713 reviews liked by Deadpan


Did I seriously go out of my way to play through a honestly pretty mid-strategy card game and pay an extra 20 dollars for DLC just so I could get the privilege to enjoy a good version of Deadpool..........well....yeah........... :/

I mean don't get me wrong if you like X-Com and other strategy games I'm sure you'll like this, it's just that I honestly don't personally care for strategy games and if I'm being 100% stright with you the game is beyond easy for like the first 20 hours; I just wanted to see a character I once loved actually done well and not like how's they've been portraying every single medium since the movie. Does this make me possibly the most reddit pilled out of all my friends? OH YEAH 100% UNDOUBTEDLY, but at least for me I can pull out the long time fan card and say I like this character before they became completely insufferable and a tool for Marvel's neverending slop machine of a cinematic universe.

When I say that Deadpool that we have in this game is probably the most well written and suddle he's been since his 2013 run that should probably tell you how dire it's been for the last 10 years. For some reason for the longest time Deadpool has been a hard character for writers to work on for some reason, see most hacks writers looked at the movie as their main influence or they think they've understood the character through cultural osmosis which is pretty the much equivalent of thinking you've understood the character by reading an unfunny bumper sticker. Deadpool at his best is when he's an annoying jackass but everyone around him either hates him or feels some sort of pity, He's not a character you wanna laugh at he's a character that bottles up his emotions and pushes other people he perceives to be his friends away while hiding all of his more nuanced aspects behind a super thick wall of irony so no one can hurt him. He can sometimes get better and in the case of his 2013 run even work on himself to be a better person for him and his kid, but at the core of his character he's a sad pathetic worm that can't die and refuses to go away. The movies kinda did that but as soon as Ryan Reynolds signed on to play the character the films stopped being Deadpool movies and instead became another linchpin in Reynold's adventure capitalist money chasing one note acting nepo career.
The game gets this dynamic down almost perfectly, although it stumbles a little bit here and there at times. He still has traces of his "lol chimichangas aren't I clever that I know I'm in a video game" that gets on my nerves but that dynamic of everyone else in the game just hating Deadpool constantly is still there and it works really well; especially with Blade. He’s pretty much an outcast for a majority of his time in the game and since the game gives you the ability to go on activities and hangouts with him you get to see a much more personal side of him. More a majority of the time you try to make a somewhat tangible connection with him he’ll either bounce off the question with a stupid joke or make a light-hearted threat until you get to the very near end of his relationship arc where he’ll finally open up just a tiny amount but enough to where your words actually get to him and make him care, granted it’s not a lot and he’ll still push you away with his annoying jokes but he’ll care more about you as a friend; which is technically growth for him and you know what that’s better

Out of the other characters in the game and even it’s DLC Deadpool feel ultimately out of place because this a game centered around the supernatural side of the Marvel universe and having a pudo-XMan running around killing vampires, demons, and a supernaturally corrupted Sabretooth with Blade and Ghost Rider is…..well…..dumb..dumb..it………it’s really fucking dumb. But like in a way that’s very camp and comic booky and honestly I’ll take this over any of that MCU coded poorly written Insomniac slop shit (My opinion on Spider-Man 2 has soured in the months I played it in). So yes I did indeed play a 50 hour long strategy card game just for Deadpool, and I will probably never touch this game ever again. Could I have just gotten all my info from clips on youtube instead of paying 20 plus another 20 for the season pass…..probably, but do I regret it? ……………..eh it’s still a better version of Deadpool then last comic run so I’d say it was worth it.

(Also in case anyone was wondering what my thoughts on Deadpool and Wolverine are, it looks like a movie scientifically designed to piss me off and to make Reddit soy. I will not be watching because I have standards and would rather go see Sonic 3 or a real movie instead.)

List of mods I used available on my pastebin post here. I should also note that “Mastered” in my case means getting all the achievements, leaving out a handful of Thieves Den Awards that become active or otherwise easier to nab in NG+.

For an RPG I heavily played well over a month, fresh and pampered from revisiting Persona 3 in its original and remade form prior, as well as the hot button topic it’s become over the years, you'd expect I'd have a lot to say about Persona 5 Royal. Well... I don't, really. All I can think about in my sleep deprived state is how my 200+ hour venture - and that's generously ignoring inflated idle times Steam's counter acclimates - is how woefully underwhelming the package was save for a few bright spots, and how dispassionately apathetic I became after finally finishing and scouring out for the light.

It’s funny I mentioned my time investment a bit off the heels of a discord within FF7 Rebirth’s activities and planning, cause it should be mentioned (and emphasized) that it’s actually pretty easy to focus and fine-tune your palette into whatever it is you desire. No one except yourself, and perhaps foolish pride, is forcing you to do all of those activities after all, unless they’re particularly easy to nab off the beaten path. That is, of course, neglecting the key component: the focal point where all points are stitched and huddled around, an area P5R constantly falters over. Already saw a flashback sequence? Fret not, you’re gonna be subjugated to it not 10 minutes after. Got a good grasp of the ongoings of the story, be it by themes or event details? Alright, but you’re gonna have to bear the condescending attitude as you watch the character(s) exposit these things anyway. Grew a form of investment over a beat and how it unfolds before and during the main show? Slow your roll there bucko, you haven’t heard about the overly unnecessary and outright damaging undercurrent that ruins it! Sure, it sounds like hyperbole, and as you go along many of these detriments are either quelled or nulled, but it doesn’t change the fact that they’re present, nor does it alleviate their weight of bloat and the meekish presentation of what are honestly some pretty simple themes. The fact it took my entire first session of play to get to the initial true Free Time event on the 18th, whereas P3 - both versions, might I add - give me that freedom within just a few short hours and P4 just about half of this, is appalling.

The writing woes extend to the Phantom Thieves themselves, which I suppose isn’t a Hot Take or anything since there’s been a bit of a debate surrounding them over the years. To dispel some common points, I don’t believe the notion that they are “centered” around Joker - on the contrary, not only is this running along the recurring theme of “kinship through displacement”, there’s already a bit of an established line between Ann and Ryuji, Futaba and Sojiro, and, though faint and dubious, Makoto and Haru. As a group, there’s a rather believable sense of friendship and camaraderie developed and finalized throughout the course of the story amidst the hustle and bustle of urban civilization, which is a bit of a surprise since I was pessimistically expecting the opposite. What did come true, unfortunately, is the lack of individualism and the expression that's delivered from it. The handling of Ann and Haru are criticized enough that I don’t think I can add anything to the former’s blobby mold of an archetype and hypocritical implementation of her supposed freedom of self-expression, and the latter’s seed of growth taken away due to the already mentioned bloat plaguing the game; same with Ryuji and how his (great) Social Link about reliance on others and strength through teamwork is routinely undermined by him being treated as a joke within the main cutscenes. Futaba is ostensibly headcanoned as one under the Autism umbrella, and while the intent is competently delivered and well-handled, the amount of #GAMER allusions are poor and clumsily handled, leading to a bumpy state of her psyche. Yusuke, who’s SL arc revolves around the dichotomy of man and their drive of passion within the hobbyist and professional mindset, is often treated as The Quirky Oddball One of the group with superficial understanding as to what art is since they did this like, twice before I guess and believed third time is truly the charm, which is also why they made Morgana have the same arc as Teddie and Aigis but without any of the things that made those two compelling. Of the group, Makoto is the one with the fewest weights holding her down; her arc is straightforward, explored to its fullest in her SL with little downplay within the narrative, and her importance in the group is always front and center. Her straight-edge nature can be too plain at times, granted, as are her connecting points regarding resolve and resolution, but compared to everyone else? It’s way easier to swallow. To reiterate, however, my main issue isn’t with the characters themselves, honestly I only truly despise Morgana and his obnoxious (albeit small in intensity) demeanor - it’s just kind of hard to truly feel connected with the group when the game seems to treat them more so as dolls for amusement than actual people, something even P4 never fully succumbed to during its outing.

I kind of wish I had more to say, really, cause it’s not as if I totally hate P5R or anything. There’s some good bits in here, like the full exploration of escapism as a theme finally being done here thanks to the “Royal” part of the game desperately giving the endgame a sense of closure, some of the non-essential confidants like Hifumi, Mishima, Chihaya and Yoshida being great to explore despite the drawbacks, and the superbosses being a fair bit of fun to go over. But, like, I’m not really sure what more I can add unfortunately. I’d sort of just be repeating common talking points and, compounded by the fact I’m facing burnout from both writing and my aforementioned time allocation, it just feels fruitless to go over? Like I don’t want to be the umpteenth mouthpiece going over how ridiculously easy this game is even excluding Merciless’ baffling(ly hilarious) modifiers pertaining to player favor and the constricted dungeon design making it so that ambushes are a rare, if ever present, occurrence one can face, cause everyone already discussed that. Did you know that, even in the original team, there were some Etrian Odyssey battle planners? Really makes me wonder how the hell it ended up so milquetoast in engagement, dungeon layout, and the us v them nature of gameplay routing when EO1’s first two stratums already had more going on. It’s also why I’m hardpressed to mention my adoration with Third Semester, cause I can’t quite word it in a way that isn’t already brought up by the people, what with Maruki, Akechi, and Kasumi being the ethos, pathos, and logos of Joker’s - and by principle, Yuki and Narukami’s - Wild Card slot and the reflection they face should his life be altered ever so slightly. I dunno man, it’s like… expansion aside, this is the RPG that got a lot of people into the genre now? The Atlus mega-hit? I’m a lot cooler on the problems than others seem to be, and I wouldn’t cynically berate others over this cause that’s stupid and rude, but it does leave me scratching my head and wondering what else I had missed in my long, long journey as an urbanite Fool.

Kiryu really brute forced his way into becoming one of the greatest characters of all time

This review contains spoilers

I really wanted to like this game like everyone else does. The story is probably one of the best in the franchise up there with 0. Unfortunately, the gameplay sucks fat wieners. I often see this game brought up in how to make turn-based combat engaging but I fail to see how. It's like playing FF 3 or 5 but with paper mario timing QTEs. There are not enough jobs to play around with and having to go somewhere instead of being able to switch on the fly sucks. Game also falls into the problem of having a whole bunch of moves but none of them mattering, you will be doing the same old attack and heal you do in old FF games. I dislike how in jrpgs, tactics like taunting the boss to hit one of your dudes never works. I'm so confused why so many jrpgs just never let you status effect bosses, like who the fuck am I going to taunt if not the boss. So instead, it's just the same old attack up and defense down, unless you wanna play a roulette of wasting your turns to find out if any status effect actually works. There is also insane levels spikes which is part of the reason I hate the gameplay change. Hypothetically, in older yakuza games, if you were struggling with a boss, the option of "getting good" is always available. You could no hit bosses, there was no need for grind. It was a way for skill expression but now it no longer exists. During the Majima boss fight, Saejima will one shot you and it will target Kasuga every time so it will always be a game over, unless you level enough to tank it or use the sacrifice stone the game gives you at the start, which I did. The player is ultimately gated by their levels and thus prevents the skill factor from expressing its true potential. But to get back on track, the game is simply not engaging during its combat in the slightest, it has a good chunk of mechanics but so much of it is meaningless. My personal favorite rpg that isn't an action game is persona 5 and even that has more depth. Because the later encounters will force you to use the games mechanics on a high difficulty. This is a game like older rpgs where you suffer through the combat to get to the story. It's also strange how the game needs you to have party members but like halfway through the game, it just feels strange how these people in your party are still helping you. Like during these emotional moments like Kasuga confronting Ryo, and then Zhao is just staring at you in the background like this isn't some real personal stuff. The side activities are fine here, I feel like it's kinda tired at this point, like how many times can I sing baka mitai? Don't even bother trying not to do Ichiban confections considering there's a part in the game where it just tells you to get 3 mil, that was so fun (it was not). I've never skipped main cutscenes in yakuza until now, there's so much padding in the story that is just awful to sit through. Enemy encounters are not very diverse. There's also a lot of smaller issues that's too much to name. It does come off like I fucking hated this game, but I gave it a 6/10 so I do like it, it's just on the level of a game like FF8 for me, good but HEAVILY flawed.

There's just a lot I'm willing to forgive when the emotional highs go that high. Muddled politics, uncomfortable stereotypes, kinda dull rpg design... I see a very sincere 40 year old boy and I let myself squint past the things that upset me.

This review contains spoilers

This is where mainline Yakuza took a downward spiral for me. This game has so many glaring problems and I sometimes feel like I've played a different game than what others have been playing when I see such positive reviews for it. I was actually reminded of a lot of these problems when I was playing Infinite Wealth so I took a mental note of them again for a review of this. In a way, I think a lot of these overly positive reviews stem from what I like to call the "Persona 5 effect". It's no secret that this is an entry point for a lot of players new to the franchise who had no prior experience with the other games. And it's also no secret that this being turn-based attracted a new group of players that wouldn't have been interested in the brawler combat of the previous game. So when you have these players come in and see that there are social links, a job system, goofy enemies to grind in dungeons and funny side quests, all without the high school and god-killing tropes, they're bound to think this is a 10/10. As for those who played all the other games and then this one and still thought this was one of the top games, I can't comprehend their reasoning.

So what are the actual problems of this game? It comes down to both gameplay and story and how the two interact with each other. So I'll take it one at a time.

Combat: The decision to go with turn-based combat in this game was a really bad one. This isn't because turn-based combat is bad, but because the game isn't suitable for it. The moment I started the game, I could tell the combat was going to cause severe pacing issues with the story and I ended up being right. One of the worst pacing issues that's combat related happens in chapter 12 with the Majima and Saejima fights and then with the Kiryu fight after that. The game actually hints that you should just sit there in Sotenbori and grind before you progress in the story. This happens as the story has finally picked up and the player would be dying to see what would happen next, only to wall them and kill their interest with at least an hour of repetitive mandatory grinding. Previous entries never forced me to grind to overcome challenges in the story. I could always get good enough with the combat to win without having some skill unlocked. As someone who plays Yakuza games primarily for the stories, this was a huge issue for me.

The turn-based combat also creates severe tonal inconsistencies. The one rule all games in the franchise had followed so far was that the main story is always grounded and the "ridiculous" is reserved for the side content. They're now forced to destroy this beautifully constructed balance they had from before. Because turn-based combat in a way necessitates variety, we now have normal people on the street turning into human trash bags, gigantic pirates, men who do nuru massage on you, etc. to mimic other turn based games having monster variety like Pokemon, SMT, and the like. And then you have the job system where you start the fight against the man who killed your father and the next moment your teammate transforms into a dominatrix and hits the boss with wax play before Ichiban uses essence of Orbital Laser. The tonal whiplash is to the degree of being almost offensive. It also makes boss fights incredibly anti-climactic. Compare any of the boss fights in Y5 to anything in Y7.

But disregarding all this, the turn-based system isn't good enough to justify the change either. You have no control over your positioning and at some point it just becomes "use Essence skill to AOE all the mobs over and over". 99% of the other skills don't even matter and regular attacks in the late-game are just a waste of a turn. Buffs and debuffs matter so very little compared to a game like SMT4 where stacking the correct buffs and debuffs and team weakness composition is essential to not instantly dying to bosses. Bosses and even regular enemies become gigantic damage sponges that just serve to prolong the game for no good reason other than to stop you from moving forward in the story.

Story: It's one of the weakest stories for me. I really disliked Ichiban. I don't think he's a good protagonist and I think by now, I've seen enough class-clown-with-a-heart-of-gold-that-forgives-everyone archetypes in anime and JRPGs that I've had enough. Snow from FF13 is a much better character if I wanted this trope again. Nanba is really boring in the beginning, gets a bit more interesting and then does something so comically stupid, it makes him unlikable again. And I'm almost sure Nanba had his whole episode with Bleach Japan just as a device to push the whole Ichiban forgives anyone and trusts anyone trope. Adachi is alright. Saeko is alright. Eri is boring as hell. They brought Han Joon-gi as fanservice and made-up reasons for him to exist (they also set the horrible trend of bringing back characters we saw die on-screen and putting them in random substory roles). Zhao was a great character and probably increased my rating of the game by himself.

The story starts off with a decently interesting start. Arakawa has a good introduction and seems to be the Kazama equivalent for Ichiban. Then we have the time skip and Ichiban's release from prison. And then suddenly the story comes to a screeching halt after Ichiban is shot by Arakawa and the whole homeless saga begins with chapter 4. It's one of the chapters I hate most in any Yakuza games. It's so boring that it makes Yakuza 3's chapter 4 seem well paced in comparison. And then there's a whole stretch of some of the worst writing I've seen with the soapland and Nonomiya. This is probably one of the things that made me dislike Ichiban more with the way he responded to his teammates when they expressed their disgust at the idea of working for an exploiting scum like Nonomiya. I get that part of it is supposed to show how he's indebted to the man that acted as his father when he was growing up in the soapland, but the way the game itself outside of Ichiban's emotional perspective tries to exonerate Nonomiya after he's killed is just disgusting.

The whole story about the great wall of Ijincho wasn't interesting. I didn't find any of the gangs themselves interesting besides the 3 top dogs of each i.e. Seonhee, Hoshino, Zhao. Then we slowly got to the Great Dissolution stuff which felt like empty fanservice to have an excuse to show Majima, Saejima, Daigo, Watase, Kiryu. All we get is two boss fights with almost non-existent character development or any interesting changes in their personality ever since they've gone into hiding. No meaningful conversations between Ichiban and these characters. Kiryu randomly challenges us later after he shows up in the middle of the street to stop us from hitting some guy and then runs off to the wilderness immediately after the fight we have with him. Mirror face is probably the stupidest plot device Yakuza has used so far and it actually detracted from the story because in a way it also solidifies the idea that even the main plot in this game isn't grounded. Tendo showed so much promise to be an interesting final fight and the final fight is surprisingly very good with the best OST in Y7, but we got no conversation after the fight with him and nothing to peek into his character more. He had so much potential, but he was discarded the moment the fight result screen came up. How did mirror face suddenly teleport there and how can mirror face just instantly copy Tendo for this elaborate setup to trick Aoki Ryo? Who knows. It's not grounded anyway.

Which gets us to Aoki Ryo. A bland character with even more bland motivations. I think I was supposed to hate his guts but I just wanted him to get off the screen whenever he showed up. The theme of this game is the Whereabouts of Light and Darkness, which basically represents Ichiban as the light and Aoki Ryo as the darkness. Two pseudo-siblings, one brought up in the metaphorical darkness which ends up being the light himself, Ichiban, and one brought up in the light, inside the comfort of being an affluent child of a Yakuza boss, turning into darkness. If only Aoki Ryo was actually interesting though. Such a shame. I felt nothing when he died and the fact that Kume just randomly finds him out of nowhere actually made me laugh. The only saving grace of that scene is Ichiban's heartfelt plea to Aoki to live and Kazuhiro Nakaya's outstanding voice performance. But even then, I couldn't really go along with Ichiban's emotions because I find them genuinely disturbed and problematic. The game again tries to force me to think these problematic feelings he has are normal and good and wholesome, but I can't accept that. Ichiban was never Aoki Ryo's brother. He was treated like trash and he was a servant. The twisting of this abusive, dominating relationship into one of love is understandable from the point of view of the victim, but not when the game tries to rehabilitate such relationships for the player. Kiryu had one of these bad scenes in Y4 and it soured my experience of that game.

So after all this, do I hate this game? No. I think by itself without the Yakuza title, it's a good game. I wouldn't have platinumed this game if I wasn't having any fun. Even as the worst Yakuza game for me, this is still miles ahead of a lot of other titles. But I think it tries to be way too funny and plays into wanting to be shown as a meme on twitter to the detriment of its story. If they had excluded all previous Yakuza characters while keeping some minor references in the way the Judgment games did, I think it would have been much better off.

I was about 10 when I first heard about Jazz Jackrabbit from my friends - never played it though (perhaps that's for the best, as I was just the right age for Eva Earlong's low-cut dress to have made a furry out of me). But so many of my PC-gaming friends loved this game - the PC library at the time heavily leaned towards slower and more strategic titles, and to my friends Jazz Jackrabbit felt like a statement of intent that showed the PC could pull off mascot platformers just as well as the consoles could. And to that I say... were we playing the same game?!

To be fair, I can kind of understand the fan hype around this game; if you owned a PC and didn't play Sonic all that regularly, Jazz Jackrabbit certainly looks the part. While the limited DOS palette means it doesn't look as good as its console contemporaries, it has an anthropomorphic animal with 'tude (and a gun!) running around themed levels, each with their own unique gimmicks and a nice nonlinear structure with ample secrets to discover. Also, a real head-bopping toe-tapping soundtrack!

Unfortunately, actually sitting down to play the thing quickly reveals that this doesn't have the open-ended flashiness of Sonic CD or the polish of the first half of Sonic 2 - this is 3 and a half hours of Metropolis Zone. The haphazard and cheap enemy/hazard placement is certainly an issue, but it's exacerbated by lots of weird quirks like oversized hitboxes and Jazz immediately jumping after landing if you hold down the jump button for too long. Perhaps the worst part of the game feel is how Jazz hits full speed and momentum after moving in a direction for less than a second, and combined with the obscene screen crunch this forced me to slowly and painfully inch my way through every level by tap-tap-tapping the arrow keys.

There are some good mechanics here (different weapons with subtly different firing arcs add a bit of nuance), and the beginnings of good level design (which I hope the sequel built up on). But the frankly junky game feel means that Jazz Jackrabbit is a 'nostalgia goggles only' play.

dont really have much else to offer when talking about how extremely influential title this is but i was really struck by how short and sweet the game was. cute little experience, knocked it out in the span of like a day. shoutout to yuji horii and the gang for taking a bunch of complicated RPG mechanics and streamlining them into something so compact

Have so much to say but I can't write much. Have so much to express but I can't find the words. Have so much to elaborate but I don't have the energy. Have so much to expound but I can't be able to convey them.

I became conscious of death when my grandmother had passed, but it wasn't until my grandfather went away a few years after I fully became inundated as to what it meant. I can't think of many people as integral to my well being and personality as they were. I cannot recall a time where I wasn't thinking about that stark, orange colored block of a hospital room where the latter had laid, unknowing it would be the last I would ever see of him. I cannot recall a time where death wasn't something I had feared, an abstraction lay unto forces beyond my control, surrounding me so sickly as I continue to grow older. I was lost during my twilight years in high school where I was slowly accustoming into what adulthood would become like. Even now, it haunts me.

"...I finally began to understand...what it means to live... Thinking for yourself... Not running away... Accepting the inevitable... All things eventually come to an end... Every living thing will one day disappear... Only by accepting this can one discover what they truly want... What the meaning of their life will be..."

I wouldn't say Persona 3 was an answer I needed to these fears, but it helped a lot. It was the first game I had ever purchased second handed, and I remembered just the bare minimum when going into it after seeing an LP. A lot of people postured it as a game exploring death, but it's more about the examinations of life as we know it. Death is constant, but it isn't the weight. Turmoil is abundant, but it shouldn't be the reason for demise. Jealousy and apathy are thorns, which is why compassion and hope for tomorrow need to be accentuated now more than ever. Your actions to the other, no matter how insignificant it may be, can blossom and (re-)kindle something into the heart that they may have forgotten. You are your own person, even as you masquerade various personas in multiple conversations and meetups. You are the pillar and support for people, even if you never realize it.

"I decided that I would continue to protect you. I want to be your strength. I know I'm not the only one who can do this... but that's okay... My life will be worth living if it's for this reason... Thank you..."'

Both FES and Reload's combat mechanics are great to me. Though the AI tactic configuration is but a mere husk of its former design principle, stripped to bareness in each subsequent entry as any nuances and underlying appeal have since dissipated, leaving behind a set of reductions and glaring blemishes that, cumulatively, makes the initial appearance seem worse than it actually was - of which someone’s already making sure to right this wrong, I garnered some enjoyment from it regardless. Theurgy wasn't as intrusive as I had thought it was, instead an extension of person's psyche as well as the idea that the power we wield can be used to secure a better tomorrow. It’s been mocked as “cope” to say the old approach was an intentional decision behind the gameplay, but well, a collective interview between various Double Jump board users and Atlus when 4 was coming out has shown that’s just the truth indeed, and I find merit in how that form factor escalates into the feeling of a group coming together and bonding further and further into becoming a simple family. The relationship between Tartarus Guardians and Full Moon Shadows are intrinsically tied, but now reversed - you are no longer gauging the Dark Arcanas as a check for the Guardians' enforcement atop the higher floors, but are instead compartmentalizing the Guardians in an effort to combat the ephemeral being that can't and won't understand you. It's good. It's cyclical. It's the reverse of the cards we all face at some point.

"You don't have to save the world to find meaning in life... Sometimes all you need is something simple, like someone to take care of. I'll keep on living no matter what , so that I can protect you..."

I don't think this is entirely perfect. I actually much prefer the old Tartarus structure since this one is made much more convenient, and I don't agree with the false notion that the party system was archaic even if I understand not everyone will like it regardless. The presentation has some nice flourishes but, especially in the animation department, there are placements and alterations made that took me away from the intended effect. I also find it incredibly suspect that The Answer has been announced of a faux "expansion pass" relatively sooner than expected with two other "pre order bonus" ass costume DLCs preceding it, all without word on FeMC. At the end of it all, I still find FES to be the experience I'd attain whenever I want to revisit this world. Yet, I am content. It's one of very few things in fiction that has brought me to tears. It was wonderful to revisit this story (twice, even, since I replayed FES beforehand). If it means more people can experience this masterpiece, then so be it. Just another face for the fool to don as it shows itself onto the public.

"You can close your eyes. I'll always remain here by your side."

"You should kill yourself" is a weak threat

"I hope your favorite anime is turned into an arena fighter" is real. It's palpable. It's scary.