224 Reviews liked by Megalon


This review contains spoilers

This game is the definition of whiplash. It's a fantastic action RPG that gets brought down by a ton of poor design choices. For starters the combat is really engaging. I love the fights and all the abilities and how unique the characters are (even if I used Aerith and Tifa for 95% of the game).

What I dislike though is how much content there is. I can hear the cries of people saying that I just want a linear CoD hallway simulator type game. That's not it. I enjoy good side content but this isn't it. It's the same collectathon type bullshit in every area. I feel like I'm playing Assassin's Creed with how many towers I climbed. The amount of minigames in here is also way too much. Did we really need to recycle the motorcycle section from the last game and have 2 tower defenses? And even the side quests that are ok suffer from horrible difficultly balance. Looking at you ultimate party animal. It was definitely a quantity over quality type deal here. It was obvious they were just padding out the length of the game since it's the "middle part".

That brings me to the story. What a crock of horse doodoo. The character stuff is great. I love the characterization we get for everyone and how they interact, that's perfect. What I can't get behind is this multiple timeline mumbo jumbo. We beat Sephiroth 10 times and he's still around. Ghost Aerith is here because Cloud touched alt universe #6 Aerith. If it sounds stupid that's because it is. I'm not some VII purist that thinks this needed to be a 1:1 remake but man what they did here is not it.

Loved the game, wanted to love it more. I can't give it a higher score because of the many issues with it. Hope they do a better job with the last one.

Also fuck you for not making Vincent playable.

What do you mean you haven't played Stealing the Diamond?! I'll knock your teeth out!

No one is allowed to come into my house without playing this banger

This review contains spoilers

Judging purely off of what this game gave me to think about and analyze, this has been one of the most thrilling experiences so far this year. XVI is a fascinating game and I think that's a feeling that always permeated throughout my playthrough. Sometimes the game will do something that perks my ears up and genuinely impresses me, and sometimes the game throws something at me so baffling that I can't even begin to comprehend that this team is the same that did Shadowbringers and Endwalker.

Before digging deep into why I feel this way, I want to say that first and foremost: XVI is a Final Fantasy game without a doubt in my mind. Is it an RPG in a traditional sense? Maybe not, but at least on a superficial level, the art direction, world, and especially the soundtrack exude a feeling not to dissimilar to how, say, FFXII made me feel.

Speaking of FFXII, I think that game is probably the one that XVI shares the most similarity to, largely attributed to Kazutoyo Maehiro, XII's combat designer, as the main writer. I have yet to play any other Ivalice game other than XII, but based of that and Heavensward, I'd say I'm a pretty decent fan of what Maehiro has done for the franchise in general. Heavensward was the expansion that made me fall in love with FFXIV, surprising me with just how cohesive and mature it was. I was hoping to get something similar out XVI's story, with it being advertised as more mature with the characters saying "fuck" every 5 goddamn seconds, as well as the game's fair share of nudity every now and then.

While I admire the game's sense of almost aggressive thematic cohesion with how it presents its world to us (with annoying, pacebreaking town quests), I just found the narrative to be very amateurish and barebones. FFXVI's story is an example of a young teen writer who thinks nudity and swears immediately make a story more mature (it does not), and that vibe kinda unfortunately sticks through a lot of the game. A story isn't immediately more mature just because characters have their tits or cock out and start spamming swears in chat like it's CoD. Rather, it's the reverse; I think more mature stories have to earn moments of intimacy (or the right to say fuck, idk).

The almost paradoxically ironic lack of maturity in conjunction with XVI's approach to theming (again, dumb town quests) really give the sense that the writers are struggling with how they want this game to come off tonally, even if it is fairly thematically consistent. I struggle to discern whether this game is a mature, medievalesque dark fantasy with posh-sounding characters, political intrigue (false as it may be), and sexual themes, or a rah-rah shonenesque power fantasy about the power of friendship and the importance of bonds. Undoubtedly its the latter, but I wish the game had just committed to that feel instead of lulling us into making us thinking it's more mature than it actually is. It makes those more conventionally mature scenes feel unwarranted, not only because they clash with the game's vision, but because the game could never commit to them to make them feel warranted to begin with.

Take Benedikta for example, who had all the makings of a fantastic character. The game almost explicity shows us that she was a rape victim, one who was miraculously granted the power of an Eikon, now holding a high position in the Kingdom of Waloed and exerting power over those below her, though her trauma and love for Cid continue to haunt her in spite of it all; she reminds me a lot of Ramsus from Xenogears in that regard. Now, could the game have kept her as a recurring antagonist, and as a result, exploring her trauma and relationships to a greater degree? Yes, but instead they sacrificed her for the sake of Clive's new powerup and a cool spectacle fight (it wasn't even that good tbh). It makes a lot of what they did show us, from her trauma to her intimate moment with Barnabas feel kinda... pointless? Nothing exasperates this more than when the game showed her again when Hugo was going through his thing with the crystal. It shows her NUDE for basically no other purpose than just to be nude. It comes off with all the weight and impact of thirteen y/o kids giggling when someone just so happens to have the nickname "dick", or when the teacher starts talking about sexual anatomy in class.

The tonal imbalance really hurts the story because it makes it difficult to get behind the aspects of its narrative that are actually decidedly mature, like the trauma of Clive and Jill, Anabella's ravaging of Rosaria, and with the advent of the Rising Tide DLC, the whole shtick with the baby and how cruelly they were treated by their ancestors. The game's story in that sense reminds me a lot of God of War Ragnarok's, where it feels like its more a caricature of a mature, well-written story as opposed to actually being one. It's "mature" in all the ways that would appeal to someone who gives little consideration to the things I had mentioned, but never in the ways that are important to my tastes and what I want out of similarly mature stories. It feels manufactured to be touching, heartfelt, and mature narrative, the gaming equivalent of Oscarbait essentially, but for me, it never earned that status. I guess that's just a me problem.

I went all this time without talking about the gameplay, which I find to be pretty good and honestly the most enjoyable part of the game. I've never played DMC so I can't make comparisons to Ryota Suzuki's work in those games, but I adore the gameplay in Dragon's Dogma and was hoping for something somewhat similar out of XVI. Different as it was, I still found it similarly enjoyable, if a bit easy. The difficult I find strange, because I don't really know how they could've made it harder aside from giving the enemies more damage and health. The movesets are usually fun to deal with, the basic gameplay loop of staggering your enemy and timing your cooldowns is always fun to execute. I don't really have that many criticisms for the combat itself aside from difficulty, and even then some bosses like Barnabas and Omega were fairly difficult and took a lot out of me.

My main issues are with the gear system and itemization, which I find really uninventive and kinda pointless. Clive's swords and armor are just all the same in terms of combat ability, with their only difference being in design and availability. It's unfortunate because gear is one of the most important tenets of RPG design, dictating the player's knowledge of a game's systems, and here it just feels shallow as hell. Really, only the rings have bearing on your playstyle, and I'll be totally fair, they are pretty interesting.

The skill system is cool though, and I love how you can mix and match different Eikon abilities to craft a playstyle that is right for you. While the game never emulated FFV's sheer variety like the devs had wanted, the Eikon abilities were just fun and varied enough to where I never got bored of checking them out every now and then. Odin I found particularly fun and I love how he fundamentally changes your playstyle. As someone who has Odin as their favorite recurring FF summon, I am satisfied.

The Eikon fights are probably this game's biggest highlights. Hot take, but I find them just kinda okay. Mechanically they're fine, with Ifrit's attacks feeling weighty, and they do get mechanically interesting from time to time. I just feel that for how bloated some of their healthpools are, I'm not content with winning just by hitting two buttons and seeing numbers pop up on the screen. I won't deny how great the presentation is, but even Bahamut and Titan, who are among the best presented bosses I've seen in gaming, are just kinda mechanical snoozefests that never stimulated me in any way that was memorable.

This is probably a good place to end. I came out of this game content with what it was and what it was trying to say, but to say that it resonated with me deeply or touched my soul would be a gross overstatement. A shame because with just a few tweaks to its writing and gameplay, it could've been something so so special. It lives and dies by the series' identity and is a Final Fantasy game through and through, but I never found myself moved by it in the same way a lot of my favorites from the series have. Overall, good game.

It took every fiber of my 8 year old self to do flying practice for more than 3.4 seconds

Might just be the worst sequel to a game ever made. What happened to Cloud and friends? Unbelievable.

I haven't been this conflicted on a game in a while. On one side of the coin, Rebirth continues to do what I loved about Remake. This world gets to be fleshed out and fully realized with this generation's tech and budget, seeing all of these locations and sights on a more personal and intimate scale than anything the original PS1 title could ever hope to accomplish; what was once an abstraction through a big region map you rampaged around by foot or vehicle is now something you feel the journey of by the literal scale of your party's bodies. Every inch of this world, its biomes and its cities, are places you learn to navigate and remember the layouts of. Every story beat that makes you travel to new locations feels earned, and there's so many moments throughout the story that taking a moment to look back on how far you've come feels unbelievably grand. What I cared more about than the world of FF7 was the characters and Rebirth still more than delivers on that front. As controversial as this trilogy has already become in regards to changes and additions it makes (which, we'll get there), the way that the team at Square have re-interpreted this cast and brought them to life works so incredibly well that it's hard not to think that the next time I go back to replay that original PS1 game, I'm going to be hearing the voices of this version's cast, thinking about how they interacted with the world and play off of each other. Essentially everyone has a moment to really grow and expand their personalities and backgrounds with more detail and time than the original ever could have, and in turn it makes this party not just a group of pretty designs and surface level personalities, but a group of well defined believable people. Countless additional moments big and small across the entire game continue to flesh out the world and characters and save for a handful of segments, I thought they were all smartly integrated in adding onto the original story.

Rebirth also takes a bit of time to refine some of Remake's gameplay edges. The menus are initially incredibly overwhelming after not having touched Remake in a few years, but after enough time I appreciate that there's not only more personality in showing the actual character models compared to static portraits over a blue background, but also how much more informative a lot of those initially overwhelming menus actually are compared to Remake. The annoying upgrade system from Remake was slightly revamped with an entire new menu that's more reminescent of the sphere grids from other Final Fantasy games, with my only real complaint being that I wish I could zoom out the view more. Weapon upgrades were simplified to essentially being swappable like materia is including an auto-upgrade option that takes out some of the tinkering if you don't really want to bother with the fine minutiae, especially with how many weapons you end up getting over the course of the game. Combat feels faster paced overall thanks to Synergy Skills, a smart inclusion that at least with the parties I tended to use, resolved a lot of the annoyances Remake had with particular enemy types. While we still don't have a dedicated jump button (the Jump materia doesn't count; thing has a different purpose anyways), a lot of Synergy Skills with most party members tend to either give you a ranged move or send you into the air with proper player agency. There's also a massive quality of life addition in giving every party member unlockable abilities through that sphere grid menu that gives you free elemental abilities without any materia and MP needed, at the expense of less damage. It resolves the issue of being stuck with party members that aren't as well equipped who just need to fulfill the pressure conditions of different enemies across the board and keeps things moving along. There was the occasional frustrating moment or enemy that felt annoying to deal with, but nothing that felt like it was a core flaw with the game design itself. It's more of Remake but more fleshed out; if you liked that game's combat, you will like Rebirth's.

But now I have to talk about the open world, and that's where the overwhelming majority of my issues with Rebirth come into play. Open world games have always been a tough sell for me because I am self-admittedly impatient with very little attention span. Rebirth took me almost 2 months to finish with 76 hours of total playtime. I have definitely played longer games like Persona 5 in less time than that, and to put a long story short I think it's just because Rebirth doesn't respect your time whatsoever. I would go from loving every linear main story segment, stuff that properly moved things along into new territory and things I hadn't seen before, to dreading the moment I would have to step back into open world territory at the end of those segments. There was a period of time during the first third of the game or so that I really had to sit there and debate if I wanted to boot up the PS5 to keep playing because I was so sick of doing Chadley's Chores(tm), running around for Ubisoft towers so I could be given waypoints on the map to fight a group of monsters for Chadley to gain intel on, hold up on the D-Pad for my chocobo to slowly sniff dig sites that Chadley helped locate for you, play Simon Says for lowering the difficulty of summon fights so Chadley can praise you, play more of the godforsaken card game for the hundredth time, finish the tens if not hundreds of VR fights by talking to Chadley who I'm about ready to strangle by that point, and then collecting protorelics on a game-wide hunt for them which Chadley will also talk you to death over finding.

Besides how much I hope Chadley gets fucking popped like a balloon at the start of the third remake game so I never have to see or hear him again, I just... thoroughly do not understand what makes the actual moment to moment gameplay of this open world so awe-inspiring to people. Again, open world games are a tough sell to me; I kind of infamously don't care very much for the open worlds of Breath of the Wild or Tears of the Kingdom because I think they get tedious and repetitive, and still kind of filled with a lot of empty nothing. Simultaneously for those games though, I can at least respect them, more in BOTW's case because some of that emptiness was the point in both world building, tone and atmosphere, and pacing. It's also how much player agency and control those two games in particular give you, with rarely a moment that the player doesn't have full control over where they're going, what they're finding, and how they're doing it. Ubisoft towers and checklists aren't anything new, it's that Rebirth makes those tasks so exceedingly mundane and stretched out, pushed to such a degree that it's frankly incredible how dedicated it is to wasting your time. So many animations that are pushed to their limit making you wait around for things to happen that just continually add up, watching Chadley and his own AI creation fucking bicker at each other as your reward for finishing those checklist fights, so many back and forths for things that just don't reward you meaningfully, either in the end result or even the journey that got you there.

I feel awful for anyone who is a completionist because you genuinely, truly have to be a masochist to get everything for that platinum. You aren't just doing everything, you have to attain mastery of everything including the countless number of gimmicks and minigames that Rebirth offers. It might be worse however for people like me, who wanted to at least get a majority of the side content done to see what most of the game had to offer. You aren't just not rewarded for not fully finishing stuff like the protorelic quest, you're given a middle finger by the very last hours of the game when you discover the last side quest is actually one that demands that you perfect every Gold Saucer minigame. Or when you discover that the protorelic quest doesn't just end after completing all regions, you actually get a Brand New Fuck You Zone whose level requirement is the highest level in the game, over twenty levels beyond what you would be at by the endgame. Oh you don't want to do that? Fuck you, you get nothing for all that time you spent doing this game-wide questline. Completing Queen's Blood wasn't much better even if it's actually doable on your first playthrough, you get an alright cutscene or two, a shiny title for yourself and an extra card as your reward which you won't be using because you already finished everything by that point.

There's a cynical part of me that has to wonder if all of this bloat was because this is a triple-A game release in this current generation costing $70 dollars. Was it a value proposition? "Look at this game with over a hundred hours worth of content?" Is this what people actually want? I had said already with Remake that I think it's a great 45 hour game that could have been excellent if it was like 5-10 hours shorter, with tighter pacing and less bloat. I have no idea what spurred on Square Enix to double down on it and create what I think is just a good game that could have been great if it was 30-40 hours shorter. I shouldn't have to shoulder the responsibility that I'm complaining about "optional content" because I'm not a tool. Rebirth is a game that begs and pleads with you to engage with it, and doing so felt like being pricked by needles slowly and agonizingly, because there was the very real chance that it was going to be worth it by the end. The side quests mostly were. The pure junk food with Chadley and the open world were not. I wish I could have those tens of hours back so I could've focused on the main story and helped tighten the pacing of it. I know this is game I am not going to replay for years, and if I ever do, I am actively skipping that content with the post-game knowledge to do so.

The only other thing I have to end my piece on is a light look ahead to the future regarding Rebirth's ending, and without spoiling it. I'll just say that Remake's ending I was sold on, and loved that it very intentionally was going in a new direction akin to something like the Evangelion Rebuilds, even if I felt bad for new players who hadn't played the original that they were going to be thrown for a loop. I am far less sold on Rebirth's ending, and my worries for that final third entry have skyrocketed now because of how messy it was. There's too many unknowns that have raised the stakes for Square to nail the landing, and there's a very real possibility that they're going to miss which would truly be a shame for the insane amount of work and effort on display thus far to be retroactively dismissed if they can't nail the finale. I pray they can to make all of this worth something more.

Oh man, where do I even begin with this game? I'll preface by saying that Final Fantasy VII Remake is one of my favorite games in the series. It was a title that understood how to create a humanist experience that genuinely makes you care about its world and inhabitants with excellent narrative, character writing, and world-building through its side quests.

It was also a tight and focused experience that culminated in an ending so staggeringly ambitious that I still think about it often.

So, it's no surprise that I was looking forward to the follow-up, especially since it has most of the same cooks behind the sauce of Remake.

However, after finally finishing Rebirth after what seems like an eternity, I'm left confused and ambivalent.

The big red flag for me was when, during an interview, one of the game's directors highlighted the Horizon as an inspiration for the game's approach to open-world design.

Man, they weren't lying.

Rebirth begins with a linear, story-focused segment that lasts a few hours before thrusting you into one of the most insufferably prescriptive open-worlds I've ever played in a video game.

You spend around 15-20 hours doing the most fucking pea-brained busywork imaginable for Chadley, who has to berate and interrupt your progression at every possible moment. It's built upon the most mind-numbing tasks imaginable such as "activate tower," "kill a group of enemies," and "interact with a McGuffin and play a minigame where you either play Simon Says for morons or time a button press."

The world is absolutely bursting with these menial activities, and they take a fucking Mossberg to the game's narrative pacing. I shit you not: there was a good 15-hour block of this game's early hours where not a single piece of narrative occurred.

Maybe this would have been easier to stomach if the characters had interacted when navigating the open-world, but they aren't even there outside of an occasional comment. This issue is especially true for characters that are outside your active party. I legitimately forgot some of them existed even though they added the "backline" into the game's combat system, where non-active characters still stand at the edge of a combat encounter doing what I assume to be chip damage.

When I finally completed my Chadley Chores, I progressed to one of the game's more linear segments where some goddamn plot finally happened and was reminded of why I was still playing this in the first place. In these segments, characters feel alive with interactions heightened by curated moments, a complete 180 from the dozen or so hours prior.

However, it wasn't too long before I was shoved into another open-world area filled with the most boring fucking slop imaginable. I know the original Final Fantasy VII had a decent chunk of minigames, but Rebirth takes this to an unimaginable extreme.

It feels like there is a new minigame around every corner, and these things range in quality from pretty fun to complete dogshit. And look, I can appreciate a shitty minigame here and there if there is some rhyme or reason to its existence. I liked playing frisbee with the dog in Gravity Rush 2. I may as well be a shitty minigame connoisseur, for fuck's sake.

I think the biggest issue is that there is just too fucking much. Full stop. Too much side content. Too many fucking minigames. This game is just the most padded fucking experience I have ever had, and most of the content fucking sucks ass.

I usually try to keep a flow of thought in my writing, but I don't know where to put this, so it's going here. Let me tell you about this motherfucker Chadley. I've never hated a character in a video game as much as I do Chadley. Not only is he an intolerable, passive-aggressive, and holier-than-thou little Young Sheldon ripoff, but his mere existence is a manifestation of all my problems with the game. He's going to pop up on your stupid ass little cellphone, stop you in your tracks, and mansplain the most basic shit ever to you like you've never played a fucking video game before.

I honestly think I would rather individually pluck each one of my ass hairs out with tweezers than have to listen to Chadley flap his fucking gums at me. Sometimes, I think the developers are aware of how bad he is. For instance, during one of the game's better moments, the Queens Blade tournament, Chadley becomes one of the later opponents. After taking the fattest fucking dump on him—I'm talking like shutting him out and dropping 120+ on him and giving me an overwhelming feeling of catharsis—I spoke to a couple of other people about it. They all managed to crush him similarly, which makes me think the balancing is tilted heavily in your favor for the Chadley battle, which kind of rules.

If you have enough brain rot to still be reading my semi-coherent rambling about this game, you're probably asking yourself, "Man, why the hell is this dipshit still playing a game he clearly hates?"

That's because interspersed throughout all of this dogshit are genuine moments of excellence. Everyone is going to mention how good the Bow Wow sidequest—where you escort a dog accompanied by an insanely catchy song while Barret lets his emotional walls down to vent about how worried he is about Marlene's future and his role as her father—is and they should because it's fantastic.

These are things that Remake had consistently and in spades, and it's a testament to how great this cast of characters is and how great the writing can be when the bloat doesn't get in its way.

By the time I had completed all of the open-world monotony—like 100 hours into the game, lol—I could finally enjoy something close to my experience with Remake. I could approach sidequests that were still good despite rarely reaching the highs of the previous game without worrying about the mundane busy work.

But even then, this game just can't fucking help itself. After hours of Protorelic quests that teased Gilgamesh, ranging in quality from excellent to alright, I thought I was finally about to confront the goofy wandering swordsman. Lol, fat chance; enjoy four boss fights of insane difficulty that require you to grind levels because you are too weak. Get fucked nerd.

I won't say much about the combat because it's as excellent as Remake's. However, this time, there is more focus on encounters as puzzles with specific solutions, which I enjoy but don't necessarily prefer. But it's still an often frantic and satisfying mix of ATB and real-time combat that rewards strategic party composition and setups. I ended up settling on Cloud, Tifa, and Cait Sith as my main party because they could max out the stagger modifier and crit chance, resulting in jolting amounts of damage.

The last two chapters of the game did solidify the reason I persisted through this bipolar experience. Once you reach the game's point of no return, you're treated to about four to five hours of pure joy, and the game ends on an incredibly high note that brings out the best in its cast and writing.

There’s plenty of fantastic stuff in this game, you just have to climb a mountain of shit to get to it.

For the first time in my life, I genuinely don't know how I feel about a game. I beat this last week, and I've been thinking about it with mixed emotions since then. It's one of the most maddeningly polarizing pieces of media I've ever experienced, and I can't tell you if it's bad or good.

I can’t even give this thing a score because I literally do not know how to quantify my opinion of this game.

I usually do some pretty heavy editing to my in-depth assessments of games that I've played, cutting out plenty of sections that don't fit, but I'm just going to say fuck it and post this just like Square Enix did when they released this shit.

Have some fucking self-control for the next game. Either way, I’m only playing that shit if you let me crucify Chadley.

Also, if you made it this far, check yourself into a psyche ward because you're just as insane as I am for finishing this game.

This is the most video game $70 can get you in 2024.

I loved it when Nomura showed up in the final boss fight, said "This is my Final Fantasy.", and Zettaflared all over the screen, but not before getting knocked around by the final boss's horribly telegraphed attacks.

My fav movie I wish they could turn it into a game

Im a huge fan of everything FFVII. Love the cast, the world, materia system, the movies, the games, all of it. I wanted to beat this in preperation for Rebirth since it looks like they're going to be touching a bit heavier on Zack and decided Id put it off for long enough. Over the course of a week and 14 hours of gameplay, I can confidetntly say this is one of the most annoying games I have ever played.

The combat is braindead and unfun and is made even worse by the absolute worst random encounter system I have ever experienced. All this just to feel zero progression outside of "number go up!". I kid you not I changed my materia loadout maybe twice this entire game. It was just the same rinse and repeat combat over and over, hour after hour. Im know there is deeper stuff with materia fusion and leveling up the DMW but there was nothing that couldnt be beat with just mashing and some magic so never felt compelled to check it out.
This made doing anything in any mission or dungeon extreamly tedious. I didnt want to explore these areas becaues I didnt want to participate in the awful combat loop. So every mission just boiled down to a "how can I finish this as quickly as possible to get to the next story beat." And those story beats, not that great either.

The story is a weird mix of showing you what you were told about already with Zacks backstory (him and aerith, stuff with cloud) and that part is a decent bit of fun. But the other half is giving him this halfbaked character arc that is presented in the most roundabout way imaginable. I could kind of see what they were going for and to the games credit it does stick the landing (ill talk about the ending in a sec) but for most of the games run time, its a lot of beating around the bush babbling about nothing or spewing ideals over and over again, thank you angeal (genesis's obsession with loveless was one of the worst parts of the game i dont care if the story is a parable or something it sucked).

The one redeaming aspect of this game was its ending. Not the final boss, thats up there with KH1 Ursala as my least favorite fights ever, but the actual closing scenes of the game. Zack's whole drive to be a hero pays off and we finally get to see Cloud become the guy we knew in FFVII. Spoilers - that whole scene of Zack's death and Cloud becoming his living legacy was really the whole reason I wanted to play this game and they really pulled it off really well, so genuine praise for that.

Overall, the ending was great, but it took 14 hours of some of the worst arpg gameplay to get there so even for the most diehard FFVII fans I can barely reccomend this.

(accidentally deleted this review, its back now)

GACKT: I want my character to be this dramatic guy who's such a tortured soul he's can't directly express himself, so instead he's always quoting Shakespeare.

KAZUSHIGE NOJIMA: Well Shakespeare doesn't exist in our setting, but we do have this play we could expand for him to reference all the time.

GACKT: It's going to be really deep and artistic and cool, right?

KAZUSHIGE NOJIMA: Oh yeah for sure.

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⣿⣿⣿⣿⣿⣿⣾⣮⣭⣿⡻⣽⣒⠀⣤⣜⣭⠐⢐⣒⠢⢰⢸⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⣏⣿⣿⣿⣿⣿⣿⡟⣾⣿⠂⢈⢿⣷⣞⣸⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⣿⣽⣿⣿⣷⣶⣾⡿⠿⣿⠗⠈⢻⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠻⠋⠉⠑⠀⠀⢘⢻⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⡿⠟⢹⣿⣿⡇⢀⣶⣶⠴⠶⠀⠀⢽⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⡿⠀⠀⢸⣿⣿⠀⠀⠣⠀⠀⠀⠀⠀⡟⢿⣿⣿⣿⣿⣿
⣿⣿⣿⡿⠟⠋⠀⠀⠀⠀⠹⣿⣧⣀⠀⠀⠀⠀⡀⣴⠁⢘⡙⢿⣿⣿⣿⣿
⠉⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⢿⠗⠂⠄⠀⣴⡟⠀⠀⡃⠀⠉⠉⠟⡿⣿⣿⣿
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢷⠾⠛⠂⢹⠀⠀⠀⢡⠀⠀⠀⠀⠀⠙⠛⠿⢿

Sex

1995

they really need to port this so that people other than 3DO owners can have sex