreed on was that a team
simulation game about making and selling weapons would be awesome. The RPG references
were a natural part of it since heroes in any RPG world needed weapons!”
Given that the JRPG genre’s origins were the 8Bit era the visuals for
the game could have been inspired by early ‘Final Fantasy’ and ‘Dragon Quest’
games. “The producers suggested pixel art. I vehemently disagreed” says Julian
Futanto.” As much as I love pixel art, I wasn’t, and still am not, a trained
pixel artist. I handle a lot of 2D stuff, illustration and animation, but never
pixels. But there was another more personal reason. As an artist, I wanted to
create something with a strong identity [and] it’s not easy to create a pixel
world that has that unique identity that people will remember”.
“So I sketched and pushed for something else. Something mine. Something
cool, something cute, and something awesome” says Futanto. The resulting
design-concept, showed a line of round cartoony characters, arm-in-arm,
influenced by Japanese shorts like ‘Mameshiba’. “It became an instant hit in
the office, and I just called them ‘the dancing Potatoes’” recalls Futanto.
“Suddenly, we had these potato smiths, potato heroes, and potato bad-guys; and
pretty soon we were building the whole game around the potato folks.”
“We started to get so serious about the whole potato thing that we
created a whole RPG potato universe” Adds Faizan Abid. “We didn’t really know
if the art would work out but [...] we started posting our potato people on
social media and, to our surprise, we gathered a large following of people who
had no idea why we were posting pictures about potatoes!” Even Futanto was
surprised by the popularity; “those dancing potatoes turned out to be way more
successful than they had any right to be” he says. “I’m just glad people enjoy
the characters”.
The team embraced the idea, and the final game features 70 potato heroes
to meet, 200 weapons to forge and 30 different potato smiths to employ. “From
the absolutely ridiculous look of these potatoes, it spun open an entire
universe of puns, jokes, references, and humour” says Faizan Abid. “But once
you unleash the kraken, there is no going back. Crazy puns and the most ridiculous
jokes become daily life in Daylight Studios. Every great idea was then thrown
into the game”.
In this madcap world hardworking potato blacksmiths called Laura Craft,
Bulk Bogan, and Russet Peters end up creating an excessively large sword for
Claude to help him save a "flower girl." It’s ludicrous, but it
amazingly works. Fittingly you play the game as Potata, who starts by meeting a
potato version of ‘ Hitman’s protagonist. According to Agent 46 your
grandfather, a legendary weapon smith, has passed away, leaving you his
business. It transpires this would be assassin was your grandfather’s business
partner and owns 99.9% of the shop. However Agent 46 is a lazy potato,
demanding you run the place; hiring staff and making every management
decision.
With a screen full of icons and text boxes, ‘Holy Potatoes!? A Weapon
Shop?!’ initially seems quite daunting. Thankfully at the start of the game a
lot of the more complicated managerial aspects aren’t accessible. The
surprisingly deep game mechanics are gradually explained, starting with the
most basic and continually building on them.
The main thrust of the game is obviously weapon forging and this is
relatively easy to get the hang of. To start you choose one of the weapons from
your available recipe list. Each requires specific materials to create and if
you have the ingredients in your inventory your team begins work immediately.
While every employee can do all the tasks in the workshop, some are more adapt
at improving specific weapon characteristics: Power, speed, accuracy, and
magic. Once made a designated smith must then take the weapon to a nearby area
to sell it to the heroes waiting there. Each hero needs a certain types of
weapon with specific skills and the closer your produce is to meeting these
requirements the more they’ll pay. Once armed the hero will take your weapon
into combat. The better your weapon performs the more XP an adventurer will
gain using it, which in turn builds your company’s reputation attracting more
customers. Sadly apart from explanatory text boxes you won’t get to be part of
any of the life outside the shop. As a character says in game “there’s no
adventuring here. You’re a blacksmith!”
Of course you can’t craft weapons without resources, so your potato
employees will also have to go out on shopping trips to pick up materials.
Continued weapon Research should also be a priority, as you’ll need stronger
weapons to keep impressing the heroes as they level up. Researching new weapon
will require the use of relics collected by sending characters out on
exploration missions. Along with their forging stats, smiths can
gain levels in exploration and merchant skills. So while every potato starts
out largely the same before long you’ll have specialists in certain fields
reflecting the tasks they have done most.
Like all the best management simulations, ‘Holy Potatoes! A Weapon
Shop?!’ has plenty of depth and complexity. It’s vital that a player is
judicious with their finances; continually judging if they should buy materials
to keep the forges active or instead spend cash on shop furnishing and advertising. Temporary freelance staff can be bought in to enhance weapons but
enough $tarch must always be kept in reserve to pay core-staff at the end of a
month. Failure to do this is the easiest way to fail in the game but the potato
banks aren’t the only institutions you need to keep onside. Players also have
to make sure profits are high enough to satisfy the elusive and clearly
sinister Agent 46 who routinely pops-by to take his cut.
However while it’s exciting to unlock new regions and spend money on
shop upgrades, this doesn’t really change what you spend most of your time
looking at. As they explore the surrounds and bargain with heroes, there’s a
lingering sense that your employees are potentially having a more exciting time
than you are. Most of a player’s time while playing ‘Holy Potatoes! A Weapon
Shop?!’ involves staring at progress bars; waiting for a status report to pop
up on your in-game “WhetsApp” screen. There are three speeds you can cycle
between to reduce the waiting, but that doesn’t stop the game from feeling
slightly monotonous on long play sessions. You’ll almost certainly enjoy
playing the game little and often; Dipping into it to compete a few of the
varied objectives, before taking a break only to realise you’re itching to play
again. The persistence is worth it though, as there are literally hundreds of
weapons to be researched and forged. While the initial line up is heavily
influenced by fantasy role-playing games, later you’ll get access to more
science fiction inspire guns. These are the weapons that’ll win the yearly
award ceremony, presuming of course you don’t simply bribe the judges, an
expensive practice that’ll absorb a huge amount of your $tarch funds . Not that
money will be in short supply after the first few years however. Countless
hours invested in the aforementioned ‘Game Dev Story’ management sim has taught
me that gradual expansion pays off in the long run. Applying this approach to
‘Holy Potatoes! A Weapon Shop?!’ also yields good results. You’ll never really
feel that cash strapped provided you don’t get too ambitious too quickly. In
many hours of play I’ve never been in a position where I was unable to pay my
staff. Even Agents 47’s demands felt like loose change at times, especially
once I’d realised how lucrative meeting specific weapon request could be.
According to the developers, ‘Holy Potatoes! A Weapon Shop?!’ has been
their most successful title so far, selling over 150,000 copies on the PC.
However while it’s been generally favourably received the majority of the
criticism was aimed at an overly fussy User Interface, as well as a lack of
resolution option. Knowing this, Daylight Studios have endeavoured to make the
console port more elegant. “Changes include revising the UI to be bigger, as
well as optimising the speed of gameplay on Nintendo Switch” says Faizan Abid.
“Come hell or high water, we’ll be doing our best for this release!” However,
even now enhanced, ‘Holy Potatoes! A Weapon Shop?!’ on the Switch still feels
like a game bogged down by an excess of menus. For example, one activity you’ll
do a lot is selling weapons. To do this you must first select the world map
from the icons at the bottom of the screen - a new menu appears. Now you must
select the sell option - a new menu appears. Then you must which weapon - a new
menu appears. Now you must press A to select a potato merchant which is
confirmed with a Y button press. Then as another new menus appears you must
select where you wish to hawk the weapon, after which you sit tight until
eventually a range of customers is offered. You have to sell every weapon you
make, there’s no benefit to hoarding them, but every time you wish to do this
you must literally press 9 buttons. While it’s fantastic the game is versatile,
the process of completing the most common activities should have been
streamlined. Many have said that ‘Holy Potatoes! A Weapon Shop?!’ resembles a
mobile game and in Switch tablet mode this is understandable. I’ve always
preferred the precision of buttons but the touch screen controls in this game
work well, even if some icons are so small they’re hard to press. It’s a game
that’s perfectly suited to portable play due to its pickup-and-play nature.
Playing the game on a TV produced howls of laughter in my house though, mainly
because the potatoes are so much easier to see. There are all sort of comic
details you miss on a small screen; my youngest child in particular was in fits
of laughter when she caught sight of a shop full of living Potatoes with their
arms flailing about.
While it may have a child pleasing aesthetic this is certainly a game
for an older audience. As the hours pass and the number of things that must be
considered increases, ‘Holy Potatoes! A Weapon Shop?!’ becomes an exercise in
time management and discipline. Coupled with this is the simple fact that the
parodies reference mature adult TV and games, that children hopefully haven't seen.
Of course ‘Holy Potatoes! A Weapon Shop?!’ isn’t the first game to be
set in an RPG item shop.
“We mentioned explicitly in our game’s description that the game was
inspired by ‘Recettear: An Item Shop’s Tale’, and ‘Weapon Shop De Omasse’” Faizan
Abid, said to Siliconera. “We were greatly inspired by these games but the key
[difference] was simply that no one has ever made a ‘team management’ style
game for a weapon shop.” It’s a fusion that works. Criticisms of the game are
really criticisms of the genre. The very nature of a management sim equates to
continually completing very similar tasks, but the strength of individual games
within this genre can be measured by how hooked a player becomes. Yes, ‘Holy
Potatoes! A Weapon Shop?!’ does get monotonous but it’s equally addictive and a
great deal of this comes from its wacky humour. You play on to see which
familiar character you’ll stumble across next. Hours pass because you’re eager
to see what other legendary weapons you'll research and craft. On top of this there’s
also the drive to see the story cut scenes; not because they tell an engaging
narrative but because there is no restraint. It simply doesn’t seem to matter
to Daylight Studios if the jokes have no relevance, characters will even point
this out. If a joke is deemed funny it’s gone in the game and while some
references may be missed by some players there is so much humour in the game it
seems impossible that every player won’t laugh at least once. Fans of
‘Adventure Time’ will be very much at home here, and I never would have
imagined a deep but accessible management sim would make me giggle quite as
much as ‘Holy Potatoes! A Weapon Shop?!’ has. According to executive producer
Don Sim, ‘Holy Potatoes! A Weapon Shop?!’ is a game for gamers, and if it can
appeal to them, it will succeed.
After the success of this first game, the ‘Holy Potatoes!’ Series was
born with two follow up games. Both ‘We’re in Space’ (sci-fi exploration) and
‘What the Hell?!’ (a cooking game) would fit perfectly on the Switch and I hope
Rising Star Games are again able to bring them to an appreciative audience. But
for now there’s lots to love in ‘A Weapon Shop?!’. It’s a game that draws you
in with character and charm but keeps you playing. Who ever knew NPC RPG
Potatoes lived such busy lives.
A copy of this game was provided by Rising Star Games for review. They have not seen nor had any influence on the content of this article prior to publication.
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Its worth noting that my copy of 'Holy Potatoes! A Weapon Shop?!' had a game-breaking bug in the fourth workshop. After an auto-save the game crashed and all subsequent reloads only lead to crashes.
Its impossible to know if this is limited to my review copy of the game, but hopefully if its not unique to me it can be fixed quickly.
It was very frustrating to have to start an entirely new game; losing 8 hours of play.
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