Tuesday, October 30, 2018

What I'm Playing (Volume 91): Lego Marvel's Avengers


It was a Lego weekend at my house! Lego Marvel's Avengers is the second Lego game set in the Marvel universe, although it's definitely not a sequel to the sublime Lego Marvel Super Heroes, my personal favorite game in the series. The game follows, quite directly, the plots from the first two Avengers films, and also includes side missions based on other films from the Marvel Cinematic Universe.

The approach is mostly the same as always, although the game does add on a few new wrinkles. These may have been added between Lego Batman 3 and Lego Marvel's Avengers, as I haven't played the other games in between as of yet. The single biggest change was a new focus on special attacks for the characters. In older games, you mostly wander around mashing a single attack button, but you can now press "o" to trigger a special attack, killing an enemy in a more cinematic style. This is cool at first, but quickly becomes a crutch making combat too easy. It also is constantly irritating, as the "o" button does a ton of other stuff, which means you'll frequently trigger special attacks when you'd rather pull a lever, or vice versa. They should have assigned it to a different button, or better yet, have unlocked this ability once you've killed several guys in a row or built up a meter of some sort. It'd be like if the arcade game X-Men had and unlimited amount of super moves-it completely breaks the game's difficulty level.

The other big change is that they now are using audio samples from the films themselves, rather than original voice acting, as in Lego Marvel Super Heroes, or the mumbling from the earliest Lego games. If I prefer the mumbling to the original voice acting, the audio samples are exploring the 7th circle of hell. It completely saps all of the charm and originality from the game, and is basically just like watching the movie, along with pretty pathetic attempts at humor. It seems that every joke in the game revolves around the characters drinking smoothies at inopportune times. Haha. Bring back the old style! The direct copying of the films in mission form also makes the game's plot feel stale and predictable, which is lame.

So I really didn't care for any of the new additions. The missions themselves are also more cinematic and focused on big boss battles than on the simple puzzle solving of the earlier games, which just doesn't make much sense to me. But that's the direction they're going, and have been for a while, so I guess I just have to deal with it.

The music is very good, having been taken from the excellent scores of the first two movies.

They thankfully brought back big hub worlds, and this time they've taken the approach of having several of them, rather than one big one. I like the one big world approach better, but this does give you the chance to explore some cool areas from the films and Marvel Universe, including Asgard and Sokovia.

I feel like a broke record, but these bugs. Holy cow. This one may have been the buggiest one yet, which drives me insane in an error where you can patch things up post-launch.

In short, don't play this one unless you're a huge fan of the films, Marvel comics, or Lego games in general. There are much better selections from the catalogue for you to enjoy. I'll give it a 7.0/10.

I think I'll be splitting my time between two games from here on out, as platforms become available, so here are two teasers. Older games I've already teased may trickle in here, too.



-TRO

Monday, October 29, 2018

What I'm Playing (Volume 90): Lego Harry Potter: Years 1-4


I had an excellent and relaxing weekend at home, and got to play a ton of video games with/without my kids, so I actually finished up 2 new games! This helps me to stay in striking distance of my goal of fifty new completions for the year, as I'm now up to 45, with another likely completion by the end of the week. This means I can take a leisurely stroll through the remaining 4 games in the last two months, so I may undertake another long RPG in that time. It seems all that's left in my queue is long RPGs, so it's about time I get clearing out some of them.

One of the games I cleared out was Lego Harry Potter: Years 1-4, another Lego game from Traveller's Tales. I finished up the sequel first, as my son wanted to play that one, but I finally got around to clearing out this one over the weekend. As usual, I immediately began collecting tons of trinkets following the completion of the game, however, so I'd imagine I'll still be playing this one for another week or two after this to get my platinum trophy. This review is for the PS4 version, released as part of a compilation for PS4 in 2016.

The gameplay you're familiar with is all here, and just as excellent as ever. It definitely has a more early Lego game feel to it, which I love. There's a lot more focus on simple combat and puzzle solving, and a lot less on absurdly huge setpieces, boss battles, and cinematic backgrounds, which I really appreciate. There are a few irritating retro touches to this one that are silly, especially given that the release of Lego Harry Potter: Years 5-7 doesn't have them! The primary one is the unwieldliness of the build spell, which needs to be switched to to build anything. In the sequel, again, in the same collection, you just need to press "o" at any time to build, but here you'll need to cycle through your spells again, and again, and again to pop back and forth between a spell and the build command. This gets irritating really quickly.

The game is, in typical Lego game fashion, incredibly buggy. There are so many times when you'll get stuck somewhere, something won't build or destroy correctly, or numerous other problems. I really wish they'd play test these more extensively, or release patches, or something, but they release these seemingly twice a year now, so something has to give. Anyway, I've come to expect this, but I do wish at least one game would come out that wasn't plagued by an unusually buggy experience relative to other modern games.

The experience of exploring Hogwarts is, again, unbelievably fun. Like in the middle Lego Titles (characterized by this game up until Lego Marvel Super Heroes or so in my mental calculus), exploring the hub world will give you incredible amounts of value while also keeping the simple missions structure of the older Lego games. Hogwarts winds endlessly in a manner that is completely in keeping with the book's description of the castle, and figuring out where you are in the castle and how to get to where you want to go is half of the fun.

The music is taken primarily from John Williams' scores from the first two movies, and is, as is typical of his work, phenomenal. This is the single biggest edge for this game over the sequel, as the sequel has the middling music from the 5-8th movies. Seven and eight have excellent soundtracks, but it felt like they primarily picked tracks from 5 and 6, which is a big mistake.

The humor here is just fantastic, and is the biggest thing missing from the newest games. Introducing voice acting was, in my opinion, a big mistake, as it destroyed one of the characteristic charms of the series, and reduced the difficulty of making jokes. Tying your hand behind your back and still being funny was one of the best things about the older Lego games, and I really wish that they would bring back the mumbling Legos. It would also reduce production costs!

I really love this game, although I'd probably give a small edge to the sequel in terms of quality. They needed to iron out a few of the kinks here, but this was a wonderful first run at capturing the Harry Potter experience in the typical Lego format. It needed bug fixes and a few quality of life improvements, and it's not the type of immersive and precise game that makes for a critics' darling. But it's fun to play with family, and fun for fans of Harry Potter, so I'd definitely recommend it. I'll give it an 8.7/10.

I've already teased the next game to be feature here, so stay tuned!

-TRO

Wednesday, October 24, 2018

What I'm Playing (Volume 89): Final Fantasy IV: The After Years


I'm. Finally. Done. I finished Final Fantasy IV: The After Years yesterday, and my two plus month odyssey through the world of Cecil and company is finally done. The game has a convoluted history to it. It originally came out in Japan as a mobile game, and was later ported and localized to America as episodic content for the Wii as part of its digital only WiiWare line. I played this one on the Final Fantasy IV: The Complete Collection compilation released on PSP a few years after that. The game follows the adventures of Cecil and his friends, along with a few new characters, in the years following Final Fantasy IV.

The game uses the basic structure of Final Fantasy IV's mechanics, and reuses a lot of the assets from the game. The two new additions are the moon system, which alters the relative strengths of four classes of abilities (attack, white magic, black magic, and skills-think jump, pray, etc.) depending on the cycle of the moon. As you complete battles, or whenever you rest, the moon will advance a cycle, altering the strength of your party. So if you have a predominantly physical party, battling will be extremely difficult during the phase in which physical attacks are weakest. Conversely, the moon cycles will also affect the strength of your opponents, meaning that picking the appropriate time for fighting a given boss is important. The other big change is the inclusion of band attacks, which are more or less like double techs in Chrono Trigger, only there are way more of them due to the increased number of playable characters. The big difference is that rather than learning them organically once you have the requisite abilities for both characters, you now have to experiment by testing out combinations of abilities, and seeing if they result in a band. From that point on, the band will be accessible, and costs MP to perform.

The moon cycles idea was a really cool one, but was ultimately botched. Basically it ended up being a mechanic which you mostly built a balanced party, ignored, and dealt with along the way, altering the cycle of the moon only when faced with a really tough boss. There were just so many directions they could have gone with this idea that I really regret. They could have made it a system a bit like Final Fantasy X, in which party members could freely pop into and out of battle to take advantage of a particular strength or weakness of enemies as well as the phase of the moon. Or they could have made it so that the phase of the moon alters the tides, changing the landscape of the world and unlocking new areas to explore depending on the level of the water. Or they could have included a new ability that allowed you to skip a turn, but manipulate the cycle of the moon to turn a battle. Take, for example, a boss structure like in Final Fantasy XIII, when bosses are changing up their weaknesses and strengths to fit a more physical or magical style. You could have used this mechanic to allow you to attack strategically, weaving the moon's phases to take advantage of your foe's current status. But it ends up just languishing and being an irritant when your physical attacks do 1/2 as much damage, making random encounters take forever, or when you fight off against that super powerful magical boss and he one shots you to start the level. I liked the idea, but, like most of this game, the execution was very lazy and adhered too closely to the structure of Final Fantasy IV.

The bands didn't really strike me as very fun, because it basically required you just experimenting constantly to find new ones. I frankly didn't do this at all, and never used bands. If you're into mining games for lots of possibilities, I guess this could be fun, as there are hundreds of bands to discover.

 Speaking of lazy, holy heck this story. Stop me if you've heard this one before. There's a moon that's ominous. Kain isn't acting like himself. The king of Baron isn't acting like himself. Baron's being overly aggressive towards its enemies. Someone gets desert fever and needs a sand pearl. A character must shed his dark past to tap into his holy powers. We need to travel to the moon to save the day. We have to get through the magnetic cavern without our metallic gear. And this is just a small taste of the amount of narrative that's rehashed from the previous game.

This would all be okish fan service if everything else about the game wasn't exactly the same. There are very few new enemy sprites. The world map is basically identical. There are only a handful of new locations to explore. Basically every boss you fight throughout the game is just another boss, recolored, from Final Fantasy IV.

The basic structure of the game, as adapted from the episodic WiiWare, is that you have to go through each character's story first, and then you enjoy (maybe) a longer story with all of the characters together. The first part is definitely the best part of the game, as at least you have some dungeons to explore, can get some new (sort of) narrative, and enjoy seeing what your favorite characters are up to. But they make you sit through adventures with even the most marginal and useless characters from Final Fantasy IV. There are a ton of dull tales with everyone's favorite spoony bard, Edward, traversing a mountain alone with a white mage, and a whole lot of other hair pulling experiences. The new characters are all completely dull, do nothing superior to the original cast, and are a complete waste of time, except for Cecil's son Ceodore, who I actually liked quite a bit.

Somehow, the second half of the game is even worse. At least there is some original content in the first half, but the second half is literally just a single 20 floor dungeon that forces you to fight nearly every boss from Final Fantasy IV, along with an elite selection of bosses from Final Fantasy I, Final Fantasy II, Final Fantasy III, Final Fantasy V, and Final Fantasy VI. Always wanted to face your team of heroes from Final Fantasy IV against Ultros? No? TOO BAD. This game should have been renamed Final Fantasy IV: Boss Rush Mode. It would have been significantly more accurate.

The music is fantastic, although there are no new tunes that aren't in the original game that I can detect. Uematsu can do no wrong, so move along.

The graphics are the same redone style as in the rest of the collection, although the WiiWare and mobile game versions had graphics closer to the original. I think I prefer the original, but it's not a huge deal.

This is a cash in, plain and simple. It's just narrow minded greed, and no one should make the mistake I did and buy it. At least I didn't go for the WiiWare version, which would have cost an astounding $34. It makes me shake to think that buying it on the Wii was once a goal. I got it the PSP version for a much more reasonable price, and at least got a copy of the tremendous Final Fantasy IV as part of the bargain. Please don't play this game. I'll give it a 3/10, even worse than the previous worst game of the reTROview universe, Final Fantasy: The 4 Heroes of Light. For one of my favorite game series ever, Final Fantasy is really littering the bottom of my review distribution at the moment.

Anyway, I had to pick up a game that was going to make me happy for my next handheld experience, as this one annoyed me even more than the bomb I mention in the last paragraph and the dreadful Project X Zone. So I went with a beloved genre that I haven't visited in a while, and early returns are a tremendous amount of joy. Here's a teaser.



-TRO

Monday, October 22, 2018

What I'm Playing (Volume 88): Gunbird 2


Gunbird 2 is a 1998 vertically scrolling shooter originally released in the arcade, and later to the Sega Dreamcast. I was fortunate enough that the game was ported to the Nintendo Switch, as a CIB copy for Dreamcast costs over 80 dollars!!! Dreamcast people loooove their shooters. I'd been in the mood to play a shooter over the last few months, so after I got my Switch, I perused some of the titles, narrowed it down between Aerofighters 2 and Gunbird 2 thanks to an excellent Metal Jesus video detailing shooters on the Switch, and ended up picking Gunbird 2 due to the fact that I'd already played through Aerofighters exhaustively back in my emulatin' days.

The game has a pretty standard look and feel for arcade shooters of the time, with anime style graphics, goofy characters, and a cheesy story. You play as a witch, a turbaned Indian on a flying carpet, a giant robot, a vampire, a samurai (hidden character), or a teenaged tech wizard as you weave through bullets, blast the enemies, and save the day. You must find some stuff that can be mixed into a potion, but only at the North Pole, and have a wish granted. Along the way you must combat an extremely chesty lass named the Pirate Queen along the way.






None of this silliness works apart from the gameplay, so how does this game feel? It's really excellent. The controls are spot on, the mechanics feel great, and Gunbird 2 brings a few additional toys to the shooter table. As a note, I don't know a ton about shooters, so some of the things I'll say here may have been innovated in other games (or even in Gunbird, which I haven't played), but I've never seen them before. First is the existence of a melee attack, which is totally unique. This attack is extremely powerful, and can do as much damage as holding down the fire button for probably 5 uninterrupted seconds, which can cut down boss fights tremendously. It, however, comes with the strategic downside that you need to get up close and personal with enemies to melee them, resulting in a high risk, high reward element to the gameplay. This requires that you memorize the boss patterns to find a time when you can slide up to the top of the screen, melee, and retreat to safely, and will really reward skilled and repeat play by the player.

The other fun and original introduction is the use of coins for points. Plenty of shooters have currency that are more or less solely for the purposes of inflating your score, but Gunbird 2 takes a unique approach in which the coins spin around, and vary in points depending on which position the coin is in when you claim them. When the coin is facing you directly and shining, they're worth 2 thousand points, while other positions are worth less and less. This really rewards the skilled player who can simultaneously dodge hundreds of bullets while also nabbing those coins at the exact right time to maximize their points.

The game is definitely not a bullet hell shooter, but it's very challenging, and there are a few points in which you'll be weaving back and forth like you would in a bullet hell. The difficulty level is pretty fair, with tons of different difficulty levels from which to choose.

The soundtrack is pretty poor, to be honest. There are a few tracks that stick in your head, but for the most part, the soundtrack is dull.

I feel like more could have been done to differentiate the characters. It seems like you're either a spread firing character with a hit everything bomb, or a focusing firing character with a straight line bomb. Ho hum. With six separate characters, it feels like they could have come up with some more creative ideas, such as a character who relied more heavily on melee attacks (maybe killing 5 enemies with melees gives this character a shield that guards from one attack) or one who has a strong burst of fire, but then weakens over time until he's given a break to build back up his power.

The goofiness of this game also definitely puts it in a certain niche, even apart from the genre. You have to be super into goofy Japanese humor to find the story anything but offputting, and would probably enjoy more straight vertical shooters like 1942 if you don't. I enjoyed it quite a bit, and will definitely pick it back up from time to time when I'm itching for some good old fashioned shooting action (I think I may actually give it another run through today). I'll give it an 8.0/10.

Up next on What I'm Playing is (likely) another collaboration with my boy that we've been working on for a while. Here's a teaser below...




-TRO

Friday, October 19, 2018

What I'm Playing (Volume 87): Super Mario Odyssey


I finally scratched off the biggest item from my "list" (now down to 13 pages long after a VERY good September/October of game hunting on Craigslist/OfferUp/Facebook) and picked up a Nintendo Switch. I got Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, and Psikyo's Gunbird 2 to fill out my library to start, and finished up Super Mario Odyssey after a week or so of playing (just the story, not collecting all of the moons). Now, back for the second day in a row, I'll review Mario's newest outing.

The game follows in the direct lineage of Super Mario 64 and Super Mario Sunshine ostensibly, with gameplay revolving around Mario exploring large levels and collecting shiny items (Power Moons in this game) in order to unlock new levels in which to collect more shiny items until you finally unlock the final level, in which you show down with Bowser to rescue Princess Peach. Yawn.

NO! While the basic mechanics of the game follow a similar path to its two predecessors, it innovates on the structure in creative ways to make an entirely new experience in the Mario 3-dimensional universe. The first, and most significant change in structure is that Super Mario Odyssey mostly does away with what I'll call the "instanced" version of Mario, in which he is in a level to collect one shiny item, and once he completes it, he has to start all over again with a different item in mind. In Super Mario Odyssey, moons are far more plentiful and naturally occurring (there are 999 in the game!), and your path to getting them all is completely up to you. Upon finding one, you merely continue to explore the level you're on from the spot at which you found the last one, and simply have to find new nooks and crannies of each level to gather enough Moons to power your ship enough to reach a new level (I also love that there's an actual purpose put to collecting the moons, rather than simply slapping a number on a door and collecting them to hit the number).

The second change is Mario's biggest innovation in control, his new hat, Cappy. Cappy is a creepy devil which is capable of allowing Mario to occupy the body of other characters and utilize their powers to reach Moons which would be impossible to collect without their assistance. For example, Mario can now become a mustachioed T-Rex, destroying everything in his path, or a tank capable of shooting enemies and destroying obstacles. Cappy unlocks a whole new suite of abilities that open up the world of Mario to control schemes and possibilities that never existed before, spreading open the world vertically, horizontally, and underwater in ways that are very creative. Each new creature you find to possess is delightful in its own way, and some creatures even have a use in conquering boss battles, making it essential that you master all of the small intricacies of using their powers. Cappy is easily the high point of the game for me, and makes this a Mario experience unlike any you've experienced in the past.

The graphics are beyond excellent. It continues the basic look and feel of Mario games to date, but adds a polish to them that's only really matched by Mario Kart 8. Of course, adding polish to a racing game is really easy (just look at how gorgeous early racers like F-Zero and Gran Turismo look even today), so matching that level of polish across 10+ enormous levels is staggering.

The music is also excellent, with a ton of great tracks fitting for each level. They also have different variations of the tracks for the different versions of the stage, with one version playing while the city is darkened, and another for after you turn the lights on, for example. They also have little 8-bit sections in each level that turn the theme of the level into an 8-bit version, which absolutely delighted little ol' TRO.

Speaking of the 8-bit sections, Super Mario Odyssey has a ton of homages to where Mario has been, even while he joyfully leaps into the future. The 8-bit sections are extremely fun, but also at times work in some new variations on the 2D platformer, with stages that wrap around 3D walls and changing levels of gravity that spin Mario upside down. Another great example is the level based on Super Mario Sunshine, which has a creature in it that approximates the F.L.U.D.D. machine (albeit with much better controls. There are also tons of different costumes documenting Nintendo's history, allowing Mario to dress up like Luigi, Wario, Waluigi, Diddy Kong, and the builder outfit from Super Mario Maker.

It's difficult to find something to complain about this game. It really is the first console game that has had me completely immersed long after I usually tire of a game since Super Mario Maker, but may even have captivated me as much as Mass Effect. I know I have 8 games yet to finish to hit my 50 game goal by the end of the year, but I just don't care. I'm having a tremendous amount of fun exploring the worlds and trying to unlock as many moons as I can, and I'm not going to let my need to clear out games rob me of the pure joy of playing a truly excellent video game. If I had one complaint, it's that some of the controls are walled off behind motion controls, which always irritates me. I'm fine with including motion controls, but I just wish there would be some way for me to do the same with a traditional control scheme. But again, I'm splitting hairs here. Super Mario Odyssey is a masterpiece in every sense of the word, and is up there in the pantheon of perfect 10 Mario games like Super Mario Bros. 3 and Super Mario World. It's a must play, for everyone. 10/10

Up next I take a whirl through Psikyo's Gunbird 2, a Switch game that's right up my alley! No teaser, so I'll just put a picture below.



-TRO

Thursday, October 18, 2018

What I'm Playing (Volume 86): New Super Luigi U


Back again after a long layoff! It's been crazy around the house and at work lately, so I've both slowed down in my gaming, and in my free time to do some reviews, so the days of 5 posts a week are loooong gone. But I'll review games as I complete them and have time, so here's the next installment!

After completing the extremely fun New Super Mario Bros. U, I shifted to playing the DLC content for the game, New Super Luigi U. Since it got a separate retail release in some regions, I don't mind including it as a full game release. It's certainly more deserving than Final Fantasy IV Interlude...

Anyway, New Super Luigi U operates on the same engine as New Super Mario Bros. U, but includes 80 brand new levels and an all new playable character, Nabbit. I didn't play as Nabbit, so I have no clue how he plays. But I did play through the game with Luigi, some I have a basic idea for how the game plays.

The core focus of this game is taking the mechanics of New Super Mario Bros. U, speeding up the levels, and making them way shorter. As a result, you'll need to dash through each of these levels as quickly as possible (you will definitely run out of time more than 10 times throughout your playthrough), which is really tough, especially due to the increased difficulty of the levels. I absolutely LOVED this new focus! I adore difficult platformers, and this game felt perfect in terms of the challenge it provides. It also really increased the difficulty of collecting all of the hidden coins on each level, with a significantly reduced ability to poke around in each level. As a result, it makes finding these items feel even more rewarding than in the original.

The mechanics and controls are again perfect, with no issues. It's a testament to the level of detail which Nintendo gives its games that the levels were tailor made to fit Luigi's more floaty physics and stronger momentum.

The game does feel like it could have had a bit more original material. All of the music is the same, all of the bosses are the same, and all of the world maps are the same. While you get a ton of new levels, it does feel like introducing a new boss or two would have been a nice way to produce value for those who purchased this as DLC (note-I have no clue how much it costs as DLC as I got the double pack on one physical disc-I'd say 9.99 would be more than fair). The original music, maps, and bosses were all great though, so this is just a small knock here.

In all, I absolutely loved running through this game. It is a great add on to the New Super Mario Bros. U canon, and one of the best DLC I have ever played. I'd highly recommend it to anyone. I'll give it a 9.0/10.

Up next is a game that I was beyond excited to sink my teeth into. I've already finished it, so check back in in the next few days and hopefully I'll get time to review this one!




-TRO

 

Thursday, October 4, 2018

What I'm Playing (Volume 85): Final Fantasy IV Interlude


Huge layoff and I'm back with a whimper! I've been craving to take a quick run through Final Fantasy IV (my introduction to the Final Fantasy series as part of the Final Fantasy Chronicle collection on PS1), so I booted up my copy of Final Fantasy IV: The Complete Collection on PSP and ran it through. After finishing it up, I figured I may as well finish up Cecil and company's adventures, so I played through Final Fantasy IV Interlude and am currently working on Final Fantasy IV: The After Years.

Boy, is Final Fantasy IV ever important, and it's actually still really fun! I had psychically depressed it in the rankings in my mind due to how much I truly love other games in the series, especially V, VI, VII, and X. My preference in the Final Fantasy series is always for games that permit you to customize your characters and truly role play, and IV is really light on these elements, particularly in comparison to the game changing customization possible in III (which is really a dreadful game). But the storytelling is still phenomenal, as is the world to explore, and you can just see the titanic leaps forward in character development and battle mechanics that are present in every game after IV. So, I really loved my time in IV, and moved expectantly on to the next game in the series, Final Fantasy IV Interlude.

Calling this a game is a bit disingenuous, and it requires a bit of explanation of what's going on in this collection. Final Fantasy IV is the same old game as always, with a fresh coat of paint and a garish new remixed soundtrack. Fortunately, you can play the old soundtrack, which you can do immediately. Unfortunately, you can't revert to the original visuals, which I would have preferred. They're not horrible, though. Then you have Final Fantasy IV Interlude, which is a tiny little game that explains some of the events in between Final Fantasy IV and Final Fantasy IV: The After Years. I'll explain a bit more about the third game when I review it. The game I'm reviewing here takes probably less than 2 hours, which feels a bit cheap, but I did review DuckTales, The Little Mermaid, and Super Mario Land, all of which were much shorter, so I'll count it, and shamelessly pad my stats a bit (I just had a baby, my completions are slowing down, and I desperately need to get to 50 this year! Give a guy a break!).

Anyway, there's not a ton to review here. It's an RPG. It's in the Final Fantasy IV universe. It's got the exact same music and places to explore. It's done in 2 hours, and is less an homage to the original than a hackneyed repeat of a ton of tropes from the original. Don't play it, unless you really, really like Final Fantasy IV and just can't do without knowing what happens after you rescue the world from the Lunarian nightmares. I'll give this a 5.0/10, purely for the glorious glow that was left hanging around after completing Final Fantasy IV.

Up next on the handheld section of What I'm Playing is Final Fantasy IV: The After Years!

-TRO