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Messages - NWR_Neal

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101
TalkBack / Harvestella (Switch) Review
« on: December 12, 2022, 06:22:57 AM »

A farm sim for people who like JRPGs.

http://www.nintendoworldreport.com/review/62169/harvestella-switch-review

The reveal, rollout, and release of Harvestella from Square Enix has oftentimes felt like an enigma. At face value, it looked like Square’s take on Harvest Moon or Rune Factory. In practice, it’s foundationally more of a traditional action RPG with a heavy dose of life sim elements. You might spend time taking care of a small farm, but the crux of the action is world-saving quests that take you all over an expansive world. The end result is compelling, even if a handful of rough edges keep it from being amazing.

Your amnesiac protagonist shows up in a world where giant crystals, called Seaslights, guide the world. After an all-encompassing tutorial, your quest becomes focused on rescuing the Seaslights from trouble while trying to solve the mystery of a time-traveling new friend as well as the conundrum that is Quietus, a time between seasons where everything dies. It’s a mouthful to start, but once you have some autonomy, the game opens up significantly. The main story quests take you to the Seaslights and major characters and bosses, but a variety of side quests color the world with charming stories revealing nice character moments and enjoyable world lore. You don’t have traditional genre-trope romances per se, but all of the characters that join you have optional quest lines that tell more of their stories and give you in-game benefits.

Like the farming sims it is inspired by, Harvestella runs on a day/night cycle where you have to make sure you go to bed before midnight. The days can go by quickly (and were already tweaked to be longer after feedback to the September 2022 demo), wrapping up in about 15-20 minutes unless you get stuck in a dialogue-heavy quest. The writing is mostly engaging, balancing between quirky and emotional, but it’s regularly long-winded without any means of speeding up the process. That’s not helped by the fact that even basic movement feels slow. You can sprint, but sprinting quickly drains your stamina and the only way to regain it during the day is to eat stamina-rejuvenating food. It’s easy to keep a stockpile of food, but the whole process is clumsy enough that I just stopped sprinting because it became a hassle. Every 30 days of in-game time, the season changes with a single day spent in the dark Quietus. The only real thing to do in Quietus is to work your way through a lengthy dungeon, but that sense of monthly progression works well in the context of this game being a fusion between traditional JRPG and farm sim.

It doesn’t totally stick the landing, but the way various aspects feed into each other in a circular manner is what helped to drive me forward. Farming and harvesting crops can help you generate income and resources, which can then be poured into crafting tools and meals, which can be used to generate more resources that can then help you solve quests, giving you more crops from which you can farm and harvest. It can be a slow burn, especially if you get distracted by side quests. Even still, new wrinkles kept cropping up as I progressed, whether it was different farming biomes or additional combat classes. It’s also a gentler farm sim, in that a lot of what’s ahead of you is laid out cleanly with quest markers and crystal clear goals. You don’t need to do anything arcane to upgrade your farming skills; those skills will be available if you interact with farming enough.

While I stand by the fact this leans more towards the genre of straight RPG than farm sim, it’s telling I’m only mentioning combat now. I regularly went in-game days without really engaging in much combat and when I did, it was relatively basic. You start off with a simple Fighter class, but as you meet new characters, you can access their classes, which hit the expected notes of mage, tank, and more. Complexities develop as you unlock more skills for classes, but combat is primarily very button-mashy and simplistic. Whether you’re using a melee or ranged character class, the best strategies seem to be to find a spot next to an enemy where they aren’t directly attacking and just wail on them, especially if you can attack the element they’re weak against. You have special abilities that can be reused after cooldowns and some classes have basic attacks that can be charged up. You usually have two party members alongside you and you can have three classes equipped at once that you can switch between as battle necessitates. The battle system reminded me a lot of the recent Trials of Mana remake, though with far less nuance.

Thankfully even in spite of less than stellar combat, the whole of Harvestella is greater than the sum of its parts, because the combat helps to feed into other aspects like I mentioned previously. Defeating enemies earns you resources and drops, which can be used to complete quests and craft more goodies. I wish I could move faster, but even still, the feedback loop was enjoyable.

Harvestella feels like a farm sim made for people who like traditional RPGs, or maybe you could position it as a traditional RPG for people who like farm sims. Either way works. It’s a unique balance that is rocky at times but won me over more often than not. This is a game with a lot of heart that I kept wanting to explore even with its messier aspects. If you’re looking for a farm sim mixed with a JRPG or a JRPG mixed with a farm sim, this is perfect for you. And if you go into it with the right mindset, you’ll enjoy the relaxing stroll of this world and its gameplay.


102
Podcast Discussion / Episode 349: Nintendo Wins by Doing Nothing
« on: December 10, 2022, 03:07:03 PM »

Sometimes you just keep your head down and stay out of it and good things happen.

http://www.nintendoworldreport.com/connectivity/62366/episode-349-nintendo-wins-by-doing-nothing

You know when two people are fighting and you don't really want any part in it but then suddenly one of them offers you Call of Duty for ten years and suddenly its your problem? Yeah we've all been there, and so has Nintendo. John, Neal, and Alex discuss the latest in the continuing sitcom of Microsoft trying to buy Activision Blizzard King. We also have some listener mail discussing Nintendo's yearly release schedule.


103
Podcast Discussion / Episode 348: Wait, Was 2022 a Bad Year?
« on: December 02, 2022, 09:18:40 AM »

At least we'll always have Chris Pratt.

http://www.nintendoworldreport.com/connectivity/62280/episode-348-wait-was-2022-a-bad-year

After catching up on some listener mail, it is time to get further hyped for the Mario movie. It looks weirdly good. Then its back to enjoying Pokemon despite thinking it is terrible, and a review of 2022's game output. Is there hope in 2023?


104
TalkBack / Romancing SaGa: Minstrel Song Remastered (Switch) Review
« on: November 30, 2022, 02:53:58 AM »

This remaster of a remake might be the most approachable SaGa game yet.

http://www.nintendoworldreport.com/review/62275/romancing-saga-minstrel-song-remastered-switch-review

The SaGa series has gotten a lot of love over the past few years, whether it was the first Western release of the Super Famicom game Romancing SaGa 3 or the remaster of the PS1 RPG SaGa Frontier. The latest is a remaster of a remake in the form of Romancing SaGa Minstrel Song Remastered. It’s a remaster of the 2005 PlayStation 2 release (which did leave  Japan), which is a remake of the 1992 Super Famicom game Romancing SaGa 1 (which did not leave Japan). The end result is a tuned-up version of one of the friendlier entries in the franchise, but the eccentricities of the style and the unappealing visuals help to make this generally enjoyable adventure a tougher nut to crack.

At the outset, you can pick from one of eight different characters, running the gamut from thieves and warriors to witches and musicians. For the most part, each character has their own distinct prologue and then the quest is loosely similar (with a big emphasis on loosely), building up to a confrontation with an ever-present antagonist. Like other SaGa games, Minstrel Song features the Free Scenario system where you more or less play your own tabletop RPG roaming around picking up a slew of quests and shaping your party and the world. It’s an ambitious concept that is well executed here, largely thanks to a Notes section in the menu that helps you keep tabs on quests. I tried my best to tackle this game without a guide on hand and it’s likely the best explained SaGa game I’ve experienced even if it still can be overwhelming. If you do hit any sort of wall, don’t feel bad about checking a guide. Some quests you come across are time limited, which can be frustrating, but that also encourages replays with different characters to then conquer those quests. The way this all interlocks together might scratch a similar part of your brain as Majora’s Mask.

If you’re new to SaGa, the combat is going to be familiar but weird. At face value, it’s your typical turn-based battle system, but there are no levels or experience points. Instead, your characters randomly unlock new attacks and abilities as you fight battles. Even as the number of SaGa games I’ve played is creeping into the double digits, I always feel like I have an adjustment period coming into the battle system, but then it clicks and the incredible variety of what your party might have at their fingertips reveals itself and it’s a blast. What bothers me about the battle system is that it is focused on something called Event Rank, which both gates off available party members and increases the difficulty of enemies. Essentially, the more you play, the more you can unlock, but this can be a double-edged sword. The more battles you encounter, the more difficult the enemies become, so the concept of grinding to get over a tough fight is futile because the enemies will just keep matching your ability level. For a game that already is a challenge to figure out thanks to its intersecting quests and unique aspects, the battles punishing you for doing too many of them just makes it borderline unapproachable.

New content is added here as well, but since I have no experience with the original game, I can’t judge its impact. New characters and events are present now, as well as gameplay tweaks such as a high-speed mode and helpful mini-maps. They definitely make the game better, but I wish some of the tweaks added for other Square Enix RPG ports and remasters showed up for this game as anything that made the battle system more accessible and less punishing would go a long way.

The visuals are true to the PlayStation 2 original, which employed a distinctive chibi art style that I just don’t really like. It’s extremely a “your mileage may vary” situation and I’m honestly surprised how much I didn’t enjoy the look of this game, especially since I liked the PlayStation 1 stylings of SaGa Frontier Remastered. Thankfully, the music did not let me down at all, as it is another collection of excellent SaGa series tunes from composer Kenji Ito.

I’m happy to have experienced Romancing SaGa Minstrel Song Remastered. It’s based off of a PlayStation 2 game I was always curious about and the fact it’s now out on modern platforms is awesome. This might not be my favorite SaGa entry (I think that would go to Romancing SaGa 3 or Scarlet Grace?), but it’s another fine entry in a franchise that is well represented on Switch. Whether you’re hooting and hollering for Unlimited SaGa to make it to Switch next year or you’re a newcomer to the legacy of producer Akitoshi Kawazu, Minstrel Song Remastered is an enjoyable adventure as long as you come prepared for some open-ended RPG escapades.


105
Podcast Discussion / Episode 347: Raw Uncooked Pokemon
« on: November 24, 2022, 06:08:40 AM »

The Thanksgiving Special

http://www.nintendoworldreport.com/connectivity/62218/episode-347-raw-uncooked-pokemon

We gave Alex the week off for this special, unedited episode of Connectivity. So nothing you hear is his fault. Neal and John dive deep into their impressions of Pokemon Scarlet and Violet before moving on to some listener mail.


106
Podcast Discussion / Episode 346: The Wii U Holiday Special
« on: November 18, 2022, 09:40:09 AM »

Our precious boy turns ten.

http://www.nintendoworldreport.com/connectivity/62173/episode-346-the-wii-u-holiday-special

The Wii U is ten years old. John and Neal recall the reveal and their experiences with the system.


107
Podcast Discussion / Episode 345: The Final Frontier of Sonic
« on: November 11, 2022, 12:27:47 PM »

Along with a bunch of indie games.

http://www.nintendoworldreport.com/connectivity/62108/episode-345-the-final-frontier-of-sonic

With Silksong out of the way it appears there is finally room to talk about Sports Story. John and Neal delve into this week's Indie World Showcase before moving on some games that they've actually played. Both John and Neal are genuinely surprised to find that they enjoy Sonic Frontiers, Neal has been charmed by Harvestella, and Atari 50: The Anniversary Celebration is fantastic.


108
TalkBack / Atari 50 (Switch) Review
« on: November 11, 2022, 01:00:00 AM »

The best museum I’ve ever played.

http://www.nintendoworldreport.com/review/62107/atari-50-switch-review

Regardless of whether you grew up with an Atari 2600 or were born and raised in a world where Atari was ancient history, the impact of the company on video games, especially in the West, is immense. Maybe you could make the argument that someone else would have carried the torch, but if not for Atari, video games as we know them wouldn’t exist. That history is what makes the new video game collection Atari 50 fascinating. Celebrating the company’s 50th anniversary, it features more than 80 games, primarily from the 1980s, that help tell the story of Atari’s rise and fall. The games themselves might not have aged well, but the package they’re in is fascinating, offering up interesting and relevant context for why these games mattered and what their legacy is.

From the jump, Atari 50 presents its primary focus as a museum exhibit or interactive documentary. You aren’t brought to the list of playable games; instead you’re brought to a list of five timelines that tell the story of Atari, from arcade origins to ‘90s flameout. The meat of this package is that story. The timelines are engaging, packed with box art, advertisements, and more visuals. They also allow you to directly play a game being discussed and when you’re done, you can return right back to where you were in the timeline. The coolest part to me though is the variety of interviews with Atari luminaries ranging from Yars’ Revenge creator Howard Scott Warshaw to Swordquest creator Tod Frye. Their stories are fascinating, packed with great anecdotes and amusing quotes. My personal favorite video is the one about dispelling (or proving) the myth that all the Atari devs did drugs. But aside from that bit, it’s also cool seeing Warshaw and Frye detail the origins of their best-known works.

Atari 50 is exactly what I hoped for in that I left my experience with this game having a fuller picture of what Atari was and why it matters. I have a greater appreciation for the trailblazing nature of the company. If this was a game that just had a port of the 1982 game Adventure, I’d probably roll my eyes and not bother. Instead, it provides the context for why Adventure is hugely influential and allowed me to better appreciate this brilliant old game that Nintendo fans might label as a proto-Zelda.

Aside from the ‘80s ambition and the knowledge of how groundbreaking some of these games were, I don’t think a lot of them are all that good in 2022. If you have nostalgia for these games, then you’ll be in heaven because this is the best they’ve ever played since they came out. It’s neat playing Asteroids, Centipede, and Basketbrawl, but they’re more curiosities than anything I’m going to sink hours into. Even some of the ‘90s games on Atari’s handheld Lynx and final home console Jaguar aren’t terribly great. Atari Karts is a cute kart racer, Ninja Golf is an outrageous concept, and Cybermorph is a neat shooter, but overall it’s a smattering of games that are more interesting than they are good.

The best part of the game selection are the handful of Reimagined titles that are newly created for this collection. Vctr Sctr is a loving pastiche of Atari’s vector graphics games, which includes the only real reference to Battlezone. If you don’t know, Battlezone is a classic Atari game that sadly isn’t present here because another company owns the rights. The licensing issues actually prevent a handful of notable games from showing up here. Another Reimagined game is Haunted Houses, a voxel rendition of the early survival horror game that is incredibly fun to mess around with. SwordQuest: Airworld is the planned fourth game in the series that was never made but the team at Digital Eclipse used notes from 40 years ago to make the end of the quadrilogy. Yars’ Revenge Enhanced shows the quality of the original because all it is is a fresh coat of paint on the game without any other changes. In general, the Reimagined games are superb at taking the best concepts of the dated older games and making them absolutely sing in the 21st century.

As an interactive timeline and a virtual exhibit, Atari 50 is unparalleled. No other historical collection comes close to how awesome this is as a context-rich story (the only ones that do are also from the same developer). I hope that this style of giving historical context and not just presenting a list of 40-year-old games without any explanation is the trend going forward for packages like this. Even if I’m not chomping at the bit to play some RealSports Football, I’m thrilled that I now know its place in the grand history of Atari.


109
TalkBack / Rating Octopath Traveler II's Characters: Partitio and Osvald
« on: November 10, 2022, 05:19:00 AM »

A merchant and a scholar walk into a bar.

http://www.nintendoworldreport.com/preview/62085/rating-octopath-traveler-iis-characters-partitio-and-osvald

After Octopath Traveler’s success on Switch in 2018, Square Enix (without Nintendo’s international publishing help this time) is returning to the eight-character well with Octopath Traveler II. It’s not a direct sequel (or so they say) and focuses on a new set of eight heroes all with their own paths that they’re traveling. The early promises have been good in terms of more directly connecting the stories and making it more cohesive than its predecessor. Square Enix revealed details about two of the playable characters and now I will harshly judge each of these characters. But first, OH MY GOD - IT’S A SHARK!

You can ride on boats in this game, which is neat. It also seems necessary because the world of Octopath Traveler II features two continents separated by a body of water. The boat seems necessary unless we want to crack out an airship. On second thought, we should crack out an airship. But let’s get to the characters!

First up is the merchant named Partitio Yellowil, who seems like he saw the results of late-stage capitalism and decided to engage in charity work. He leaves his pioneer shanty town as he yells to (possibly no one?) "I'll be back once I eliminate that devil called poverty from the world!" with all the authority of a politician trying to appeal to certain demographics. His voice also has the air of a huckster in the same vein as Lionel Hutz. I’m hoping for Partitio to have a side quest selling a town on the vision of a monorail.

He ventures out into the Wildlands, a barren portion of Octopath II’s world, and goes out on his quest armed with two Path Actions. He can purchase from folks during the day and then hire folks at night. Hiring folks looks like it could be a neat twist, as the hired hands can lead to help in battle or even in negotiating prices for goods. All in all, Partitio seems fine I guess. At this juncture, I will rate him two out of eight Octopaths (that’s the scale I’m going to use to harshly judge these characters).

The second character is a scholar named Osvald V. Vanstein who hails from the Winterlands, likely the area with the best music if it’s anything like the first game. Osvald has a much more metal story setup when compared to Partitio’s “I want to help the poor people” slant. Osvald is in prison serving a life sentence for allegedly killing his wife and kid. Surprisingly, he probably didn’t do that. It seems like that Harvey, a rival scholar, set him up. There are big-time Count of Monte Cristo vibes.

Spoilers: Osvald doesn’t rot in prison and eventually gets out to explore the Winterlands, which has a fishing town called Cape Cold. Not sure if it’s necessarily relevant to this assessment of his character, but I like the name. His Path Action during the day is scrutinize, where he tries to get information from those around him. Fail the scrutinize check and the town you’re in will like you less. At night, he can mug people. Honestly, Osvald seems pretty bad ass. He’s a magic user accused of a crime he didn’t commit who will straight up murk a dude when night falls. I give him seven out of eight Octopaths.

Octopath Traveler II comes out on February 24, 2023 on Switch. We have six more characters to hear more about and we’ll hopefully judge them the same way we judged Partitio (2/8) and Osvald (7/8).


110

It's all vibes baby!

http://www.nintendoworldreport.com/connectivity/62014/episode-344-the-legend-of-zelda-the-wind-waker-3d-zelda-game-club-part-3

At long last, the 3D Zelda Game Club returns with The Legend of Zelda: The Wind Waker for Nintendo Gamecube and Wii U. Our panel discusses their history with the game, it's development, and its ultimate place in the series. What elements would ultimately inform later games including Breath of the Wild? How has Wind Waker forever altered the character of Ganondorf? Is the Tingle Tuner worth it? That and more in this episode of NWR Connectivity.


111
TalkBack / The Pinball Wizard (Switch) Review
« on: November 01, 2022, 10:20:06 AM »

Cute but fleeting.

http://www.nintendoworldreport.com/reviewmini/62008/the-pinball-wizard-switch-review

The Pinball Wizard, making the leap from Apple Arcade to Switch, is a nifty idea that dries up quickly. The concept is intriguing, as you control a wizard like they are a ball, using flippers and power-ups to send them cascading throughout a dungeon-themed table. Whether or not it’s inspired by the likes of Switch indies such as Creature in the Well and Yoku’s Island Express, it sits in that wheelhouse of taking pinball concepts and adapting them to well-worn video game concepts. Even as more abilities unlocked and the variety in your wizard’s powers unraveled, my mind would drift to thinking this landed more on the Sonic Spinball side of pinball-esque video games. And even if I’m oddly charmed by Sonic Spinball’s attempts at gameplay fusion, that’s not a place you want to be.

The dungeon here is split into floors, with each floor presenting its own little pinball table. You use your wizard-ball to take out enemies that all typically require a few hits to knock out. However, they also have attack animations to watch out for. Hit them during one of those and you’ll take damage. One of the foes houses a key to unlock the next floor. Rinse and repeat for all 20 floors and you beat the game. A few extra modes, like a Daily Dungeon, extend the life of the game, but it’s something that ends too quickly.

The art style for the characters is adorable, with goofy cartoony visuals. The setting for each floor of the dungeon is drab, however. I kept hoping for a change of scenery, even slightly, but it never happened. This is just a handful of dungeon-themed pinball tables that generally look the same. By the time I reached the end of the 20 floors, I had no desire to continue further. We don’t typically address cost in our reviews, but in the case of this game’s short-lived campaign, it feels worth noting this game is $7.99 (USD) on launch day, so in the grand scheme of things, the gameplay-to-cost ratio isn’t bad, but regardless this felt insubstantial.

It’s a shame because the idea of The Pinball Wizard is neat, but the execution and longevity make it a game that faded away before it got truly interesting. Maybe it’s worth it for the cute visuals, but even that doesn’t stave off the lack of variety.


112
TalkBack / Spinfrog: All Aboard The Frogcopter (Switch) Review
« on: October 27, 2022, 06:22:13 AM »

If Nintendo won’t make another Kuru Kuru Kururin, it’s time for someone else to make one.

http://www.nintendoworldreport.com/reviewmini/61948/spinfrog-all-aboard-the-frogcopter-switch-review

I’m a sucker for an inventive puzzle adventure, so an adorably cute game called Spinfrog where you control a frog piloting a helicopter through thoughtful labyrinthian levels scratches a few itches. Some challenges with the precision might make me pull my hair out a little bit, but more often than not, Spinfrog is a good time, properly evoking its clear inspiration: the forgotten Nintendo-published Kuru Kuru Kururin series.

For those not familiar with the fledgling series of GBA games, which were largely Japan-only, Spinfrog patterns it well. The stick-like helicopter constantly spins and you have to move around while being aware of the spinning blades so you don’t crash into any walls or obstacles. Aiding you is the ability to speed up and slow down as well as some power-ups. A tutorial teaches the basics but within a few of the more than 60 missions, the gloves come off and you need to quickly adapt to maneuvering your copter through tight corridors without crashing.

While the welcoming visuals might make this game seem chill, it will test your ability to nimbly avoid disaster while trying to collect coins to unlock adorable frogcopter accessories. This game is straightforward in its execution and if you’re hankering for the long-lost niche Nintendo franchise Kuru Kuru Kururin, this is likely the best you’ll find (especially since the GBA version’s only active appearance is on the Wii U Virtual Console, which will go away in 2023). I had a good time with Spinfrog, though it doesn’t quite match up to the fun I had playing Kuru Kuru Kururin on Wii U a few years ago. Still, it’s fun even if it’s oft hard and frustrating.


113
TalkBack / Paradise Marsh (Switch) Review
« on: October 24, 2022, 06:53:35 AM »

A bug-catching game with a stylish design and incredible vibes.

http://www.nintendoworldreport.com/review/61944/paradise-marsh-switch-review

I filled in every last creature constellation and looked to the heavens. Is this salvation? Is this victory? Is this the end of Paradise Marsh? Indeed it was the end of the new game Paradise Marsh, primarily made by developer LazyEti. This is not a long game as I reached credits within a few short hours, but it is a focused one that delivers a snack-sized experience with an excellent balance of playful, enchanting, and contemplative.

From a first-person perspective, you roam around a procedurally generated world equipped with a bug net. Your primary goal is to catch bugs and critters, though the specifics and to what end don’t quite come together initially. If I had to nail down a secondary goal for this game, it would be simply to play. The way the world is generated is novel; it’s presented as endless. Walk in a direction and you’ll keep on going forever, seeing fuzzy pop-in graphics bring in one of a handful of visual biomes to the foreground. Everything is stitched together in a holistic way, bouncing between swamps and rivers and ice floes. I won’t pretend to know the math and science behind the procedural generation, but when you start to explore the world, it all fits perfectly. You might come across a soccer ball you can kick around or a mushroom that you can eat to let you temporarily fly. The goal comes back to collecting those critters, which have recurring settings and often make visual noise in the distance to point you in the right direction. They each have their own movement and nuance as well, so there’s a learning curve as to how to approach them correctly.

As you collect bugs, you complete pages in a notebook, which also sends the collected bugs to a monolith that connects to the stars when interacted with. Every star has its own bizarre and thoughtful monologue, and when you collect the required amount for a creature, you can draw their constellation and complete their quest. Do that for every creature and you complete the game. Problems do pop up in that the late stages can be a slog. As you collect the required amounts for a creature, the chance of them appearing in the procedurally generated world is removed. It overly simplifies the world, especially since by this point you have probably seen all of the playful quirks and interaction nestled in the areas.

Thankfully, even when the going gets repetitive, the vibes of Paradise Marsh are off the charts. The tone-setting music from Disasterpeace (Fez, Hyper Light Drifter) is tremendous, and the chunky 3D world is stylish and wondrous. A handful of mysterious in-game achievements encourage further exploration of the world beyond catching the bugs. Your time in this paradise might be short, but it’s memorable and enjoyable.


114
Podcast Discussion / Episode 342: Lies, Deception, Rabbids
« on: October 21, 2022, 09:38:33 AM »

And contractually obligated Star Fox

http://www.nintendoworldreport.com/connectivity/61886/episode-342-lies-deception-rabbids

Fresh off his review of Mario + Rabbids Sparks of Hope, Jordan joins us to discuss his experiences plus picking up Dicey Dungeons for $2. Neal and John round of the game talk with Paradise Marsh and One True Hero. The panel then weighs in on the evolving story of Bayonetta 3, Hellena Taylor, and voice actor compensation, in what has become an odd multilayered series of events. Finally we round things off with some listener mail concerning, you guessed it, Star Fox.


115
TalkBack / What to Make of Harvestella?
« on: October 18, 2022, 09:57:25 AM »

Square Enix is debuting a new lifestyle/farm sim on Switch in November, but what separates this game from the rest of the herd?

http://www.nintendoworldreport.com/preview/61876/what-to-make-of-harvestella

I didn’t really know what to make of Harvestella when it was revealed at the end of June earlier this year. Was this really Square Enix attacking the throne of Rune Factory with a game that seemed like a cross between farming sim and Final Fantasy? Who was even making this game? What would it even be like? Since the reveal earlier in the year, a lot more information has surfaced about Harvestella - including a prologue demo that is available on the Switch eShop as we speak - and I have a much better grasp on what Harvestella is and in this moment, it’s something I’m extremely excited for.

First off, we know who’s making it. The developer is Live Wire, likely a name you haven’t heard before. Their biggest game before this was the decently well-regarded Metroidvania game Ender Lilies, which was featured in an Indie World before its 2021 launch. The relative blank slate of expectations works in Harvestella’s favor for me. There’s no legacy IP attached or famous developers reinventing themselves. It’s Square Enix throwing it back to the glory days of the PlayStation 1 and 2 by just greenlighting a neat concept and rolling the dice.

The concept, at least going by the first two chapters that are playable in the demo, isn’t quite the pure farming sim most assumed at its reveal. This seems more like a straight narrative-driven action RPG with farming as a mechanic. It’s still in the wheelhouse of Rune Factory games but tweaks the focus just a bit more towards the story and action as opposed to the tilling and the romance. As some critiqued during the Nintendo Direct in September 2022, farming sims are everywhere on Switch, and that’s what makes Harvestella’s direction a bit of a breath of fresh air. I’m someone who dabbles in but doesn’t eat, sleep, and breathe farm sims, but I certainly love a good thoughtful RPG with some genre crossover. I’d be thrilled if Harvestella landed closer to Fantasy Life than Rune Factory.

Thanks to the overall setup of the game, you change locales seasonally, with different towns being the focus for spring, summer, fall, and winter. In between each season is the destructive Quietus, referred to as the season of death. Frankly, that’s metal as hell. The locale variety makes the structure seem more like an adventure, even if it overall seems to lean more slice of life than globe-spanning.

The various job classes you can gain also look to keep things interesting, with staples such as Fighter and Mage. There’s one called Woglinde (a word that when Googled brings up Xenosaga, so I can only assume it’s tied to something philosophical and/or German) that uses song-powered magic. The classes largely seem to only have an impact on battle from what I can tell. That would be a little disappointing if the classes are removed from the farming and town sim aspects.

But beyond that, there’s still a lot more that I’d love to experience more of, whether it’s the rideable pets or the accruable livestock. Or the potentially very in-depth character story quests. Or the light but promising action combat. Or the fishing. Or this delicious-looking food.

Overall, I’m stoked for Harvestella. It’s an exciting game that seemed mysterious the moment it was announced. Thankfully, the more that comes out about it, the more excited I’m becoming. Bring on November. I’m ready to explore these seasons, even if I have to deal with the deathly Quietus.


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Podcast Discussion / Episode 341: Our Favorite Sassy Microsoft Quotes
« on: October 14, 2022, 09:58:22 AM »

or "It's only okay when I do it - The Playstation Story"

http://www.nintendoworldreport.com/connectivity/61823/episode-341-our-favorite-sassy-microsoft-quotes

The UK court case discussing Microsoft's bid to purchase Activision Blizzard is getting spicy, and we're sure it has nothing to do with how much money PS5 has printed in the UK. It's the sort of story that one day will have a book written about it, much like several Nintendo games (that's our other topic).


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TalkBack / Atari Mania (Switch) Review
« on: October 11, 2022, 10:49:23 AM »

Atari goes WarioWare.

http://www.nintendoworldreport.com/review/61815/atari-mania-switch-review

Nearly 20 years ago, the WarioWare series debuted with its distinct style of seconds-long microgames, wacky humor, and loving winks and nods to Nintendo history. It’s struck me as odd that we haven’t seen quite as many WarioWare-esque games, but Atari’s take on the style in Atari Mania might have crystallized why we haven’t. It’s hard to do well, even with the best of intentions. The playful throwback aesthetic jam packed with old Atari references and a lot of mini-game riffs on the likes of Missile Command and Breakout is incredibly charming, but a slow pace of play and mini-games that are just tad too long make this just an okay game.

The setup is cute, where you’re the caretaker of the Atari vault and come to work one day and see that a dead pixel is wreaking havoc among the games. So you venture from room to room solving light environmental puzzles, collecting old box art and manuals, and playing mini-games. This aspect is one of the most novel of the whole package. I don’t even have that much Atari nostalgia (I’m a tad too young), but it was fun seeing how the whole museum vault came together as you explored. Aiding this is the charming writing and bonkers plot that gives Bentley Bear from Crystal Castles a comical heel turn.

Where things start to falter are the mini-games themselves. All of the 100+ games are mash-ups and twists on Atari games of yore, whether it’s a weird twist on Pong or a blend of Millipede with Breakout. Some of them are really great, clicking immediately. However, it seemed like every third mini-game was hard to grasp in the small amount of time you’re given. That’s not something that runs counter to the WarioWare idea, but the mini-games here last just a little bit too long. Combine that with bothersome load times, failing a mini-game set that requires you to survive 10 at a clip can take too long to get back into the action. Immediacy is hugely important for this style of gameplay, and this game slips up in that department.

Atari Mania is endearing and enjoyable despite some stumbles, especially if you hold some form of nostalgia for the old Atari brand. I had a good time with this even if I felt like I was waiting too long between batches of mini-games. The overworld puzzles ended up being one of the cooler parts of this package. I just wish the mini-games erred more on the side of WarioWare excellence as opposed to the muddy middleground.


118
Podcast Discussion / Episode 340: Nintendo The Movie
« on: October 07, 2022, 11:10:19 AM »

What's next after Mario?

http://www.nintendoworldreport.com/connectivity/61767/episode-340-nintendo-the-movie

Matt joins John and Neal to discuss the Super Mario Bros. Movie and the wider world of video game adaptations. Matt and Neal also now have Steam Decks and a 50% success rate at turning them on between the two of them.


119
TalkBack / Bases, Trains, and Rival Gangs Deepen Dragon Quest Treasures
« on: October 03, 2022, 11:56:47 AM »

I’m coming around on this DQ Monsters follow-up.

http://www.nintendoworldreport.com/preview/61755/bases-trains-and-rival-gangs-deepen-dragon-quest-treasures

Back in May 2021, Square Enix showed off a slew of Dragon Quest projects, of highest importance to most being the next mainline entry Dragon Quest XII and the HD-2D remake of Dragon Quest III. Nestled in there was Dragon Quest Treasures, a spinoff that, at least to me, wasn’t at the top of my list of anticipated games. That stayed true even as it was dated for December 9, 2022 earlier this year. As we get closer to the release of Dragon Quest Treasures, though, I’m warming up to the prospect of this successor to the Dragon Quest Monsters sub-series.

Square Enix has been showing off more and more of the game, and my interest is piqued because this seems more ambitious than it first appeared. The basic premise is that Erik and Mia - siblings from Dragon Quest XI - wind up in an alternate dimension of sorts called Draconia where they set out to collect a whole bunch of treasure while teaming up with a bunch of party member monsters along the way. The basic gameplay seems focused on exploring cutesy cartoony landscapes looking for treasure, battling enemies, and deepening your pool of monsters. The combat isn’t the old turn-based style; instead, it seems more like a mix of an action RPG and even sort of a 3D platformer. You can use your monsters (up to three at a time) to bounce around the environment and find hidden treasure using their abilities.

Recently, Square Enix started detailing more specific aspects of the game, such as the base-building portion. Erik and Mia get their own homebase that is slowly but surely populated by the various monsters they befriend. After you unlock the base early in the game, you can start building up its rank by accumulating treasures as well as collecting rival gang’s flags to improve your notoriety. Those rival gangs might show up at your base or sneak up on you when you’re exploring. The different gangs appear to have their own stories and quirks and not all of them are bad, either. Time will tell how truly nuanced these gangs are, but it’s encouraging to see what’s been highlighted so far.

I’m also struck by the delightfully Dragon Quest-y train line called the Trans-Draconic Railway. It starts out in disrepair, but you have the ability to rebuild the train, allowing you to more easily reach areas with your team of monsters. Not that Dragon Quest games are always stone-cold serious, but the playfulness throughout this game is endearing, especially as it seems that the goofy presentation isn’t getting in the way of depth.

We’re two months out from Dragon Quest Treasures’ December 9 launch and I’m rounding the corner into being excited for this new take on Dragon Quest Monsters. I still might be waiting for more news on Dragon Quest XII or the remake of Dragon Quest III, but this playful adventure should satiate my desire for Slimes and Platypunks.


120
TalkBack / Dorfromantik (Switch) Review
« on: September 30, 2022, 09:43:00 AM »

It’s basically Carcassonne, but a single-player puzzle toy.

http://www.nintendoworldreport.com/review/61688/dorfromantik-switch-review

The positive energy emitted from any discussion I overheard about Dorfromantik when it came out on PC made me interested in the game’s likely Switch release. Well, now it’s here and those good vibes ring true as Dorfromantik is a delight on the system and well worth your time as long as you go into expecting an experiential toy more than a truly deep experience (though there is still much depth).

An easy comparison is the tabletop game Carcassonne, but Dorfromantik takes that more multiplayer competitive premise and hones in on the solitaire aspect. You place hexagonal tiles down, connecting them together to form a countryside. You earn more points and sometimes more tiles by completing different challenges, some that are ever-present and others that crop up as you play certain tiles. For example, you might have a challenge to build a forest made of 50 trees, and once you bunch 50 trees together in a forest, you get five more tiles added to your total. Play continues as you complete more forests, towns, rivers, rails, and more until you run out of tiles.

A variety of modes provide minor tweaks to the experience. A typical Classic Mode play can take upwards of 30-60 minutes (depending on how many tiles you accrue). If you want a short session, there is a quickplay mode where you have a limited amount of tiles to use. A hard mode also exists to provide less opportunity for earning tiles and a monthly mode where you can improve your score based on a consistent assortment of tiles. On top of all of this, you can set up your own custom play mode or an endless sandbox to just make the prettiest country you want to.

Quests that focus on both singular games and your total play provide more goals to strive for, typically unlocking new tiles or new biomes. The biomes provide a different aesthetic for the tiles, ranging from wintry tones to radiant bright lights. None of these are game changing, but it’s pleasant to have more visual variety as you get lost in trying to get the longest rail possible or strive to complete other goals to add more tiles to your hand.

The only real drawback to the Switch version is the controls. They’re workable, letting you use buttons to rotate tiles, zoom in and out, and pan around the board, but they’re not as fluid as the PC mouse controls. The touchscreen support is also awkward and ill-explained. I’m 90% sure you can’t play fully on the touchscreen since you need to press a button to place a tile, but I’m not totally sure because the game does not fully explain. The controls also aren’t customizable, which would help mitigate some issues.

Despite the control issues, I’ve been enchanted by Dorfromantik because it’s a zen-like relaxing game that keeps me engaged with bountiful variety and just-enough strategy. If you’re seeking a level-based puzzle challenge or a boisterous multiplayer experience, Dorfromantik won’t be for you, but if you’re down for some low-key tile tinkering, this is a gem.


121
TalkBack / Shovel Knight Dig (Switch) Review
« on: September 23, 2022, 11:41:00 AM »

An arcadey take on Shovel Knight that lives up to its origins.

http://www.nintendoworldreport.com/review/61624/shovel-knight-dig-switch-review

Long ago, I remember being blown away by how different the arcade version of Ninja Gaiden, Strider, or even Teenage Mutant Ninja Turtles was from the home console version. Seeing big chunky sprites roam the quarter-munching levels of Ninja Gaiden was a far cry from the cinematic-heavy presentation of Ninja Gaiden on Nintendo. That disparity came to mind when playing through the latest Shovel Knight game, Shovel Knight Dig. It feels like the arcade version of the original 2014 Yacht Club Games classic, taking the comparatively smaller 8-bit-inspired visuals of Shovel Knight and fitting them with more descriptive pixel art that feels similar in basic controls and gameplay but far different in execution and structure. In a way, Shovel Knight Dig (made with help from Bomb Chicken developer Nitrome) feels like the wholly different Genesis version of Shovel Knight’s Super Nintendo game.

At its heart, Shovel Knight Dig’s gameplay loop is most similar to the modern roguelike, where the levels are procedurally generated and you start more or less at square one whenever you die. As per the modern side of this, you do unlock a deeper roster of tools and boosts as well as shortcuts to later levels. An overworld exists where you can interact with characters to purchase those tools and boosts as well as participate in daily and weekly runs. The base difficulty is challenging but fair, though if you’re having specific trouble, a laundry list of difficulty tweaks are accessible, letting you increase your base health, slow down the game, or add more attack power. It’s a friendly game even if it’ll likely kick your teeth in sometimes in its intended format.

Dig calls to mind the likes of Downwell and Spelunky in its style, especially as you dive deeper into vertically focused caverns and uncover the oodles of secrets. Shovel Knight’s abilities are familiar, but it’s a little looser here than in the original game. You’re always cascading down through areas, making the downward thrust of the shovel that bounces off of obstacles an even more core part of the experience. Depending on how long you last, runs can last anywhere from a few minutes to upwards of an hour as you go through multiple areas, all filled with their unique enemies and obstacles. It lands the right balance for a repetitive roguelike where there is enough variety to keep you on your toes, but also enough similarities from run to run to make you feel like you’re learning the nuances of the world and making progress through your own understanding of the traps out to get you.

The first area you traverse through is a mushroom-themed set of caves where there are slimes and spores abound. The baseline minions that appear are relatively small potatoes, but sometimes you’ll come across a more challenging blockade in a level, whether its drill spikes that cross the screen horizontally forcing you to keep moving or burrowing snakes that can eat you or the precious gems you’re trying to collect. Each area you go through generally consists of three levels and then a boss fight. When you reach the end of a level, you have the choice between going down two different holes to determine your next challenge. One might look decidedly easier, or what might face a difficult challenge but hold a greater reward. Sometimes, if you have a key item with you, you can unlock a path that has a reward with less of a risk. It’s these constant choices that made the loop stay fresh for me over extended plays. Sometimes I’d want to survive as long as I could while not accruing as many abilities and boosts and other times I’d feel frisky, wanting to take on the harder challenges to try to get a greater roster of rewards.

After the first area, you might have the choice to pick between two different areas, which introduce more unique challenges. The fire area features explosions and fireballs, requiring you to be more aware of getting lit up. The water area, which evoked the water levels of Genesis Sonic games in the best way possible, has this endearing mechanic where you could create waterfalls and rivers that cause enemies and treasure to flow through the level in interesting ways. It’s an incredible way to mess around with the world around you, even if it becomes increasingly risky when electric frogs start making all of the water dangerous.

Your path gets more daunting as you reach the later areas, but that sense of playful challenge continues throughout the whole game. Finding a new area (or one of the game’s many secret rooms) is thrilling even if every trip to a new area has resulted in my hero’s swift death. Figuring out how to best maneuver through a level to collect gems and items while avoiding damage and death is enjoyable even in repetition. Shovel Knight Dig sticks the landing for one of the most paramount aspects of roguelikes.

This feels like a different flavor of Shovel Knight, but thankfully it never feels off-brand. Dig is not a sequel, but even calling it a spin-off doesn’t feel totally right. This is just the 2D side-scrolling adventures of Shovel Knight’s origins displayed through a different vertical lens with a dash of arcade roguelike design tossed in. Through it all, the bountiful creativity that Yacht Club has made their staple is everywhere throughout the experience.


122
Podcast Discussion / Episode 338: The Alternate Realities of Genesis
« on: September 23, 2022, 10:25:48 AM »

And the quest to fix every bad game.

http://www.nintendoworldreport.com/connectivity/61623/episode-338-the-alternate-realities-of-genesis

John and Neal have been playing a lot of games recently. Neal explores a fresh new take on Shovel Knight, in Shovel Knight Dig. John stumbled upon a love for Beyond Oasis on Sega Genesis which leads into a wider discussion of Genesis games on NSO. John also got a sneak peek of the upcoming ARK Survival Evolved update for Nintendo Switch and even found some time to try out XIII on Switch.


123
TalkBack / Re: Ranking Square Enix's Jam-Packed Upcoming Switch Lineup
« on: September 16, 2022, 02:00:02 PM »
NieR: Automata - The End of YoRHa Edition is at the top of my list. I am on the lookout for a copy of Theatrhythm Final Fantasy Curtain Call on 3DS now when I am at the used game stores. I would like to see Neil's response to the Octopath Traveler remark. Does he still feel the game is a 9?

lol I said that in the article

124

But where could all the Pikmin be?

http://www.nintendoworldreport.com/connectivity/61568/episode-337-the-legend-of-farming-runes-of-the-factory

Neal, Alex, and John sit down to discuss what has been universally praised as the single greatest piece of streamed gaming media of all time. Is Zelda's marketing sufficient for nerds like John? Is Pikmin pre-rendered? Does Fire Emblem have enough hair variety? That and more on this episode of Connectivity.


125
TalkBack / Ranking Square Enix's Jam-Packed Upcoming Switch Lineup
« on: September 16, 2022, 08:24:14 AM »

Square's busier than Nintendo on their own platform from now until February. Who knew?

http://www.nintendoworldreport.com/editorial/61569/ranking-square-enixs-jam-packed-upcoming-switch-lineup

It seems like every week, another Square Enix game is announced for release soon. A third Voice of Cards game came out the day of the September 13 Nintendo Direct and wasn’t mentioned in the Direct, likely because at least 5 other Square Enix games already had a chunk of time in the 40-minute presentation. There were two shadowdrops from Square, in the form of the Apple Arcade castoff Various Daylife and a prologue demo for the November release Harvestella. By an approximate count, Square Enix has 10 Switch games coming out between today and the end of February 2023. To compare, Nintendo themselves currently only has four games on the calendar in that same time frame. I thought it’d be fun to do some gut reactions ranking the 10 upcoming games. Note: this is my opinion, man so if you know my top list of 3DS games, the top choice is preordained.

10. The DioField Chronicle

I was fascinated by The DioField Chronicle when it was first revealed earlier this year. It seemed to be like Fire Emblem by way of a weird real-time battle system, but the demo that came out in August level-set me in a way that I don’t think this is a game for me. The "Real-Time Tactical Battle System" is interesting, but at the end of the day, I’d rather actually finish Triangle Strategy or wait for Tactics Ogre Rebirth to get my tactics on. Of special note, based on the demo, the Switch version seems to run nice. We’ll find out a lot more about this game soon. It’s due out on September 22.

9. Life Is Strange: Arcadia Bay Collection

Full disclosure: I’ve never played a Life is Strange game. I’ve heard they’re very good and hey - maybe this is my entry point. Finally getting a release date of September 27 in August, this remastered collection of the first game and its later prequel is finally coming to Nintendo platforms following the most recent sequel’s Switch release last year. On other platformers, the package got a mixed reception, citing that the quality of the games are present but the actual remastering is rough. Since the Switch has never seen these games before, I’d imagine even a few rough edges might not dull the reported quality of the stories.

8. Romancing SaGa: Minstrel Song Remastered

At one point during the Switch’s lifespan, I was gaga for SaGa, but now my cup runneth over with SaGa games and I’m stuffed. That’s not to knock the series (and if you’re looking for a good SaGa game, you’ve got Super Famicom classic Romancing SaGa 3, solid PS1 RPG SaGa Frontier, and the newer SaGa Scarlet Grace all on Switch), but in an article about how there are so many Square Enix games coming out in a small time frame, it’s worth noting that I could easily make a similar piece about how many SaGa games have been ported to Switch. Minstrel Song Remastered is a remaster of a PS2 remake of the Super Famicom original, bringing the PS2 visuals to HD among a variety of modernized additions. I’ve never played the original Romancing SaGa or its PS2 remake, so I’m excited for this RPG even if I’m staring at my barely-touched copy of SaGa Frontier on Switch and asking myself if I should just play that.

7. Tactics Ogre Reborn

I am ecstatic that Tactics Ogre’s PSP remake (that I’ve never played before) is coming to modern platforms. On the strength of just that, this should be higher on this list but I’m not going to lie: I agree with the critiques about the price of this port and the way the nice pixelated visuals look in the HD filter. I’m on board for Tactics Ogre for the gameplay and even at the high cost, I’m in, but Tactics Ogre will have to live with the fact they’re lower on this important list.

6. Dragon Quest Treasures

Slated for a December 9 release, Dragon Quest Treasures seems to be of a similar style as the Dragon Quest Monsters spinoff, but this has a different presentation that judging by the response I’ve seen to this game, seems to be rejuvenating what might have become a stale spinoff. I’ll be real: this was the Dragon Quest game I was least excited about so when it was announced for a 2022 release, I wasn’t super stoked. However, I’m ready to embrace the new-age twist on the Monsters franchise. Real-time battling seems cozy and the visuals are pretty. Hopefully it runs well on Switch and, a recurring trend of this list, maybe I should get further than 10 hours into Dragon Quest Builders 2. Listen I have two kids now; my RPG spinoff time has lowered considerably.

5. Octopath Traveler II

Octopath Traveler is overrated. I feel like the fact that I am personally responsible for overrating it makes me either the best or worst person to issue that statement. Here’s a fun story that you can use to apply to most of my reviews in the summer of 2018. My first kid was born 5 weeks early and spent weeks in the NICU. Retrospectively, any game I reviewed in the summer of 2018 definitely got some sort of “stressful experience” bump. I can recall being torn between an 8 or a 9 for my Octopath score and just rounding up because that was the mindset I was in. Octopath is more of an 8 to me now, which maybe is more thematic with the game. Anyway, I love Octopath’s visuals, soundtrack, and battle system. Anyone who wants to drag the story can go right ahead. I won’t argue. Just to me, the important part of this game are the things I love. I enjoyed spending time in that world, messing with the unique character abilities and the shamelessly-stolen-from-MegaTen battle system. It’s a good romp. I hope Octopath Traveler II retains that style and cleans up the rough edges of the writing and story presentation. If that happens, maybe a 9 will be a proper rating for it when it hits on February 24, 2023.

4. NieR: Automata - The End of YoRHa Edition

Alright fellas: you got me. It’s been a while since everyone raved about NieR: Automata in 2017. I was too busy with my Switch to care, but fine. You got me. I’ll play the damn game. The Switch port seems good enough and based on reputation alone, I should try this game. Let’s say if I’m worshiping at the altar of Yoko Taro by the end of October.

3. Harvestella

I liked what I have played of the Harvestella demo so far. It’s a tad slow in the early goings, but this legitimately just seems like the kind of game I always wished Rune Factory was. I want to sink my teeth more into this world, which is exactly what I sought to find out from the demo. I recommend checking it out to see if it’s for you. Save progress carries over in the final game when it hits on November 4.

2. Crisis Core: Final Fantasy VII Reunion

The difference between this and Tactics Ogre is the version we’re getting on Switch for Crisis Core seems to be a bigger remaster. I might put some doubt on the Switch version running well since it’s a multiplatform release, but as someone who never owned a PSP, I’ve always wanted to play Crisis Core, even more so now in a world where I’m all in on the stupid of Final Fantasy 7 Remake’s storytelling experience. Dated for December 13, Crisis Core seems to be relatively faithful to the PSP original and being in a world where Final Fantasy VII and its Sony-exclusive prequel thing are both on Switch is wild. Now what trickery has to happen to get Final Fantasy 7 Remake on Switch...

1. Theatrhythm Final Bar Line

I sincerely believe that Theatrhythm Final Fantasy Curtain Call is one of the best 3DS games ever made and I also believe that the 3DS is one of the best platforms ever made. By the transitive property, that means Theatrhythm is one of the best games ever made. I’ve been lamenting how Theatrhythm might be trapped on the 3DS when the eShop closes, but Square Enix is timing it almost perfectly that Final Bar Line launches on February 16, 2023 - right around when the 3DS eShop shuts down for good. This game will have damn near 400 songs at launch and also include a ridiculous amount of extra content from a variety of Square Enix games, including Octopath Traveler, NieR, and my sweet darling redheaded step-child Chrono Cross. On 3DS, these games were a celebration of Final Fantasy focused on the all-important soundtracks. On Switch, it seems like it will continue that celebration and more organically include the rest of Square Enix’s impressive soundtrack catalog.


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