#Demo chrono plus
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Demo chrono plus
Demo chrono plus how to#
Thus, you don’t have to worry about combat and solely view the narrative play out when choosing this mode. Selecting it will kill all enemies in the battle, automatically allowing you to win (except possibly “scripted to lose” fights). This difficulty will add a “Story Mode” option on your menu during battle. The classic Normal, Hard, and Expert difficulties can be chosen when you begin the game, but I want to highlight the “Story” titled difficulty. But if the combat is not your cup of tea and you want to enjoy the story, the game provides accessibility options for those kinds of players. I personally went with Natasha, Rowan, and Corrina, and I often found myself switching to Reyna for some healing. Each character is unique, and team combinations are various. While it is rather brief, having only a few fights plus a boss battle at the end, I enjoyed the small taste provided by the team. In combat, the demo provides you with five party members to choose from. The rather cunning Natasha and the mage Aden are in your party, who both concoct a plan to steal one of Selena’s ships and run away to safety after it explodes.
Demo chrono plus how to#
First, you start playing as Rowan, a former naval officer who was “dismissed for his heavy drinking habits.” Still, knowing how to steer a ship, he became a pirate…only to betray his girlfriend Selena, who is also a pirate. Only a few characters are introduced in this short demo version. Now, they have continued their efforts with Rise of the Third Power, which they quote to be their “best game yet, with Chrono Trigger-esque abilities.” The developers then released Ara Fell: Enhanced Edition, which went away from the RPG Maker skin and used an original engine developed by them. Rise of the Third Power‘s story takes place 15 years after Stegosoft Games’ predecessor title Ara Fell, an RPG Maker game that told the story of World War I but with a twist.
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Demo chrono plus
Demo chrono plus Patch#
More stuff carries over like names money, fair prizes and cats. As well as more Easter eggs and quality of life improvements. In addition 1999 is fully explorable and offers tons of stuff to do. This hack adds a ton of cut content back into the game, allows access to previously unexplorable areas, fixes some bugs and offers some options to remove the linearity from the game. No extra content from the DS version added.īy ThegreatBen. The core gameplay is kept from the SNES original, with mostly SNES original names. Look out for the references, and figure out how the Ocean Palace incident and the fall of Zeal are explained in this version! Mostly Chrono Compendium based, but also a bit of the author’s own (original-material based) theory-crafting. Last, and bigger in scope, more direct references to Chrono Cross story the Frozen Flame was added as an element in Zeal, and a possibility of what could have happened with Schala, Zeal, the Flame, Dreamstone, the Mammon Machine, and the Gurus. Nothing major, but small things here and there to make the journey more worthwhile, and explore having different characters in your party. Compared, as well, with the Japanese original, for many lines where meanings were initially lost (mostly funny lines from era to era, but also some… surprises).Īpart from that, scenes were added that add a bit more interaction between the characters and NPCs (Lucca and Melchior, for instance). The hack combines the loved, quirky translation of the original SNES version, with the more extended script of the DS version, to create the best Chrono Trigger version. This Chrono Trigger updates the script of this wonderful game to modern standards, while keeping the nuanced but lovable translation and characteristics of the original script. New Event Content Chrono Trigger Coliseum
Demo chrono plus Patch#
2.3 Chrono Trigger: Bugfix and Uncensoring Patch.1.4 Chrono Trigger: Crimson Echoes Demo.
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Hands On with... The Outbound Ghost
“Back after so many years?” booms a mysterious voice as we’re transported to an otherworldly realm, filled with glowing orbs that speed towards the titular spook of The Outbound Ghost, “I wonder how you’ve changed.”. Whoever they are, they could just as easily be talking about the Paper Mario series that inspired the game.
Originally an RPG spinoff of the core Mario games, the Paper Mario games soon became a strong series in their own right, characterised by witty dialogue and 2D sprites in a papery 3D world. As the series went on, the games began to move away from their stat-based RPG roots and closer and closer to puzzle/action/exploration hybrids.
This, plus the introduction of new and often intrusive gimmicks in each subsequent entry from Super Paper Mario’s flip mechanic on-wards, alienated a lot of the series’ original fans.
Fans of the first two (Paper Mario on the N64 and The Thousand Year Door on the Gamecube), have since taken matters in their own hands, most notably 2020’s Bug Fables, but with The Outbound Ghost’s Kickstarter coming to an end tomorrow, I thought it was time I took at this promising successor to TTYD’s throne.
The demo (Currently available on Steam!) begins with a car careening down a quiet country road at night. Suddenly, the screen cuts to black and we hear the shriek of tires before a ghost steps out of the flaming wreck.
A cute, blue-glowing 2D sprite that wouldn’t look out of place in a Paper Mario Ghost Mansion, the nameless ghost wears a simple, often neutral, expression and a little tuft of hair. This baby-faced apparition reminds me of Casper the Friendly Ghost just a tad, and the thick white borders around this and every other character sprite calls to mind the borders of stickers, which fits the paper theme well.
Although the first impression of it is consumed by fire, I have to say now that the world in this game is gorgeous. Each individual blade of grass wafts in the breeze and makes the world feel like our own, rather than a series of dioramas. Whether that’s going to be a bridge too far for fans of Paper Mario’s handcrafted world, I’m not sure, but it certainly means this would not run on the N64, and I have to confess that my laptop struggled at times, which makes me question how well it’ll run on the Switch.
That’s a shame, as The Outbound Ghost’s controls feel like they’re better suited for a console than a PC. Even though it uses the classic WASD/arrow keys and you have some kind of crystal that allows you to dash with the space bar, one glaring example of this was when equipping a shovel. Each of the four slots were at 45-degree angles, which was not the most intuitive thing to navigate with four directions, but would be a breeze with an analogue stick.
Also easier with more than four directions to move in are what I call the “faint and have an out-of-(non)body experience in a weird purple dimension where orbs and a mysterious voice just won’t leave you alone” sections. Two of these appear in the demo, and both of them award you with a Brave or Timid soul (represented by a yellow or blue puddle in your inventory) based on how many orbs you let hit you. This feels rather counterintuitive considering the bullet hell sections, which involve dodging projectiles heading your way as usual.
Fans of Danganronpa and Undertale will recognise the bullet hell mechanics well - you control an icon representing you (a mini silhouette of our spirit here) and do your best to dodge a series of obstacles coming your way. These take the place of turn-based combat in The Outbound Ghost and come between dialogue options that slowly fill the meter at the top of the screen.
The only example of this in the demo is a scene involving helping an Outbound resident through the stages of grief over her death. On each turn, you have the choice of three verbs along the lines of Insult, Console, and Explain to best respond to their current stage.
Common sense usually serves you well here - don’t insult an angry person to reason with them, for example - but the choices being coloured Red, Purple and Green does muddy the waters a little. None of the dialogue exchanged in this segment is actually seen, which does detach you from the impact of your choice, even if there’s only one right answer to progress.
I’ve been keeping things light on plot so far, but I’ll divulge a bit now. After you leave the aforementioned car wreck and head into the town of Outbound, you encounter the local (deceased) teen detective, Michael McFly, who suspects you of murdering the entire town some time ago.
You play as the accused ghost, who conveniently has forgotten everything about themself except their name, which is where you come in. As far as immersion goes, a lot of RPGs go the “amnesiac protagonist that you can name” route, but most offer a canon default name (think Chrono in Chrono Trigger) or easter eggs for certain names, neither of which I could find here. However, the ghost is referred to exclusively with they/them pronouns, so absolutely anyone can put themselves in the spectre’s proverbial shoes.
Outside of regular world traversal and picking up everything not nailed down, there are a couple of other mechanics revealed in the demo that I haven’t mentioned yet.
A couple of times, you’re faced with a locked door or gate and have to collect enough lockpicks to complete a slide puzzle, which involves getting cylinders of metal out of the way of a key so you can push it to the lock. Later puzzles involved tilting a 3D box (officially dubbed the girabox) to fit a square peg into its respective hole, so I imagine the full game will push puzzles even further.
Beyond that, star-shaped pads appear on the ground towards the end of the demo, allowing you to traverse the way back to the town with a spot of platforming. A Cards section can be found on the game’s menu, which will be part of the Spades n Souls minigame in the full game.
Over the course of 30 minutes, the demo introduced me to the majority of characters and possibly locations, but I have the feeling that a lot of the game will be spent fleshing out each of their backstories.
Utterly charming and a sight to behold, The Outbound Ghost is certain to make waves next year, but I do wonder which platform it’ll be at home on. Initially aiming for the Switch and PC, the lower technical capacity of the former and the unsuited control scheme of the latter do suggest that its stretch goals of PS and XBox will be the superior versions. But then, it is being ported to phones too, so hopefully I’ll be proven wrong when it releases.
The Kickstarter has a hair under a day of funding left to go, so jump in now if you want to support the project. Do you think this game will be the answer to the question “Where’s my Paper Mario?” or will the lack of traditional RPG elements alienate fans of the series?
#paper mario#rpg#videogames#video games#retro#throwback#nintendo#indie#indie games#kickstarter#ghost#who you gonna call#ghost and spirits#ghosts#cute#coming soon#coming soooooooon#spooky#spooky cute#pc games#reviews#previews#sneak peek#opinions#demo
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Mother 3 - An In-depth Critique and Review
Ah, Mother 3, how I love you so!
The game which with which I forwent all possible aspirations to healthily integate into normal High School society: imagine walking into a party, people are drinking and being cool, and you ask them if they have ever played a very underground, very deep RPG only released in Japan called "Mother".
Yeah! I know! It's like you're asking to be bullied, and I realized it too late.
But anyway!
Mother 3 is one of the most important games you could ever play --alas, if only it wasn't near impossible to obtain it.
Yet, perhaps this adds to its allure and to the power of its narrative --a narrative which, by the way, I'm convinced is the very actual reason why it will never release formally in the United States.
As time has passed, I've actually become more and more impressed about how relevant the game is to the socioeconomic reality that we are in nowadays. I'm impressed that Shigesato Itoi had all of this in his mind's eye as early as 1996, and that the story was already written down in 1999!
Right now it's been 14 years since it's release on the GBA, but I think that the game is a timeless classic and warrants a playthrough now more than ever. Wanna know why?
Wanna find out?
Part 1. "A Japanese Copywriter's Americana"
The year is 1989 and a Japanese Copywriter --somebody who writes "Catch Copies", which are a sort of a long-form slogan that is very common in Japanese pop culture to advertise)-- by the name of Shigesato Itoi became a fan of the Dragon Quest series of RPGs, which are massively popular in Japan, even to this day. He also loved video games: he's asthmatic, so he recalls only being able to sleep sitting up as a child, and having to occupy his lonely time through asthma attacks playing video games, since he had to sit up and had nothing else to do at night.
His love of RPGs would linger in his mind until 1989 when he had an opportunity to meet with Hiroshi Yamauchi and Shigeru Miyamoto and was offered the opportunity to develop a video game with Nintendo. Harkening back to the endless hours he poured into Dragon Quest, his concept eventually took form by deriving from it. He called the story "MOTHER", as a reference to John Lennon's "Mother", since he is a very hardcore fan of The Beatles. The games have tons of obvious influence by old American films and comics, like ET and Peanuts, which he also loved very much.
For MOTHER, he wanted to explicitly go against the grain, by designing an RPG without "Swords and Magic", which stereotypically most RPGs follow, even from things as minor as to design a protagonist who was weak and vulnerable, asthmatic and without a Father Figure, yet, still heroic through much toil --which reflects Ninten from the original MOTHER for the famicom.
Miyamoto, in his usual taskmaster persona, arranged a team to work with Itoi for the creation of the RPG, by bringing in people from HAL laboratory and APE Inc, and thus MOTHER was born to great Japanese Acclaim. A game which took many risks in its genre, such as eschewing the idea of a separate overworld from navigation in the towns, the subject matter, the movement system and many other things which made it quite Unique. It was so popular that soon after the first project was released, MOTHER 2 started development, involving people from what's currently known as Game Freak and HAL Labs.
MOTHER 2 is a very unique game because it was the very first time that the series attempted to make an incursion in the Americas. Releasing in a big flamboyant flashy box, with a strategy guide and a bunch of goodies included, MOTHER 2 released as Earthbound in the states, a bigger and better version of the vision of the first game. Better graphics, Beatles references, sampled audio, pop culture cornucopia, it's all here and then some!
Famous for its role in technically driving the game, Satoru Iwata, ex-CEO and software developer for Nintendo,7 of Wii acclaim, helped the game meet its 1996 release date. It is known that the original version of the game ran into deep technical issues which the original dev team was not able to overcome. Once Satoru Iwata got involved, the game was reworked to a viable version and released to much critical acclaim. In his own words, he proposed to rewrite the tech that powered the main game. It was a matter of either continuing with the current code and be done in two years, or redoing everything and being done in six months under his vision, he said.
No matter its strong promotion from Nintendo, the marketing got botched, and the game paled compared to the flashy and bombastic magical RPGs of its era, like Final Fantasy VI, Super Mario RPG and Chrono Trigger of all things. So, Earthbound faced a very bad destiny in the states, by releasing to low acclaim, bad review scores and terrible sales numbers --even though it eventually reached Cult Classic status, due to its pure hearted nature, its hallucinogenic themes and characters, and its fantastic spirit over all.
And this game is worthy of discussion by itself a whole bunch because of the ripple effects it had in video game culture in the Western world. Enter starmen dot net. To this date, the epicenter of discussion for everything related to the MOTHER series. There you had me as early as 2002, browsing a half-rendered version of starmen dot net in a dingy computer in some dingy internet cafe in some shitty neighborhood in Mexico, trying to be a part of the discussion and the hype.
To this date, I consider starmen dot net as the non-plus-ultra case for how passionate Internet fan cultures can become.
Flat out, no other fandom has ever came close to the level of dedication, attention to detail and passion to tribute the original creation around which its fans congregate. A massive amount of fan paraphernalia has come out of starmen dot net --yes, even Undertale, 2015 indie darling RPG thing, originally got started on the Starmen dot net forums. People married and even started large, commercially viable enterprises, such as Fangamer.net, the firm which publishes Undertale, from starmen dot net.
...and then... silence...
After Earthbound's 1995 release, we enter a ten year hiatus for the series.
Even though both MOTHER games were incredibly popular in Japan, HAL Laboratory and APE Inc. weren't able to successfully make a jump onto the third dimension for the series come the Nintendo 64 era. They had a demo come the infamous Spaceworld 96, where a bunch of pre-release games for the then called "Ultra 64", which was the codename for the Nintendo 64, were showcased. And lo and behold, we have a sequel to Mother coming out, called Mother 3, the ROM for which has never been found by the way.
I'd love to get a look at the materials in that ROM.
The scarce footage we have available from it exhibits some of the elements we ended up seeing in the final released version of the game, like some of the original music like the Mozart ghost theme, and the DCMC section, albeit in a more primitive low poly way. It is known that both studios weren't very proficient at 3d Game development yet, which was still nascent. This together with other factors, such as the fact that at some point development was moved onto the unreleased-in-America, unpopular 64DD addon, undisclosed factors dropped the game into development hell, which ultimately led to its cancellation in the year 2000.
Plenty of mystery surrounded the now defunct project, to the dismay of a bunch of passionate fans in Starmen.net and elsewhere online. However, it turned out that the valiant effort of the fans, who made a huge amount of effort to campaign for the revival of the series, even mailing fanmail, fanart and other materials to the Itoi Shinbun offices in Japan (a titanical task in the world of the early 2000s).
Fast forward to 2003, and the Game Boy Advance, the little portable console that could, was in its Apex. Due to Satoru Iwata's campaining, it was announced that development on MOTHER 3 would be restarted, this time in 2D, for the gameboy advance. Much anticipation in Starmen.net followed this announcement, since it finally validated its efforts...
Come 2006, once the console was well into its end-of-life, with small nudges to play the game on a Gameboy player if possible, perhaps to try to follow suit with its predecessors, the sequel finally released to much acclaim. But what did Shigesato Itoi have in store for everyone all along? What kind of beast had just been unleashed onto the World?
Part 2. "Of Monkeys and Men"
Mother 3 follows the story of a young boy, Lucas, in a multi-chapter structure, which is novel for the series but not unheard of in the RPG genre. Besides this, the RPG plays very similar to your usual JRPG fare, and basically uses the Ultimately polished version of the MOTHER series' mechanics, groovy backgrounds and all.
The first three chapters of the game follow the perspective of different characters residing in Tazmilly Village as the plot of the game unfolds. The plot is centered around the residents of a peaceful town in an Island in an unspecified location, Nowhere Islands, which in my opinion is an allegory both of Japan and America, moreover with the fact that the game of the logo very clearly has a rising sun covered in metal, in a logo that's an amalgam of two different things which don't match, a subtle reference to the game's undertones to come.
From these residents we come to know the daily lives of a particular family: Flint, a farmer; Hinawa, his wife (a name in reference to Sunflowers, Himawari, her favorite flower), and their twin children, Lucas and Claus.
The game begins in the midst of their idyllic life in the mountains visiting Lucas' grandfather Alec, and playing around with meek dinosaurs which inhabit Nowhere Islands. See, in the world of Mother 3, no violence truly exists, and people have come to live peacefully with each other and nature. There's no such thing as the concept of money, Instead relying on an economy that's mostly based around bartering and hospitality.
However, everyone's lives veer into turmoil once strange alien beings invade, the Pigmask army, an army of big, fat and slovenly creatures dressed in pig-like attire, who seem to have a vast amount of technology and resources at their disposal yet aim for Nowhere Islands for colonization.
The Pigmasks have an as-of-yet unnamed leader, who is demanding them to make everything in the World "bigger, cooler, stronger and faster", and thus they seize Nowhere Islands by force of bombings and a forest fire to use its flora and fauna. And thus, while escaping from the forest fires returning from Alec's home, Hinawa tragically gets killed by a Drago which has been modified to be aggressive against its nature through robotics implanted in it by the Pigmask army.
There's an unused cutscene in the game's ROM data where Hinawa, instead, dies by bomb explosion...
...yeah, I'm just... gonna let you process that one by yourself ;)
The Drago left a fang in the middle of her heart, which is recovered by one of the Tazmillians and provided back to Flint along with a fragment of her crimson dress. Besmirched and angry, Claus, the festier one of the twin children, sets out to try to hunt the drago and achieve revenge, but he goes missing... Flint embarks in search of Claus and to kill the drago, and thus the first chapter of the game concludes, with the implication that Claus has gone missing...
With Lucas' family torn to shreds and The Pigmasks invading Tazmilly, it seems that we're in a situation ripe for disaster.
Chapter 2 follows Duster's adventure, which runs in parallel (as every other chapter will) to other chapters' stories. Duster is the last heir in a bloodline of Cat Burglars whose abilities are not in use anymore given that Tazmilly has no more commerce or crime. However it turns out that the Pigmask invasion puts his skills back in demand to infiltrate Oshoe Castle and retrieve an artifact which the Pigmasks are after and which Duster's family is the guardian of. The nature of the artifact in Oshoe Castle is as of yet unknown, however it is implied that it is important to the fabric of Tazmilly village.
At Castle Oshoe, Duster meets a mysterious princess, Kuma-tora (which translates literally to "beartiger", in allusion to the dichotomy of her existence, since she is very... masculine in attitude and refers to herself with, yes, male pronouns, perhaps anticipating identity politics by 14 years at least), who is also after the artifact in the Castle, the Hummingbird egg. The chapter ends with the Hummingbird Egg going missing, and a mysterious peddler of goods arriving into town, while Kumatora and Duster's father realize he has gone missing...
Chapter 3 follows the adventure of a little Monkey, Salsa, which gets flown into Nowhere Islands to perform a job. This is a novelty in a town where the concept of a job doesn't exist as of yet, however, the peddler of goods is going to need a lot of hands if he wants to fullfill his vision. The peddler, Fassad (which is a tongue in cheek way to say "facade", right?) promises to all residents in Nowhere Island eternal happiness if they buy his newest product, the "Happy Box", a television-like contraption which glows with a warm light and which people are attracted to and engrossed by. For this, he introduces the concept of money and swindles people his way, convincing them that this is the way to go and promising them excitement and benefit if they listen to him.
Salsa delivers Happy boxes throughout the whole chapter, and gets shocked, even in the middle of the night, if something goes wrong with his job or tries to escape due to a shock collar implanted by Fassad. However, he runs into Kumatora and Wess, Duster's father, and they ploy together to free up Salsa and mess up Fassad's forceful takeover of Oshoe Castle, when Lucas shows up with several dragos in tow and fights against the Tank invasion of Oshoe Castle.
(A foreign animal being introduced into a new society with the express intent of exploiting it to propel forward a commercial enterprise by toil... geez, I dunno, where have I heard that one?)
From Chapter 4 Onwards the game adopts a more conventional JRPG scheme, through a timeskip which happens literally two years in the future. In this future version of Tazmilly, money (Dragon Points) and ATMs are now existent, similar to other Mother games. The game follows Lucas' adventure through a now-modernized and industrialized technologically advanced Tazmilly, trying to retrieve the "seven needles" from the island, which are soon enough shown to be a source of great power that the pigmask army is also after and to which Lucas must try to get to first due to a calling by mysterious beings which inhabit Nowhere Islands, the Magypsies. With a lot of emotional moments, such as Lucas having visions of his Mother in the middle of a field of Sunflowers, we follow the adventures of the party as they infiltrate the pigmask ranks and gather information about its nature and intentions.
It is then discovered that the pigmasks are commanded by a Masked leader, who dominates the power of thunder through a tower which was built in the middle of the town and which strikes anybody down with thunder if they overstep the Law and Order that the pigmasks have implemented. The party fights this masked leader in bouts while exploring the world and reuniting with a now missing Kumatora and Duster, who are found to have settled as employees in a Nightclub called "Club Titiboo".
Eventually, through his travels, Lucas gains an artifact from Mr. Saturn, the inhabitants of a special region in Nowhere called Saturn Valley and which has been passed down through all three Mother games, called the "Franklin Badge". When equipped, this item allows the bearer to become immune to lighting attacks and reflecting them back.
The party soon discovers that the world is inhabited by an special elder race, existant from before the creation of Tazmilly village and who know more about everything going on with the invasion, called the "Magypsies", a race of transexual, magical creatures who help Lucas discover the fact that he has Psychic abilities, also known as "PSI" within the MOTHER canon. He uses these to proceed further in his adventure to pull the seven Golden Needles, the first of which Fassad was attempting to get to, in the Courtyard of Oshoe Castle.
Lucas moves into a city called "New Pork City" in the conclusion of the game, which is a town built by the pigmasks completely in the honor of Porky, full of all sorts of Pigmask paraphernalia and amusement. It is found that the seventh and final needle is inside humongous tower in the middle of the city, the Porky tower.
Moreover, it is also revealed that the Pigmask army is led by Porky, known as "Pokey" in the American localization of Mother 2, Earthbound. Pokey is shown to have developed into a tyrant as an adult, with unlimited lust for blood and power, who used Doctor Andonuts' Phase Distorter after the events of Earthbound to mess around with the unlimited realities and dimensions it gave him access too, as a petulant child does with a video game. Once he got kicked out of every other possible reality due to the chaos he created, he found the Nowhere islands and decided to mess with it.
The climax of the game comes around Chapter 7, when the now fully-developed party runs into Leder, one of the original Tazmillian villagers, a lanky and really tall person who never spoke, not a single word, in the game until now. Leder is revealed to be the only person who knows what is the true nature of it all: tazmilly village is the remanider of civilization once the world of Mother 2 collapsed by cataclysm. A flood wiped away everything and the very last remainder of people who survived fled to nowhere islands in a big white ship and settled there, willingly forfeiting all technological advances and knowledge of the world into the Hummingbird egg, the artifact that Duster's family protected in Oshoe, a device which wiped everyone's memories, with the intent of undoing civilization and living back in a peaceful village-like state again.
It is revealed that when all seven needles are pulled, a supernatural power on which the island is built will be awakened. This supernatural power is revealed to be a Dragon by Leder, who had to be subdued by the ancestors of the Magypsies so people could live in Nowhere islands as their last resort. Whoever pulls out the needles which keep it in slumber will pass the intentions and nature of their heart onto the dragon. Thus, Lucas must be the one who pulls out the last needle instead of Porky or the masked man, in hopes that a second cataclysm like the first doesn't happen again.
After making their way through all the pigmask defenses, Lucas and Co. face off with Porky, who is now a bedridden, pathetic man. Doctor Andonuts from Mother 2, appears here, and is revealed to have developed a solution to contain Porky, the Absolutely Safe Capsule, which is a capsule which once it's sealed, it can never be opened again, trapping whoever is inside forever in a parallel universe where only them exist. The party is successful in locking Porky in the absolutely safe capsule, so, porky is not hurt by the end of mother 3, instead, he just has been locked away forever in a place far away from everyone else --perhaps, providing the ultimate form of comfort that a personality like his would seek after.
At the end of the game, Lucas and Co. face against the masked man, who is revealed to have been Claus all along, who, brainwashed with Pigmask ideologies, is hellbent on drawing out the final needle to awaken the dragon. Lucas and Claus face off in an emotive fight, where they suddenly remember each other and how friendly they used to be with each other... and moreover, their Mother. Claus strikes Lucas with thunder in a final murderous attempt before snapping out of the Pigmask brainwashing. But since he had the Franklin badge on, the attack is reflected and mortally strikes Claus, who, in his final moments, finally remembers Lucas...
The ending of the game is open ended, without showing much of what happened once the seventh dragon needle was released, so the ending of the game is subject to interpretation. However, it is heavily implied that, since Lucas was the one who released the needle, the dragon, once awakened, did not destroy Nowhere islands and instead led to a regeneration of existence.
Part 3. "A Musical-Adventure"
One of the pre-release materials for the game called it a "Musical" adventure, and I think this is completely warranted: the musical beautifulness of Hip Tanaka, famed Nintendo composer and long-time MOTHER music autheur, is joined by the expertise of Shogo Sakai, who gave the soundtrack a more mature, sample-based vibe, compared to the early two more "chiptuney" soundtracks in the series. The songs are all-time favorites of mine, and I still the soundtrack every so often given all of its mystique, its eclectiness and curiosness.
But the musical aspect to the game doesn't stop here: as an addition to the mother series, the battle system has now been changed to become rhythm-game based instead of simply turn based. If the player attacks an enemy during a battle, it is possible to strike additional damage as long as the player continues to press the attack button in rhythm to the background music in upwards of 16 hits. A full combo is incredibly effective and plays a nice fanfare if executed correctly.
As an enthusiast of rhythm games, this premise captivated me from the get-go and it works wonders, functioning as a breath of fresh air to the way overplayed mechanic of turn-based combat, which has existed since the 80s. It also provides a certain nice feeling to combat, given how every character has their personal musical instrument, with lucas being a guitar, Kumatora being an electric guitar, Duster being a bass, and Boney, Lucas' pet, being... barks.
Besides this the mechanics from Mother 2 are translated almost completely: every character has a rolling HP and PP counter, which rolls down over time as an airport display instead of immediately as in other RPGs. This may seem minor, but it adds an amazing element of strategy to the game, since it is possible to recover an ally from mortal damage if a healing PSI is executed against the clock before the counter hits 0.
Besides this you got almost completely conventional standard JRPG fare, with the character being able to move in eight directions in the overworld, with the addition of a run button, preemptive attacks and overpowered kills. Once you start facing enemies in the overworld, the first one to attack can be decided depending on the angle that the enemy was approached with: sneak up on an enemy from behind and a green swirl will display, which means that you get to attack first; if an enemy sneaks behind you, you'll see a red swirl and they will attack first instead. Otherwise, a gray swirl will display, which follows conventional order according to your stats.
Part 4. "WE WANT MOTHER 3, REGGIE!"
...Mother 3 will never be released in America.
This may be too dramatic of an opinion to have but I see no other alternative. For the most of fourteen years, Nintendo of America's head honcho Reggie Fils-Aime was requested to release and distribute the game in the americas, and for twenty years the request fell on deaf ears, citing commercial inviability, potential copyright infringment and many other reasons.
But I think the main reason that the game will never be localized is because Mother 3 was a passion project, pushed for by people with personal involvement in the series and very special sensitivities about it. Shigesato Itoi and Iwata were personal friends. The game appeals to japanese tastes and touches on issues and subjects that the American population is very politically sensitive to.
For example, in chapter 6 Lucas and the party experience a bad trip because they eat hallucinogenic mushrooms in a swamp. This leads to Lucas having visions of his family in a very bad light, with implications of violence and abuse, to try to get at the players' deepest sensitivities. Even the name of the real player is used here.
I think that it's impossible that nintendo will release a game which openly involves Hallucinogenics no matter its innocent exterior. This is the kind of subject in media that Japanese audiences usually handle better than American audiences.
Besides this, the game has very clear allusions to accelerated capitalism, anti-capitalism, colonization, slavery, transexuality and the changes and chaos they have brought onto the world, which is a tough subject to tackle in the Americas, which is still part of an ongoing, vicious culture war.
Particularly, I adore how the game even tries to convey its points through the Sound Test, of all places. Mother 3 has a collection of music pieces, which are available on demand within the game itself. Of those, there's a music piece which is a remix of Pollyanna, the Mother 1 theme, which is present throughout the series, in an nod to the previous games in the series. The hallway where this plays is full with mother references and it expects the player to sit down and watch passively all the references in order.
But this is meta, amazingly enough. The hallway is located in the final section of the game, before facing Porky, who is presented as the effigy of vicious capitalism in the game. As if he left them in his palace just as collectibles, things to be purchased or acquired.
The name of the song which plays during this sequence? "His Majesty's Memories". Subtle.
Nintendo is a company which tries to keep its image clean and sterile, so it can be used broadly for a variety of projects, usually with family friendly intent behind --and even more so in the US.
However, Nintendo has a history of risky bets with Mature content, which has become even more glaring lately: you got Eternal Darkness, Astral Chain, Bayonetta, No More Heroes, the disappointing Metroid Other M... this together with the fact that most of their target audience is of age now, could, at least remotely, mean that, perhaps, Mother 3 releasing in some manner in the future, localized in English, could happen: however, this is not happening at least the way I see it.
Once the game was released, there were several different campaigns online to try to gather Nintendo's attention: a 10k signature strong petition was completed among several other things, and if this hasn't lead to results... I don't know what will.
Part 5. "No Crying Until the End"
Mother 3 is a beautiful, engrossing and captivating game which is hidden away under a cutesy exterior. Its complex themes and characters are evoking of deep human truths which call out to us and ask us to reflect on things and the way we're living. Of strong pedigree in its series and with a superb musical production behind it and a mastermind of writing, MOTHER 3 excels at what it sets out to do.
When the game released, the game had a "Catch Copy" written for it by itoi himself, which called the game "Strange, Funny and Heartrending", and I think this is a beautiful way to bring everything full circle. Itoi wrote on the Advertisement that if you wanted to cry because of Mother 3, you should save it until the end. And those three words are a fantastic way to close off this review: if you want a game that will provide you with bizarre and laugh out loud moments one second and tear-jerkers the next, Mother 3 is the game for you.
And the game is just so poignant... to this date not only do I think it's one of the most expressive and well done pixel-art based game, I still find myself impresse at how much I can connect with the characters through small, cutesy sprites and pastel color pallettes, lack of Unreal engine and RTX graphics card be damned. Themes of grief, missing a loved one who's gone, the feeling of loss of identity due to accelerating social and economical change, how tyrannical political figures establish themselves and change communities, sexual and identity politics and how the modern world was to have shaky and voraginous sexual identities become commonplace... it's all there, and masterfully, tastefully expressed, without that icky feeling of "agenda"ism that you can get sometimes from Hollywood productions when they try to hamfist tropes and "messages" down people's throats. You know that feeling? I hate it when it happens in movies or shows I'm watching just to have a good time, and then I get some succint propaganda.
But MOTHER 3 is a kind beast, trying to reach to your heart and directly speak to the mind of the player. It tries to show us what it thinks of modernity and to make us seriously ponder what the frick is up with all of this shit, and thinking it has kept me for the last 14 years, and I anticipate another 20 ahead of me. And you can join me in reflecting about this...
Or maybe you can just go back to your happy box. Whichever way you choose.
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[Review] Evoland II (NS)
I came for the recreations of multiple eras of gaming technology, I stayed for the surprisingly good time-travelling RPG.
I’d played the first Evoland before but revisited it in this “Legendary Edition” bundle of both games. It’s a kind of tech demo/parody RPG which blends top-down Zelda with a lot of Final Fantasy 7, together with a neat system of “unlocking” game features and technological advancements. For example, you start in a small, monochrome strip, opening treasure chests to acquire extra spatial dimensions, more colours, and new gameplay styles. It’s only a few hours long, but even then can drag at times with some long dungeons or backtracking; its strength is in showing in a short space of gameplay how these kinds of games evolved over years of development iteration, while fast-tracking through a generic fantasy RPG plot.
In contrast, the sequel is a much more fleshed-out experience. Over 22 hours I had a great time with what’s essentially a Chrono Trigger homage but packed with tons of genre pastiche and a fun evolution and integration of the first game’s ideas into a compelling story and game world. The main gimmick is that the three main time eras you jump between broadly represent 8-bit, 16-bit, and early 3D games (and later a fourth Game Boy-based era), mostly in graphical terms.
On top of the novelty of swapping between visual styles, the game tells a time travel story very well; examining the consequences of changing the past, with characters discussing the implications from their individual perspectives, as well as you seeing the impact on the world that comes from your actions. Plus there’s plenty of fun time loop shenanigans and mysteries that continually unfold over the course of events.
The characters themselves surprised me. They’re fairly archetypical, but written with enough wit and heart (plus the odd bit of subversive humour) to make them likeable. You mainly play as the (sigh) silent cypher, with your three accrued buddies showing up for special attacks; these can be upgraded by finding one of the many types of hidden collectibles. I got very attached to them by the end.
I touched on how the game plays, but it’s worth underscoring how varied Evoland II attempts to be. A lot of the time it’s a top-down action RPG with some puzzles, sure, and works well enough at that. But there’s also several sidescrolling action-platformer segments, a few shmup bits (both vertical and horizontal), and a recurring card game (a bit more Yugioh/Magic-like than the Triple Triad clone from the first Evoland) that you build up a deck for by finding hidden cards or winning them from various characters in the game world. Besides all that, there’s individual sections each with their own play gimmick, including a very Chrono Trigger dungeon, a belt-scrolling brawler, a Puzzle Quest match-3, a 1v1 fighter, a Professor Layton homage, a Bomberman dungeon, an autorunner, a turn-based strategy, even a Guitar Hero-style rhythm minigame. And for the most part they each work really well!
Considering I came at this to finish up a series of playing “retro recreation compilation” games, I was very pleasantly surprised to find something that I can add to my lexicon of Chrono Trigger followups, along with my plays of Chrono Cross and Final Fantasy Dimensions II last year. The influence is obvious and lovingly executed on, on top of which there’s all the fun genre hopping and graphical shifts, not to mention the compelling original story. I really loved this (although I regret impulse-buying the Switch port on sale, as it suffered from some stuttering, particularly in the 3D era... I’m sure it probably runs better on other platforms). Great stuff!
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bethany-sensei replied to your post: also having an snes classic has me thinking about...
You have me just about convinced that I need an snes classic
it’s a delight and literally the only Big Game (as far as we’re concerned) missing from it is Chrono Trigger; it’s got the Super Mario RPG, Super Metroid, A Link to the Past, Secret of Mana (the original) Final Fantasy 6-presented-as-3, Mario Kart, Yoshi’s Island, Super Mario World, etc
plus it’s even kind of fun to just leave it set on the menu because then Mario comes out and starts picking out games to show demos from at random
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Race chrono plus
RACE CHRONO PLUS PATCH
RACE CHRONO PLUS FREE
RACE CHRONO PLUS FREE
Feel free to contact the hack’s author if you encounter bugs. Please note: this hack does include the New Game+ feature, despite what was stated in one of the reviews for the project. Thank you to everyone who participated, as this project would not exist without you. Versions 1.0, 1.1 and 1.2 of this hack were beta releases previewed for and playtested by members of the Chrono Compendium community. More alterations are explained in the readme. Other changes include: an expanded version of the original Ted Woolsey translation, new items and Techs, new enemies and dungeons, new locations and NPCs, new shops and treasures, and a lot of surprises along the way. Schala remains part of the game world through the rest of the story and can be interacted with regularly. This hack alters events of the game so that Schala of Zeal is rescued as part of the normal course of events. See Chrono Trigger: Crimson Echoes Demo (Modifications). The optional patches are explained in the readme.Ĭhrono Trigger: Crimson Echoes Demo More stuff carries over like names money, fair prizes and cats. As well as more Easter eggs and quality of life improvements. In addition 1999 is fully explorable and offers tons of stuff to do. This hack adds a ton of cut content back into the game, allows access to previously unexplorable areas, fixes some bugs and offers some options to remove the linearity from the game. No extra content from the DS version added.īy ThegreatBen. The core gameplay is kept from the SNES original, with mostly SNES original names. Look out for the references, and figure out how the Ocean Palace incident and the fall of Zeal are explained in this version! Mostly Chrono Compendium based, but also a bit of the author’s own (original-material based) theory-crafting. Last, and bigger in scope, more direct references to Chrono Cross story the Frozen Flame was added as an element in Zeal, and a possibility of what could have happened with Schala, Zeal, the Flame, Dreamstone, the Mammon Machine, and the Gurus. Nothing major, but small things here and there to make the journey more worthwhile, and explore having different characters in your party. Compared, as well, with the Japanese original, for many lines where meanings were initially lost (mostly funny lines from era to era, but also some… surprises).Īpart from that, scenes were added that add a bit more interaction between the characters and NPCs (Lucca and Melchior, for instance). The hack combines the loved, quirky translation of the original SNES version, with the more extended script of the DS version, to create the best Chrono Trigger version. This Chrono Trigger updates the script of this wonderful game to modern standards, while keeping the nuanced but lovable translation and characteristics of the original script. New Event Content Chrono Trigger Coliseum
RACE CHRONO PLUS PATCH
2.3 Chrono Trigger: Bugfix and Uncensoring Patch.1.4 Chrono Trigger: Crimson Echoes Demo.
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The SML Podcast - Episode 678: Quickie Embrace
Download Episode 678 --
We've got ourselves a quickie 80-ish minute show with news and reviews, so let's hurry up and get started!
The show kicks off with Jacob Garner joining Cole and I as we discuss the news of the week including the latest pickups by The Embracer Group, Dungeons & Dragons: Dark Alliance coming to Xbox Game Pass on Day One, PS5 shortages and new controller colors, RVD coming to The Mean Greens, SEGA rumors, and tons more. Plus reviews!
28:49 - Hood: Outlaws & Legends - Sumo Digital & Focus Home Interactive (Cole) 38:55 - Beach Buggy Racing 2 Hot Wheels Booster Pack - Vector Unit (Jacob) 45:09 - Flowing Lights - gFaUmNe (Jacob) 51:24 - Infestor - Woblyware & Ratalaika Games (Jacob) 56:00 - Kursk - Storm Trident & Forever Entertainment (Cole) 1:07:33 - Dark Nights with Poe and Munro - D'Avekki Studios (Cole) 1:12:10 - PREVIEW: Ultimate Fishing Simulator 2 (demo) - MasterCode & Ultimate Games (Cole)
The show ends with some Chrono Trigger goodness from the one and only posu yan!
posu yan - disodium guanylate (chrono trigger)
https://www.sumo-digital.com/ https://www.focus-home.com/en-us https://www.vectorunit.com/ https://www.gfaumne.com/ http://woblyware.com/ https://www.ratalaikagames.com/ https://forever-entertainment.com/ https://davekki.com/ https://www.facebook.com/MastercodeStudio/ https://ultimate-games.com/ http://www.posuyan.com/ https://itunes.apple.com/us/podcast/the-sml-podcast/id826998112 https://open.spotify.com/show/6KQpzHeLsoyVy6Ln2ebNwK https://twitter.com/theSMLpodcast/ https://www.facebook.com/theSMLpodcast/ ALL REVIEWED GAMES HAVE BEEN PROVIDED FOR FREE FOR THE PURPOSE OF ANY COVERAGE ON THE SHOW
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Top 3/Bottom 3 Games of 2017
I’ve played quite a few new games this year, which is kind of rare these days for me. I have found over the years that I seem to go back to my old favorites a lot more often than I ever try new games. But 2017 let me try a lot of new games! Let’s get to my Top and Bottom 3 of 2017!
Top 3: 1) Chrono Cross for Sony Playstation
It’s not very often that I find a game that I think about all the time. I’m not sure if I’d use the word “obsessed,” but when I started this game, I couldn’t stop thinking about everything in this game. The art, the music, the atmosphere, the gameplay, the fact it was 17 years old, the fact it was a gosh darn JRPG (a genre I usually loathe). I’m not even sure where to start or end when talking about this game because it is just that good. The music draws you into the settings. The characters have accents that, while not spoken, still give you the full impression that they’re unique. Heck, I went out and got a PSP just so I could have this game in portable form, thanks to the PSN. I originally picked it up as just a game I’d try, and it got buried for about a year and half before I went to Video Games Live and they played Time’s Scar, a track some believe to be the greatest in video games history, and I told myself I should try out Chrono Cross. This isn’t just my favorite game from the past year, it’s Top 5 all time. Play. This. Game.
2) Fire Emblem Fates for Nintendo 3DS
So, I used to kind of hate Fire Emblem. They were significantly over-represented in Smash Bros and I was sick of anime swordmans. But last year, I tried the demo for Awakening and really liked it, so I got and played the game. And liked it a lot. And once I finished it, I found myself in an odd situation one day in early January: on the phone at 5am with my credit card company trying to unfreeze my card after my attempt at adding funds (for Fates) to the eShop flagged my account. I know people hate on Corrin a lot but...I kinda like Corrin. Corrin wasn’t ready for everything that comes about in Fates and doesn’t handle much of it very well, which I think is more relatable and realistic for a character that is a sheltered teenager with Garon as an adopted dad than it would be for Corrin to be a wise pacifist or something. Also, the gameplay is refined after Awakening and I think the best of the FE games I’ve played. I’m also partial to how Corrin is pretty OP, especially in Birthright and Revelation. Finally, the music for Fates is just beautiful. I’ve got four or five 30min loops on my phone for work and driving.
3) The Legend of Zelda: Breath of the Wild for Nintendo Wii U
This was actually really really close with the Tomb Raider game from 2013, but I decided to give it to BotW since I played it more. The story is pretty bare-bones, which was disappointing, but it was the first open world game I’ve played that wasn’t super boring. Plus, the art style is pretty cool and the music is subtle.
Bottom 3:
1) Pokemon Sun and Moon for Nintendo 3DS Can’t believe how over-rated this game is. Holds your hand the entire time, way too freaking many unskippable cutscenes; boring, and restrictive. Thought this was finally going to be the Orange Islands game we never got, and was sorely disappointed. Couldn’t even finish it. 2) Scooby Doo: Classic Creep Capers for Nintendo 64 An inconsistent game with horrible camera angles. Doesn’t look that bad, though, for a 64 game. 3) Die Hard 64 Beta for Nintendo 64 Ok maybe this shouldn’t count as it was just a beta, but...it sucks
So, that’s it. That’s the list. Do your own lists and tag me!
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I obtained BlazBlue Central Fiction PS4 & Radiant Historia Perfect Chronology 3DS. Thanks ozgameshop for best prices with a freaking 10% off coupon again! - BB CF is 4th BlazBlue game. I bought it from OZG for bargain $21 physically while $80 RRP digitally! I wanna play BlazBlue games after I loved playing Dragon Ball Fighterz (same developer). Plus I owned BB Calamity Trigger PC, BB Continuum Shift Extend PC, & BB Chrono Phantasma Extend PS4 digitally. OZG is selling BlazBlue Cross Tag Battle for $45 currently that is coming out this June. - I never heard a chance for original Radiant Historia DS game that I heard its one of best JRPG handheld games by the gamers. 3DS game is enhanced version with improvements & extra features. I enjoyed long demo! I got it with bonus artbook inside box. Looking forward to full experience it! - My gaming backlog is growing to be continued... - #blazblue #blazbluecentralfiction #radianthistoria #radianthistoriaperfectchronology #ps4 #playstation4 #3ds #nintendo3ds #rpg #jrpg #anime #animegame #animegames #videogames #fightinggame #fightinggames
#radianthistoriaperfectchronology#rpg#animegame#anime#fightinggames#blazblue#nintendo3ds#jrpg#blazbluecentralfiction#3ds#animegames#videogames#fightinggame#radianthistoria#ps4#playstation4
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Database Showcase: Character Stats
Why can’t image posts have titles? This sucks.
For this week’s update, I decided to show off, not just the group of permanent recruitables, but their base/max stats as well~
First things to notice: LE and EE.
Usually in RPGs, you have Hit Points (HP) and Magic Points (MP). However, since there’s no magic in Danny Phantom not really-ish? I’ve decided to go with Life Energy (LE) and Ecto Energy (EE).
As you can see, Sam, Tucker, Jazz, Maddie, Jack, and Valerie have 0 EE. Obviously, they’re human, so they won’t be using “magic”. For those of you not familiar with RPG Maker, this doesn’t leave them without special abilities. Instead they have a special bar that fills every time they do anything (i.e. defend, use an item, physically attack) and those points can be used for their specialties.
“Type” is there, really for my own reference. It helps me keep in mind who is what and how their stats should be calculated in the maker and what kind of skills I need to give them. Daniel gets to be the snarky healer we all deserve ♥
And now, I’m sure, the question everyone is asking.
Why are everyone’s stats so low?
Short answer: I like small stats. They’re easier to balance when testing.
Long answer: My husband and I just finished LPing Lunar: Silver Star Story Complete and Lunar 2: Eternal Blue Complete and, honestly, I kinda stole the stats from those games lol. But not simply because I’m lazy I am but it just makes sense to me.
Unlike in other RPGs (Final Fantasy mostly), Amity Park isn’t some war-torn country or magical land with death behind every corner, so I highly doubt a pre-ghost power Danny would have a starting HP of 2000 and be able to punch someone in the face for 600 damage. It just feels more natural for me for a young, bullied, kinda nerdy kid to have a small start and a somewhat decent gain.
But don’t worry, as soon as I get them in, armor and weapons will still give you pretty decent boosts.
Plus, it’s the one thing a Trigger fan like me enjoys about Chrono Cross lol
There will most likely be a bit of stat tweaking before I get closer to my demo, but I feel like this will be a good estimated range of what to expect.
#dprpg#Resources#reference#Danny Phantom#RPG Maker MV#Fan Game#database#character stats#recruitable characters#base stats#max stats#rpg
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Stella Glow Review
(spoiler-free)
Stella Glow is a tactical turn based RPG with visual novel/dating sim elements for the Nintendo 3DS. It was originally released in Japan on June 4th 2015 and arrived in the US on November 17 of the same year. It was the final game made by developer Imageepoch. I picked up the game shortly after it released in the US, I even got the special edition. But despite that, I never really played for more than a couple of hours until a few weeks ago. As of this writing I have beaten the game once and am pretty far into new game plus, so I think I have seen enough of the game to give an accurate review.
Before I go any further I need to mention that I will be comparing this game quite a bit to Fire Emblem. Ordinarily I get a little bit grumpy when people get too comparison happy between Fire Emblem and isometric TRPGS like Stella Glow (or FF Tactics, Disgaea, Tactics Ogre) or say things like “if you like FE you will like FF Tactics!” because even though they are both technically in the same genre, the huge emphasis on height, directional combat, magic and skills using mana, turn order calculated by unit, and battles being between smaller numbers of stronger units, isometric TRPGs usually have a completely different game feel from Fire Emblem. While this is still mostly true for the actual combat, the gameplay in Stella Glow is split between mission segments where you have the main story and tactical combat and free time segments where you have an affinity building conversation/relationship system. So while Fire Emblem (specifically Awakening and Fates) and Stella Glow both have their genre listed as “turn based rpg” on Wikipedia, I wouldnt be surprised to learn that most players of both are playing more for the romance. Add on to this the fact that virtually every playable character (and all but one of the prominent NPCs) in the English version is voiced by someone who also voices a Fire Emblem character (including Matthew Mercer as one of the principle characters) and its hard to not to think about Fire Emblem when you play it. Plus most if not all of my followers are Fire Emblem enthusiasts, so hopefully this will help you decide if Stella Glow is the game for you.
Story, Characters, and Affinity System:
Stella Glow follows a young man named Alto as he joins the knights of the kingdom of Regnant to find the witches of water, wind, fire, and earth so they can save the world from Hilda, the witch of destruction. In the world of Stella Glow witches are the only people who have the ability to sing, and within both the narrative and gameplay the witches songs have special effects (this also cant help but make me think of Tokyo Mirage Sessions, but theres not much to say except that I like TMS songs on the whole more than the ones from Stella Glow, but theres some good ones in Stella Glow.) I cant say that anything about the main narrative is particularly new or shocking or memorable, but it serves its purpose. You’ll probably want to keep doing the main story to meet more characters more than to see what happens, but near the end I got pretty invested in the narrative. The biggest thing the story has going for it is the characters. There are 16 playable characters, and with the exception of the final (and only optional one) they are all involved in main story scenes. Alto and the witches and a few others do drive the plot more and thus get more dialogue than some others, but the whole cast still speaks up pretty regularly. This is quite refreshing compared to FE where outside of supports, only a handful of characters get to participate in the story. I wouldnt say that FE should switch to doing a cast size this small because I like the replayability that comes from using hugely different unit composition between playthroughs, but its still nice to see in a non-FE game and with 16 characters and maps that let you field 6 units you still get a bit of the feeling that you are choosing your army based on the characters you like.
And you will probably like a lot of these characters. The character designs are bright and fun and they are written and acted fairly well and there is an affinity system that lets you get to know them all even better. When you compare Stella Glow’s affinity system with Awakening and Fates’ support system there are upsides and downsides to each. The biggest downside to Stella Glow’s system is that, in a very visual novel sort of way, affinity building is only between Alto and the other characters, whereas in FE the whole cast can talk to each other. The trade-off is that there are a lot more of these conversations and they will last for most of the game unlike in FE where its not uncommon to meet a character and be married with children in under an hour. So I apreciate the added depth longer lasting relationships gives, but I do wish I could have seen the more colorful characters talk to each other as opposed to just Alto who, like the Avatars of FE, is written with a pretty minimal, deliberately inoffensive personality.
From a romantic perspective the longer lasting relationships are mostly a good thing but with one big downside. FE struggles to make the romance organic, since characters can get up to A support with anyone, relationships are usually platonic right up until marriage. In Stella Glow the romance grows much more organically, but as the game goes on and Alto gets into increasingly romantic situations with the female characters it feels more and more like a harem anime. I know thats an instant turn-off to a lot of people and its one of the reasons I kept dropping the game for so long, but I personally am glad I stuck with it because the characters and their struggles are interesting and memorable. I sighed at a few parts for sure but it was worth it for the rest of the experience. Building affinity also gives gameplay bonuses: either passive abilities, new skills, or new songs (for the witches.) For me these are more exciting than the raw stat pair-up bonuses in Awakening and Fates because the effects are more varied and personalized.
Combat:
I have less FE comparisons here, as I said before isometric tprgs like this feel very different from FE. If you have played something like FF Tactics then you should be very familiar with how this game plays. Turn order doesnt alternate from all allies to all enemies, but rather one at a time where faster units will go sooner and more often than slower ones. You do more damage if you hit enemies from behind and they do the same to you. Theres no permadeath, you only fail a chapter if you fail the main objective, which is usually just to not let Alto die. On the whole I’d say this game is pretty easy; I had to replay one chapter 4 times before I beat it but aside from that I had maybe 3 chapters I had to reset. There are optional objectives for each fight and going for them can make the game harder but it is mostly for your own satisfaction as the rewards are rarely noteworthy. The main thing that sets it apart from other similar trpgs is the song meter and song system. As you fight with any character a song meter fills up (up to 5 times) and you can expend the meters to do a special attack (usually costs 1-2 meters) or have them sing (usually costs 4-5) which will have an effect on the whole battlefield, depending on the song its a buff or heal to all allies, a debuff to all enemies, or an attack on all enemies, or some combination. Songs last for a few turns and during that time the witch cant do anything else. The whole system is pretty fun. Of all the isometric trpgs I have played, I liked the combat in Stella Glow the second most; only Jeanne d’Arc I find more fun to play.
Presentation and Final Thoughts:
Overall the game has pretty good presentation. Its got that typical jrpg look and sound to it, but its got enough of its own style that it doesnt feel generic. In battle it switches to a chibi style, which isnt my favorite thing in the world but it still looks good. The animations remind me a lot of the GBA FE games, they are super over the top but they are also the same everytime, which for me means they get turned off pretty quickly even though they are pretty nice. Thats about the only quality of life setting the game has, by the way. Skipping enemy actions isnt a thing so youll unfortuntely spend a lot of time waiting for the enemies to do something, or even more frustrating, waiting for them to do nothing, as you will oftentimes see enemies who dont move until you aggro them, yet you still must wait for them to wait before another unit can go. The music is nice, a quick look at the composers wikipedia page shows that he did a couple of songs for a few beloved games like Chrono Trigger, Xenoblade Chronicles, and Kid Icarus Uprising. The game also has a new game plus. In the new game plus only your money carries over but the big draw is the free time sections are longer which lets you do the affinity conversations for every single character and the exp formula is modified to let you level up more easily. I dont normally play new game pluses, so to me the fact that I was so eager to jump right back in to learn more about the rest of the characters is proof that this was a good game.
If you decide to purchase this game for yourself, the physical launch edition comes with a CD containing 5 songs, the first song of each witch, as well as a cloth poster of Hilda and a particularly large keychain of Bubu, a little pig who I guess is something of a mascot but honestly its barely in the game which is why I havent mentioned it until now. If you get the digital version I think it comes with a 3DS theme. Its currently ~$30 online or $40 on the eshop, and if any of this has made you interested there is a demo on the eShop. I hope you do decide to check it out because I found Stella Glow to be a very fun and enjoyable game. As I type this I am downloading the demo for Disgaea 5 on Switch to give that game a try next, so not only was Stella Glow a ton of fun but it got me interested in isometric trpgs again.
#stella glow#i guess i ought to tag this as#fire emblem#since i talk about it so much#review#long post
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PERSONA 3 4 Q DAN ARENA AND ARENA ULTIMAX SPOILERS Wait so Erebus was the part of humanity that wanted to die Izanami was the part that wanted lies Kagutsuchi was the part that wanted survival of the fittest Mikuratana was desperate bonds with others Chronos being death?!?! But out of all of the final bosses what was nyx the human embodiment of???
Erebus is the demon of humanity’s collective desire for death.
Izanami is the goddess of humanity’s collective desire to have their wishes granted (even if it meant becoming delusional).
Kagutsuchi was the demon of humanity’s collective desire to abandon others for personal gain.
Mikuratana is the goddess of humanity’s collective desire to be connected to others (even if it means forcing a bond).
Chronos is the god of humanity’s collective idea of “finite time” and part of the desire for a guide after death.
As for Nyx though... I’ve addressed this before, but supplementary material (The Q&A section in the Persona 3 Club Book, which cited from parts of the series bible, using characters from P3 to deliver the information) reveals that she actually isn’t a goddess at all (plus, Ryoji kinda hints it in-game, saying that there’s no word in human language for what Nyx is.)
What is called “Nyx” in Persona 3 is actually a huge celestial body with a soul (an “alien” of sorts) that crashed into Earth when there was no life on earth with souls of their own yet, kickstarting evolution. The fragment’s of Nyx’ soul are part of the souls of every living being on earth, as well as the collective unconscious, but since Nyx was originally a different being entirely, those parts of living beings’ psyches always strive towards reuniting into one whole, and thus towards’ their host’s destruction- according to the P3 Club Book, this is why Shadows act the way they do, and why all living beings except for microorganisms, which existed before Nyx’ impact, eventually die. In that sense, Nyx is the “mother” of all intelligent life on earth, since the existence of complex minds would be impossible without her. (Hence the Fall: If Nyx returns to being her own entity, all complex minds on earth would lose their Shadows and stop functioning, leading into all of their bodies dying.) The collective unconscious, according to the club book, formed in order to give human souls the ability to suppress Nyx’ will to reunite by uniting all their desires to live together, which created all gods - but as a side-effect, it also created demons as well, and gods and demons kept fighting against each other for supremacy, with (as I interpret it) Philemon and Nyarlathotep as their leaders. Demons strive towards humanity’s annihilation (and thus Nyx’ revival), while gods strive towards sustaining humanity (and thus suppressing Nyx’ will), though as of late, a lot of gods have become corrupted by society’s twisted emotions, such as Izanami and Mikuratana.
However, there actually is a demon representing Nyx’ will in the collective unconscious! In fact, she’s appeared in the series before; According to the club book, The Night Queen, one of the Final Bosses in Persona 1, is actually the demoness representing Nyx’ will and humanity’s subconscious awareness of it! So yeah, in that sense, Nyx *is* a demon/goddess: The one representing Nyx own will.
Maybe, if the games progress as they do, a second showdown with the Night Queen herself will eventually be inevitable.
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Audemars Piguet launched this year at SIHH a new line of watches, the Code 11.59. I don’t remember, in the recent years, to see so much controversy when it comes to a new release like it was for this collection. The hate that the collection received at the beginning of the year finished with a Men’s Complication Watch Prize for the Minute Repeater Supersonnerie at GPHG. Today I present you the chronograph version of the collection – Code 11.59 Selfwinding Chronograph Ref. 26393BC.OO.A321CR.01.
Code 11.59 Selfwinding Chronograph Ref. 26393BC.OO.A321CR.01
When it comes to iconic designs, we can surely affirm that Audemars Piguet is a champion. When it comes to controversial watch launches, it can be again confirmed that Le Brasus Maison had its fair share in history. But this is not the topic of today’s article.
I had the chance to explore the collection during SIHH 2019. I like it! I was impressed by the technicalities the collection brings. I was also pleasantly surprised to discover small details, that makes from the Cose 11.59 a recognisable Audemars Piguet design. As usual, the start of the review is done with an “on the wrist” video:
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Iconic DNA to build a new iconic collection
The Code 11.59 Selfwinding Chronograph Reference: 26393BC.OO.A321CR.01 is manufactured in white gold. The complex case construction bears the signs of the Audemars Piguet Royal Oak DNA. Almost imperceptible on a first careless look. A 41mm diameter round top and bottom holds in the middle, like a sandwich, an octagonal complex shape.
A very fine brushing keeps most of the body safe from easily visible scratches. The case body was chamfered. The obtained inclined surface was mirror polished. The “sandwich” construction is complex and extremely interesting.
The skeletonised lugs are soldered to the upper bezel. Interesting that the lower sides of the lugs are not soldered on the caseback side. There is a microscopic space between the lugs and the case back.
A closer look reveals that the lugs make absolutely no connection on the backside of the watch. This approach permits the multi-part case construction. Audemars Piguet made intensive and extensive research to find the best compromises between the lugs size and mechanical resistance. The secret lies in the fact that the lugs can use the caseback as support in case of higher mechanical stress.
The chronograph pushers have a beautiful shape with satin-brushed surfaces and polished beveling. The crown offers a solid grip. Again, a lovely combination of brushed and polished surfaces adorn the crown. The AP logo engraved in the brushed background makes a good impression.
AP Specific complexity
Code 11.59 is covered with one of the most spectacular crystals in the industry. The double-curved sapphire crystal features a dome-shaped interior and a vertically curved exterior. But it is not over… The crystal is chamfered. The result is a spectacular view of the dial and its elements, plus a unique optical experience. Check the video above for a live demo.
The dial is adorned with a series of hand-applied elements. The perfect addition to increase optical appealing.
The dial is lacquered. It makes the perfect background for the Audemars Piguet logo. The logo is manufactured from thin layers of 24-carat gold using a galvanic growth process. Imagine an extreme plating process combined with 3-D printing.
Other spectacular elements present on the dial are the curved gold indexes. These are adding new details to the striking set of curvatures.
The watch offers good legibility. The baton indexes make a good delimitation of the hours. The three chrono subdials with relative large numerals and indexes are easy to read. The tachymetric scale from the inner bezel gives an even sportier connotation. The baton hands have a touch of a familiar feeling, the brand using often these simple style hands.
The date aperture is subtly placed at 4:30 o’clock. I love the shape used and the fact that this particular element is quite unobtrusive. The date is an instant-jump indication system.
What I enjoy at most at the new Code 11.59 concept is how the dial changes its perspective and volume depending on light and angle view (check the video and the image gallery).
In-house calibre 4401
The new Code 11.59 Collection brings also a news series of manufacture calibres. AP did go extremely powerfull with the new launch. Not only new aesthetics but also new workhorses.
The chronograph is powered by the Calibre 4401 – automatic integrated column-wheel chronograph with flyback function. Beating at 4Hz, the movement is capable of 70 hours of power reserve. Impressive numbers for a self-winding piece.
Not more and not less than exceptional finishes: “traits tirés” (hand-finishing), diamond-polished angles, “Côtes de Genève”, circular graining (perlage), chamfering (beveling) and gold-toned engraving. The 22k gold rotor adds a note of splendour to an already astounding movement.
A spectacle of modern watchmaking capabilities
Spectacular, spectacular, spectacular! Each element is made to highlight other elements. The design, the machining, the construction, the finishes are astonishing. Everything is made to impress. If not technical, then optical. Code 11.59 is amazing in every detail.
The watch offers comfortable wear. The case and lugs construction go perfect with my rather small wrist. For me, the 41mm diameter is a preferred choice in sports pieces sizes. What is interesting: the case construction with its spectacular crystal on top gives the impression of a much larger watch. But no, the Code 11.59 Selfwinding Chronograph is an enjoyable companion.
Only time will tell if the 11.59 will reach the “iconic” level of its predecessors. Certain is that AP invested a lot of work and resources to create this magnificent piece. I have to admit that the first images with this chrono did not conquer me. Meeting it in the metal did. An impressive amount of details that denote an impressive amount of research and development.
Don’t forget to check the image gallery at the end of the article. There are some extra pictures available.
Code 11.59 by Audemars Piguet Selfwinding Chronograph Technical Specifications
Reference: 26393BC.OO.A321CR.01
Functions
Flyback chronograph
Hours
Minutes
Small seconds
Date
Case
41 mm diameter
18-carat white gold case
Glareproofed sapphire crystal and caseback
Water-resistant to 30 m
Dial
Lacquered blue and counters
18-carat white gold applied hour-markers and hands
24-carat white gold applied logo in galvanic growth
Lacquered blue or black inner bezel
Strap
Hand-stitched “large square scale” blue or black alligator strap with 18-carat white gold pin buckle
Movement Technical Data
Selfwinding Manufacture calibre 4401
Total diameter: 32 mm (14 lignes)
Total thickness: 6.80 mm
Number of jewels: 40
Number of parts: 367
Minimal guaranteed power reserve: 70 h
Frequency of balance wheel: 4 Hz (= 28,800 vibrations/hour)
Review: Code 11.59 by Audemars Piguet Selfwinding Chronograph Audemars Piguet launched this year at SIHH a new line of watches, the Code 11.59. I don't remember, in the recent years, to see so much controversy when it comes to a new release like it was for this collection.
#Audemars Piguet#Audemars Piguet Code 11.59#Code 11.59#Code 11.59 by Audemars Piguet#Code 11.59 by Audemars Piguet Selfwinding Chronograph#Review#sihh 2019
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Co-op Flash Sale! Save up to 90% on Games to Play Together
From Playstation Blog USA
Hi everyone! Friday’s here and we’ve got 100+ reasons to stay in this weekend with PlayStation Store’s Co-op Flash Sale. Friends or foes, couch co-op or online multiplayer, save up to 90 percent on games best played together.
Starting right now, pick up titles like Resident Evil 5, 7 Days to Die, The Jackbox Trilogy and more. But that’s not all, share a laugh with films like Sausage Party and Ted (Unrated), get your couple on with Passengers or round up the gang for a movie night with more than 75 flicks to choose from.
Check out the full lineup below then head over to PS Store before our Co-Op Flash Sale comes to an end Monday, June 26 at 8 AM Pacific.
Games
Platform Title Sale Price Original Price PS4 7 DAYS TO DIE $10.49 $29.99 PS4 AIR CONFLICTS: DOUBLE PACK $15.99 $39.99 PS4 AIR CONFLICTS: PACIFIC CARRIERS $4.99 $19.99 PS4 ALCHEMIC JOUSTS $4.49 $14.99 PS4 AQUA KITTY – MILK MINE DEFENDER DX $2.69 $8.99 PS4 ART OF BALANCE $3.59 $8.99 PS4 BEACH BUGGY RACING $3.99 $9.99 PS4 BLAZBLUE: CHRONO PHANTASMA EXTEND $14.99 $49.99 PS4 CANNON BRAWL $3.99 $9.99 PS4 CAPSULE FORCE $0.99 $4.99 PS4 CHIVALRY: MEDIEVAL WARFARE $7.99 $19.99 PS4 CHIVALRY: MEDIEVAL WARFARE ULTIMATE EDITION $9.89 $29.99 PS4 CURSES ‘N CHAOS $1.99 $9.99 PS4 DEAD ISLAND DEFINITIVE EDITION $7.99 $19.99 PS4 DEAD ISLAND: RIPTIDE DEFINITIVE EDITION $7.99 $19.99 PS4 DIVEKICK $0.99 $4.99 PS4 DRIVE!DRIVE!DRIVE! $6.99 $19.99 PS4 DUCATI – 90TH ANNIVERSARY GAME $3.99 $39.99 PS4 DUNGEON PUNKS $5.99 $14.99 PS4 EXTREME EXORCISM $2.59 $12.99 PS4 F1 2015 $11.99 $39.99 PS4 GRAND AGES: MEDIEVAL $11.99 $39.99 PS4 GUILTY GEAR XRD -SIGN- $14.99 $49.99 PS4 GUNS UP! – SPECIAL FORCES BUNDLE $3.99 $9.99 PS4 GUNS UP! – WELCOME BUNDLE $5.99 $14.99 PS4 HELLDIVERS SUPER-EARTH ULTIMATE EDITION $15.99 $39.99 PS4 HORSE RACING 2016 $3.24 $12.99 PS4 INVERSUS $5.99 $14.99 PS4 JUST DANCE 2015 $11.99 $29.99 PS4 JUST DANCE 2016 $15.99 $39.99 PS4 JUST DANCE 2016 GOLD EDITION $19.99 $49.99 PS4 JUST DANCE 2017 $19.99 $49.99 PS4 JUST DANCE 2017 GOLD EDITION $23.99 $59.99 PS4 LARA CROFT AND THE TEMPLE OF OSIRIS $4.99 $19.99 PS4 LORDS OF THE FALLEN $2.99 $19.99 PS4 MARVEL: ULTIMATE ALLIANCE $15.99 $39.99 PS4 MARVEL: ULTIMATE ALLIANCE 2 $15.99 $39.99 PS4 MCDROID $1.99 $7.99 PS4 MERCENARY KINGS $5.99 $19.99 PS4 MOON HUNTERS $6.74 $14.99 PS4 NEVER ALONE (KISIMA INGITCHUNA) $2.99 $14.99 PS4 NEVER ALONE (KISIMA INGITCHUNA): FOXTALES $1.59 $3.99 PS4 NEVER ALONE ARCTIC COLLECTION $3.59 $17.99 PS4 NIDHOGG $4.94 $14.99 PS4 ORGANIC PANIC $2.49 $9.99 PS4 OVERLORD: FELLOWSHIP OF EVIL $5.87 $23.49 PS4 Paragon – Ultra Support Pack $11.99 $29.99 PS4 PURE HOLD’EM WORLD POKER CHAMPIONSHIP $7.99 $19.99 PS4 PURE POOL $5.99 $19.99 PS4 RESIDENT EVIL 5 $7.99 $19.99 PS4 RESIDENT EVIL 6 $7.99 $19.99 PS4 ROGUE STORMERS $4.99 $19.99 PS4 SÉBASTIEN LOEB RALLY EVO $14.99 $59.99 PS4 SCREENCHEAT $3.74 $14.99 PS4 SDB BASE AND DLC BUNDLE $9.19 $22.99 PS4 SHADWEN $4.24 $16.99 PS4 SPORTSFRIENDS $4.49 $14.99 PS4 STARWHAL $4.79 $11.99 PS4 SUPER MEGA BASEBALL $4.99 $19.99 PS4 THE JACKBOX PARTY TRILOGY $23.99 $59.99 PS4 THIS WAR OF MINE: THE LITTLE ONES $7.49 $29.99 PS4 TOUHOU DOUBLE FOCUS $7.99 $19.99 PS4 TOUHOU GENSO RONDO: BULLET BALLET $11.99 $29.99 PS4 TRICKY TOWERS $5.99 $14.99 PS4 TRINE 2: COMPLETE STORY $2.99 $19.99 PS4 TRINE 3: THE ARTIFACTS OF POWER $5.49 $21.99 PS4 TRINE BUNDLE $4.79 $29.99 PS4 TRINE ENCHANTED EDITION $2.24 $14.99 PS4 TRINE TRILOGY $8.99 $29.99 PS4 TROPICO 5 $8.99 $29.99 PS4 TROPICO 5: TROPICO 5 – EPIC MELTDOWN $1.99 $4.99 PS4 TROPICO 5: TROPICO 5 – ESPIONAGE $3.99 $9.99 PS4 TROPICO 5: TROPICO 5 – HOSTILE TAKEOVER $1.99 $4.99 PS4 TROPICO 5: TROPICO 5 – PARADISE LOST $1.99 $4.99 PS4 TROPICO 5: TROPICO 5 – WATERBORNE $3.99 $9.99 PS4 VALENTINO ROSSI THE GAME $12.49 $49.99 PS4 VIDEOBALL $1.99 $9.99 PS4 WARHAMMER: END TIMES – VERMINTIDE $10.49 $34.99 PS4 WORMS BATTLEGROUNDS $7.49 $24.99 PS4 ZOMBIE VIKINGS $3.59 $11.99 PS3 AIR CONFLICTS: VIETNAM $5.99 $29.99 PS3 ALIEN RAGE $1.49 $14.99 PS3 ANNA – EXTENDED EDITION $1.99 $9.99 PS3 ARCANA HEART 3: LOVEMAX!!!!! $4.99 $24.99 PS3 BATTLE FANTASIA $1.99 $9.99 PS3 BLAZBLUE: CHRONO PHANTASMA EXTEND $11.99 $39.99 PS3 BORDERLANDS – DIGITAL $3.99 $9.99 PS3 BORDERLANDS 2 $3.99 $9.99 PS3 BORDERLANDS: THE PRE-SEQUEL $7.99 $19.99 PS3 CALL OF DUTY 4: MODERN WARFARE BUNDLE $9.79 $19.99 PS3 CALL OF DUTY CLASSIC $9.79 $19.99 PS3 CALL OF DUTY: MODERN WARFARE 2 WITH STIMULUS PACKAGE $9.79 $19.99 PS3 CALL OF DUTY: MODERN WARFARE 3 WITH DLC COLLECTION 1 $14.69 $29.99 PS3 CALL OF DUTY: MODERN WARFARE 3 ULTIMATE EDITION BUNDLE $27.99 $69.99 PS3 CALL OF DUTY: MODERN WARFARE BUNDLE $14.79 $39.99 PS3 CAPCOM FIGHTING EVOLUTION $3.99 $9.99 PS3 CAPCOM VS. SNK 2: MARK OF THE MILLENNIUM 2001 $3.99 $9.99 PS3 CHIVALRY: MEDIEVAL WARFARE $4.94 $14.99 PS3 DEAD ISLAND RIPTIDE $3.74 $14.99 PS3 DOGFIGHT 1942 $1.29 $9.99 PS3 ENEMY FRONT $2.79 $39.99 PS3 ESCAPE DEAD ISLAND $2.99 $14.99 PS3 EXTREME EXORCISM $2.59 $12.99 PS3 F1 2014 $4.99 $19.99 PS3 F1 RACE STARS $4.99 $19.99 PS3 GRID 2 $8.99 $29.99 PS3 GRID 2 – RELOADED $9.99 $39.99 PS3 GRID: AUTOSPORT $8.99 $29.99 PS3 GRID: AUTOSPORT SEASON PASS $8.99 $29.99 PS3 GUILTY GEAR XRD -SIGN- $11.99 $39.99 PS3 HELLDIVERS SUPER-EARTH ULTIMATE EDITION $15.99 $39.99 PS3 KANE & LYNCH 2: DOG DAYS $3.74 $14.99 PS3 No Plus Discount. Only Plus Price. And the Plus Price is more expensive than the Sale Price? removeLARA CROFT AND THE GUARDIAN OF LIGHT TRIAL $3.74 $14.99 PS3 POCKET FIGHTER $2.39 $5.99 PS3 PORT ROYALE 3 PIRATES & MERCHANTS $1.99 $9.99 PS3 PORT ROYALE 3 PIRATES & MERCHANTS GOLD EDITION $3.99 $19.99 PS3 RAGNAROK ODYSSEY ACE $5.99 $19.99 PS3 RAIDEN IV: OVERKILL $4.49 $14.99 PS3 SNIPER GHOST WARRIOR 2 $3.99 $39.99 PS3 SPORTSFRIENDS $4.49 $14.99 PS3 STARWHAL $4.79 $11.99 PS3 STREET FIGHTER ALPHA $2.39 $5.99 PS3 STREET FIGHTER ALPHA 2 $2.39 $5.99 PS3 STREET FIGHTER ALPHA 3 $2.39 $5.99 PS3 SUPER MEGA BASEBALL $4.99 $19.99 PS3 TOYBOX TURBOS DEMO $5.99 $14.99 VITA AQUA KITTY – MILK MINE DEFENDER DX $2.69 $8.99 VITA ARCANA HEART 3: LOVEMAX!!!!! $4.99 $24.99 VITA BLAZBLUE: CHRONO PHANTASMA EXTEND $11.99 $39.99 VITA CALL OF DUTY BLACK OPS DECLASSIFIED $9.59 $39.99 VITA CURSES ‘N CHAOS $1.99 $9.99 VITA DUNGEON PUNKS $5.99 $14.99 VITA EARTH DEFENSE FORCE 2: INVADERS FROM PLANET SPACE $5.99 $19.99 VITA HELLDIVERS SUPER-EARTH ULTIMATE EDITION $15.99 $39.99 VITA MEGATAGMENSION BLANC + NEPTUNE VS ZOMBIES $8.99 $29.99 VITA NIDHOGG $4.94 $14.99 VITA RAGNAROK ODYSSEY ACE $5.99 $19.99 VITA TOUHOU DOUBLE FOCUS $7.99 $19.99 VITA VALHALLA KNIGHTS 3 $5.99 $19.99
Movies
Title SD Sale Price SD Original Price HD Sale Price HD Original Price MY LITTLE PONY: EQUESTRIA GIRLS – LEGEND OF EVERFREE $3.99 $7.99 $4.99 $9.99 PASSENGERS (2016) $9.99 $14.99 $9.99 $14.99 PINEAPPLE EXPRESS x x $9.99 $12.99 QUACKERZ $3.99 $7.99 $4.99 $9.99 ROCKY $9.99 $14.99 $9.99 $14.99 ROCKY BALBOA $9.99 $14.99 $9.99 $14.99 ROCKY II $9.99 $14.99 $9.99 $14.99 ROCKY III $9.99 $14.99 $9.99 $14.99 ROCKY IV $9.99 $14.99 $9.99 $14.99 ROCKY V $9.99 $14.99 $9.99 $14.99 ROLE MODELS (UNRATED) $6.99 $9.99 $6.99 $12.99 SAUSAGE PARTY $9.99 $13.99 $9.99 $14.99 SEX TAPE x x $9.99 $12.99 SMURFS 2, THE $9.99 $9.99 $9.99 $12.99 SMURFS, THE (2011) $9.99 $9.99 $9.99 $12.99 SOAPDISH $7.99 $9.99 $9.99 $17.99 SOCIAL NETWORK, THE x x $9.99 $12.99 SONG ONE $3.99 $7.99 $4.99 $9.99 SPEED $9.99 $14.99 x x SPEED 2 $9.99 $14.99 $9.99 $14.99 STEP BROTHERS x x $9.99 $12.99 SUPERBAD x x $9.99 $12.99 SYNCHRONICITY $6.99 $9.99 $6.99 $12.99 TAKEN $9.99 $14.99 $9.99 $14.99 TAKEN 2 $9.99 $14.99 $9.99 $14.99 TAKEN 3 $9.99 $14.99 $9.99 $14.99 TED (UNRATED) $6.99 $9.99 $6.99 $14.99 THE TALENTED MR. RIPLEY $7.99 $9.99 $9.99 $17.99 THE USUAL SUSPECTS $9.99 $14.99 $9.99 $14.99 THE WAVE $6.99 $9.99 $6.99 $12.99 THE WIZARD $6.99 $9.99 $6.99 $12.99 THIS IS THE END x x $9.99 $12.99 TIM & ERIC’S BILLION DOLLAR MOVIE $6.99 $9.99 $6.99 $12.99 TRANSPORTER 2 $9.99 $14.99 $9.99 $14.99 TROLLHUNTER $6.99 $9.99 $6.99 $12.99 TUCKER & DALE VS EVIL $6.99 $9.99 $6.99 $12.99 ZOMBIELAND (2009) x x $9.99 $12.99
Note: All pricing is for U.S. only and subject to change.
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