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#can someone talk to miki shinichirou about this
fuckyeahbakumatsu · 2 years
Text
Maybe if I had a voice clip of Hijikata-san telling me to do my homework I'd be writing my essay right now.
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kumapillow · 3 years
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Psycho-Pass Radio CID 24 Hours a Day: Mandatory Happiness #03 Learning Crime Prevention Measures with Komissa-chan [24H]
Here’s a translated summary of the third audio drama from the Mandatory Happiness web radio, a.k.a. the mandatory Komissa PR program episode per season.
Read after the cut. I hope you enjoy 😀
(I also opted to post the audio for this since Tsurugi and Kou imitating Komissa-chan’s voice sound ridiculous lol)
—x—
Tsurugi (monologue): "Psycho-Pass is the indicator of a happy life." That has become an accepted truth, and with it a lot of things have changed.
     Crime prevention is one of them. Before, "crime prevention" meant taking measures in order to steer clear of crime. But in this day and age where the Sibyl System is in operation, the crime rate is virtually zero. Because of this, the meaning of "crime prevention" has also changed. Now...
Tsurugi and Kougami have been assigned to present a kid-friendly crime prevention program. Tsurugi expresses his surprise at this, and Kougami comments that it's probably the PR department's doing again; apparently they always seem to request for CID Division 1 whenever there's an event where Komissa is slated to appear. Tsurugi says this kind of task is more suited to Akane or Kagari, but Kougami mentions they're busy with another case, so it's up to the two of them.
Tsurugi: Oh, yeah, Gino-san mentioned that you're the Komissa pro, 'Gami-san... Kougami: What kind of nonsense is that guy telling now...      Whatever, this is also part of the job. We gotta work for our paychecks.
Kougami then asks for tomorrow's script, so Tsurugi brings it up. Kougami's really not up to it, but decides they should at least see what's in it. Tsurugi reads the program's title:
Crime Prevention Quiz with Komissa-chan! Which of these keeps your Hue clear?
He gets confused at this, asking if what they're doing isn't a crime prevention program after all, and Kougami answers that crime prevention in the PSB's definition is preventing people from becoming latent criminals, so the program's content isn't technically wrong. Tsurugi thinks about it and agrees; if someone is thinking of some crime like burglary, their crime coefficient will have increased and they probably won't be able to freely walk outside. Kougami says that the premise in their society now is that crime doesn't and won't occur, which means that crime prevention nowadays means thinking of oneself not as a possible victim but a perpetrator, so it's become important to take preventive steps from becoming a latent criminal. Even though in reality, crime does still occur.
Tsurugi then comments that's just turning a blind eye to what's happening, and he doesn't particularly like it, but if that's what the government is saying, then so be it; with Kougami adding that them hounds just have to follow along with their owners' whims. He then urges the junior Enforcer to continue reading.
Tsurugi: Umm... (imitates Komissa voice)     Question no. 1: "Early to bed, early to rise" is one of the first steps to have a clear Hue. But one night before a rest day, you carelessly stayed up late. What will you do? Kougami: (imitates Komissa voice)     A. Wake up at the usual time, and sleep at the usual time later.     B. It's okay to oversleep.     C. Wake up at the usual time, and sleep earlier later.
Tsurugi says it's probably okay to oversleep if it's a rest day, but Kougami disagrees, noting that since they're talking about keeping your Hue clear, then A is the correct answer because keeping your habits is one of the basics in mental care. Tsurugi isn't convinced, saying it's also important to loosen up a little, and it's difficult for a child to be sleep-deprived, so Kougami thinks maybe it's C, since sleeping earlier next time will make up for staying up late.
They then look up the answer: All choices are correct! (Tsurugi: What the hell?!)
Kougami reads the explanation: "A is correct because it's good to keep your regular habits. B is correct because it's good to keep yourself well-rested. But let's make sure to sleep at the usual time later. C is correct because it's good to wake up early. We should make up for the lack of sleep by going to bed earlier later."
Tsurugi then continues reading, that in case they're not sure what to do, they should consult their home secretary AI that monitors their condition, which will surely give them a good answer. Kougami then notes that a commercial for one of the sponsors is going to play right after, a company called Paradise Shift which specializes in creating home secretary AIs.
They proceed with the next question.
Kougami: (imitates Komissa voice)     Does everyone here eat their food without being picky? Enjoying different flavors and tastes is good for your Hue. Tsurugi: Hm, yeah, that's true. Kougami: (continues in Komissa voice) But if there is something in your meal which you don't really like, what do you do? Tsurugi: (imitates Komissa voice)     A. Eat it without leaving anything.     B. It's okay to not eat it.     C. Add some flavors to it that you like and eat it.
Tsurugi chooses C, saying that if you're gonna eat it anyway, at least make sure it'll taste good. Kougami disagrees, choosing A, adding that the hint is there in the topic (enjoying different flavors is good for your Hue). Tsurugi counters that that would only make them feel unpleasant.
Looking at the answer: All choices are correct! (Kougami: Wha-! Again?!)
Checking the explanation, Tsurugi relays that A and C are correct based on what the two of them surmised, and B is also correct since "the nutrition content of Hyper Oats-based products can be adjusted, so leaving food you don't like will not have a bad effect on your health."
Kougami continues reading, that auto-servers can always make food to your liking, and can also help you get used to tastes you don't like. Then another commercial is going to play, this time for Gusto, a company that makes premium auto-servers.
Tsurugi: Hey, 'Gami-san, isn't this program just a— Kougami: Don't say it. Tsurugi: But look at the next questions: "Who do you consult when you get into a fight with a friend?", then, "When is a good time to stop and take meds when you're depressed?" Kougami: All of that is relevant to mental care. Tsurugi: Then, commercials for a counselling employment agency and a pharmaceutical company come right after! Kougami: All of that is relevant to mental care. Tsurugi: This program is just one huge commercial! And it just basically tells you to rely on Sibyl for everything! Is this really ok?! Kougami: It's fine, right? We don't really have the right to say anything about it. In this world, to abide by the Sibyl System is the right thing to do. Tsurugi: Man...is it really wrong to feel strange about all of this...? Kougami: Don't worry, I feel the same way. But that's precisely the reason why we became latent criminals.
(both sigh deeply)
(end)
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avaantares · 4 years
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FFVII:REMAKE - A Review
So I beat the game two weeks ago and started writing down my thoughts while they were fresh in my mind, but I didn’t post anything then because my one IRL friend who is also playing it hadn’t finished it yet and I didn’t want to risk posting anything spoiler-y. But the extra time has allowed me to play through the game again on Hard difficulty, which has allowed me to reconsider and elaborate on some of my thoughts. And frankly at this point I just need to dump my Very Big Opinions somewhere, so... here ya go.
I discuss visuals, gameplay, character and story below. I’ve tried to keep spoilers minimal up front, though obviously if you want to go into the game totally cold, don’t read this. All major spoilers are clearly tagged. All of it is below a cut to spare your dash.
Also, there are pretty pictures, because why not?
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First, my background with this franchise: I played through the original FFVII multiple times; I’ve watched and rewatched Advent Children and Last Order, played Crisis Core, gave up on Dirge of Cerberus despite my deep love for Vincent Valentine (sorry, VV, but your game was just a mess), and lamented that Before Crisis wasn’t available in my country. I even played (and own!) Ehrgeiz, the obscure fighting game that featured the main cast. (Still bitter that they didn’t keep Miki Shinichirou as the voice of Sephiroth. He’s one of my faves.)
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^ Ehrgeiz, a mediocre fighting game that forever endeared itself to me by including Turks!Vincent Valentine as a playable character. 💖
In short, I’ve been waiting for this game for DECADES.
So. Here we go. My thoughts on Final Fantasy VII: REMAKE.
The good:
The character models are very pretty. With individual pores, threads and scuffs visible, they’re so detailed that it’s almost impossible to reconcile them with the mouthless sprites from the original game – even more so than Advent Children (and dear goodness, that was over a decade ago now, wasn’t it?). Still, they’ve kept the costume details and absurd proportions largely intact (Barret’s fists are literally larger than Tifa’s entire head, yet somehow it works visually), so it’s not too much of a departure from the familiar.
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They’ve kept the aesthetic. I was afraid the game would try to update the iconic world of Midgar, but by and large, it’s full of visually-arresting designs that preserve the gritty-industrial look and feel of the original.
Japanese version is included. BLESS YOU, Square Enix, for including the Japanese voices and character animations. Not only is it impossible for me to hear Cloud in anything other than Sakurai Takahiro’s voice, but the Japanese script is a bit nicer to the characters. I’m not really keen on the English dub… but more on that below.
They fixed the spelling of Aerith’s name. This may seem like a minor point, but considering it’s been 20 years and I’m still bitter that Devil May Cry still hasn’t corrected “Nelo Angelo,” it’s a small victory.
Improved combat. Admittedly, I wasn’t sold on the new combat system at first, but after playing through the game twice, I’ve come to really like it. It has a few rough edges and can get chaotic in some battles, but it does a decent job of blending the feel of an action game with turn-based strategy. The fact that you can switch to a more traditional turn-based system if you prefer is also nice. (I haven’t tried Classic mode yet, though.)
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Weapon customization. The Skill Points system allows you to upgrade your loadout instead of acquiring new gear. The tutorial was somewhat lacking (I didn’t quite figure out the multiple-core-unlock thing right away), but I appreciated the ability to add materia slots or stat buffs rather than just cycling through a dozen swords that Cloud apparently keeps in his back pocket.
Background dialogue management. On the whole, the conversations as you run through town enhance the story without slogging down the gameplay; you don’t have to stop and talk to every single resident, because snatches of their conversation reach you (and your on-screen chatlog) as you pass. You can stop and listen for more detail if you want, or you can just keep moving. The extra worldbuilding is really nice.
The music. The orchestrated versions of the original themes are excellent (and some of those music cues gave me goosebumps… Did I spend way too many hours immersed in the original game? Probably). I can take or leave some of the collectible jukebox tunes, but the background music in general is good. (But did I earn that Disc Jockey trophy? Yes, yes I did.)
Supporting character development. Jessie, Biggs and Wedge actually have characters! And personalities! Clichéd ones, admittedly, but it’s an improvement over the original game killing them all off within the first few minutes. The game also does justice to the Turks, and actually surprised me with how much depth of character it gave Reno and Rude in particular (perhaps setting them up for a mini redemption arc so players forgive them for dropping a plate on tens of thousands of slum residents?). Their moments of concern for each other and (brief) crises of conscience made them more than the stock villains they were in the original game, more in line with their temporarily good-aligned characters in Advent Children. Tseng, likewise, was on point. However, I do have to qualify all this with one irate question: Where the heck is Elena?! Seems like the female characters are always getting left out… /sigh/
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Improved plot devices. REMAKE cleans up some of the more questionable and outdated content from the original. As you likely already know from the demo, the new game somewhat exonerates the protagonists by having Shinra blow up their own mako reactor to turn public opinion against AVALANCHE (possibly because someone finally realized that it’s hard to sympathize with characters who are willing to melt down an entire reactor and kill a bunch of innocent civilians). AVALANCHE are still eco-terrorists, but they’re… terrorists with a conscience? I dunno, at least they feel bad when people die now… Likewise, the weird and uncomfortable Honey Bee Inn segment of the original game has been reborn as an amazing dance extravaganza. Less voyeurism/prostitution, more Vegas floor show (complete with minigame choreography) and makeover. The whole Don Corneo scenario is still hella creepy, but frankly, there’s nothing that can fix that.
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Series references. Fans of the original will appreciate all the inside jokes and direct references to the original game and other franchise entries: One-off comments about Chocobo racing; a broken console in Wall Market that shoots at you; a framed picture of the original 32-bit Seventh Heaven; ads for Banora apple juice; side mentions of characters and plot devices from spinoff games; PHS communication… The game definitely pays tribute to its history. They even recreate the original loading screen and several of Cloud’s iconic poses/animations throughout the game:
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The neutral:
Recycled gags. Look, I know Advent Children was the ultimate evolution of FFVII for a while, and admittedly, it did some things very well. The running gag with Rude’s sunglasses and the victory fanfare being used as a ringtone are some of the best moments in the film, in part because they were so unexpected. But as much as I enjoyed the repeated nods to AC in this game, they felt a little desperate, like there were no new jokes to insert so they had to double down on the ones they’d used the last time this franchise had a renaissance. (See Rude’s broken sunglasses, below.) And fitting into the series as a whole, it feels a little weird. Why is Rude’s ringtone the same as the clones’ from Advent Children? Does Barret really need to sing the victory fanfare over and over when he defeats an enemy? Is there supposed to be some history behind that song that was left out of the worldbuilding? It just feels too meta.
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Arbitrary localization of names. I don’t really grasp why it was necessary to rename so many items and characters for the English market. Some changes make sense for localization (e.g. Whack-a-Box certainly works better for an American audience than Crash Box), but others seem arbitrary, like changing Aniyan Kunyan to Andrea Rhodea or Mugi to Oates (a play on the meaning of his name in Japanese, but... does it matter?). And then… well, I don’t want to spoil A Major Plot Element, but there’s another thing that changes names from one English word (in the Japanese track) to a different English word. Why? No idea. It doesn’t affect gameplay, and it’s not really a problem, but listening to the Japanese track, I found it jarring to have the subtitles contradict what I was hearing.
Underutilized characters. While the whole gamut of original FFVII characters make appearances, several of them aren’t used to full effect, or aren’t used at all to advance the story. Rufus Shinra’s bossfight is a decent challenge, but while his character was vital to both the original FFVII and Advent Children, his presence in this game is little more than a cameo. His fight could be cut or swapped out with any other boss, and it would have zero effect on the plot. Similarly, while Hojo is a key player in the full story (which this game doesn’t cover, since it’s only a fraction of the original timeline), he’s largely wasted here, except as a means of extending play time by making you wander through corridors and fight a bunch of monsters for “research.” (I have no idea what his motivation is; you’d think he’d be more interested in recapturing Aerith or Cloud, but instead he just... opens an elevator and lets them leave? after they beat up some midbosses.) Reeve Tuesti actually has a solid presence in this game, but since he’s ONLY ever active as himself, there’s no explanation for the random Cait Sith cameo in one scene (players new to the franchise probably have no idea why a random cartoon cat showed up for a few seconds and was never mentioned again). Obviously the plot arcs have to change when the game is covering only a few days’ time in a much longer story, and the major players need to be introduced at some point if they’re going to feature in later games in the series, but from a narrative standpoint, there are an awful lot of superfluous characters doing things for no reason in this installment.
The bad:
THE PADDING. Dear goodness, there is so much padding to make this a standalone game instead of just the first chapter of a longer adventure. I got really, really sick of running literally from one end of the map to the other on side quests – and that’s me, an avowed trophy hunter who spends hours scouring dark corners for collectible items in other games, saying that. So much of this game felt like time fill that didn’t really advance the story. It’s also full of unnecessary new characters with improbable Squeenix hair, like Roche the super-annoying motorcycle SOLDIER (below), or Leslie, Don Corneo’s doorman who somehow merits his own backstory and side quest. (Though in fairness, every FFVII sequel has added superfluous characters, with Crisis Core possibly being the worst offender.) But it just felt really drawn-out and bloated for a game of this generation. If this game had been as compact and tightly-written as the other games I typically play, it probably only would have taken me 15 hours to beat instead of 50. (I don’t actually know how many hours I spent on it the first time through, as I didn’t check the play clock before restarting on Hard difficulty. I do know it took me over 110 hours total to complete the game on both modes, though much of the second run was spent dying repeatedly on a handful of nasty fights. Hard mode removes items and MP replenishment, and if you run out of MP at any point during a chapter, you’re going to die. A lot.)
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The pacing. Related to the above... the Midgar portion of the original game was just the setup for a larger story. It wasn’t meant to have its own complete dramatic arc so much as to introduce you to the world and the major players. Consequently, there are some really odd beats in this story, as well as a total lack of urgency in your mission. There are no natural places to slot in the side quests and minigames, so they’re shoehorned awkwardly between plot sequences. “Quick, our friend is in mortal peril and needs our help!” "Okay, cool, we’ll go rescue her after we spend ten hours running around town doing random errands for townspeople and playing games with the local kids.” Uh... what?
The graphics just aren’t as good as they should be. While the character models are gorgeous, there are a lot of low-res background textures and weird polygons that don’t quite match up with other components. Most egregious are the Shinra logos, which frequently get close-ups as part of the fixed camera work and, frankly, look like lossy JPEGs. (See image below, screencapped from a PS4 Pro. Those jagged edges on the logo are present throughout the entire game.) There are weird clipping errors and artifacted images and reflective surfaces that don’t reflect, making the game look more like something from the PS3 era than a 4K late-gen PS4 game. (And it’s not that we don’t have the technology: Uncharted 4 was released back in 2016, and the rendering of its vast world was twice as pretty. Devil May Cry 5, released in early 2019, has far more realistic textures and object interaction. Granted, those are different types of games with fewer NPCs to render, but I feel like there’s no excuse for a game this big to look this mediocre.)
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The HUD could be better. The lower-corners concept is okay, though it took me a while to train my eyes to travel between both sides of the screen and track the fight action. But for a long time, I didn’t even notice the commands in the upper left corner of the screen, and after playing through the game twice I still have no idea what they say because I couldn’t focus on the tiny text long enough to read them while trying not to die in combat. (I just looked it up; apparently they’re combat control shortcuts? Huh, that would have been useful to know.) It wasn’t until my second time through that I realized there even WERE separate controls on screen during the motorcycle minigames; I had resorted to panicked button mashing to figure it out the first time through because there was no tutorial (you’re just dropped into the action) and, having ignored the small text for the previous hundred combats, I had no reason to look for on-screen instructions there. Not that it would have helped, since on many backgrounds the text in the upper left is really difficult to read (see below). It’s worth noting that I have better than 20/20 vision and played this game on a large TV screen and still had trouble reading some things; on a smaller TV, or for someone with less acute vision (like my sister, who is blind in one eye), I think even the basic menu controls would be difficult to see. While you can resize the font for subtitles, my cursory glance through the menu did not uncover an option to increase the size of the HUD. 
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Inter-fight menu mechanics. Specifically, the inability to save (or save loadout settings) between fights in a multi-part sequence. There are several back-to-back fights in which it is necessary to switch characters or change gear between bosses. The game treats them as one continuous fight, though it does allows you to access the equipment menu by holding square during key cutscenes. Which is good, if you only have one of a particular materia or accessory that you need to switch between characters, and in most cases when you die the game lets you restart just before your current fight instead of restarting the whole sequence -- also good, since some multi-stage bosses can easily take 20-30 minutes to beat, and if several of those are strung together in sequence, you’re in for a long play session to get past them. But since it’s treated as one fight, you can’t save between bosses (more than once, I had to leave my PS4 running in Rest Mode overnight and just hoped we didn’t have a power glitch), and if you happen to get killed and need to restart the fight, your loadouts reset. Which means if you’re, say, fighting the end boss on Hard difficulty and get killed in the first two minutes -- which happened to me a lot -- by the time you restart the fight, sit through the unskippable cutscene, access the menu and rearrange all the materia and accessories you need, you’re spending five or six minutes gearing up for two minutes of play, and then doing that over and over again every time you die. It gets really old.
The English dub script. *deep breath* Okay, look, I know I can be a bit elitist about translations, but I really do not like the English adaptation of this game. It makes Cloud come across as less socially-awkward and far more of a deliberate jerk, Aerith is mouthy and even swears (which is not accurate to her original character), and it downplays some of the symbolism that’s more obvious in the Japanese script. One quick example: When Aerith gives Cloud a flower, she says (in Japanese), “In the language of flowers, this means ‘reunion.’” It’s subbed/dubbed in English, “Lovers used to give these when they were reunited.” That’s a subtle difference, but since the concept of “reunion” is a freakin’ huge part of the FFVII plot, and since Sephiroth was on screen literally seconds before that line is delivered, my brain automatically went, “OMG REUNION!!!” while I’m guessing people listening in English only picked up on the romantic subtext. It’s a pretty minor thing, and of course translation is always a complex balancing act between literal meaning and local market understanding, but the English version just seemed to me to have a different vibe overall. (Unfortunately, the English subtitles are the same as the dub, so unless you can understand the Japanese audio you’re kind of stuck with that dialogue.)
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[WARNING: SPOILERS BELOW THIS POINT]
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- …And my #1 complaint about Final Fantasy VII: REMAKE is…
…it’s not actually a remake.
Sure, the game starts out the same way and covers a lot of the same events, but fundamentally, it’s a sequel, not a retelling. It’s evident from Cloud’s future-oriented visions throughout the game that something else is going on, and the ending MAKES NO SENSE if you don’t already know the story. Heck, even the rest of the game doesn’t really make sense if you don’t know the story -- Sephiroth’s presence is never explained; Zack isn’t even introduced, just shows up randomly at the end; Cloud’s flashbacks of Tifa and her dead father in Nibelheim are left as a complete mystery (and since she evidently remembers the burning of her town, judging by her dialogue outside Aerith’s house, why doesn’t she even react when Sephiroth shows up?).
The core elements of the plot – the Feelers (Whispers) preserving a specific fate; the three entities from the future (whose weapon types just happen to correspond to certain named characters) defending their timeline; the return of post-Advent Children Sephiroth (the only time we’ve seen him in human form with one black wing), who has inhabited the Lifestream since his death and promised that he would never truly disappear, who in the end appeals to Cloud directly for an alliance rather than attempting to control him, because he knows now that Cloud is strong enough to defy the Reunion instinct; the change in the outcome of story events in which Biggs (and, unconfirmed as to which timeline he’s actually in, but quite possibly Zack) now survives his intended death -- all point toward Sephiroth trying to manipulate destiny into an alternate outcome in which he is victorious, and using this naive version of Cloud to facilitate it. That means this game is taking place in an alternate or splinter universe, created at some point after the events of the original Final Fantasy VII, and possibly even after the events of Advent Children.
All of that is fine from an overall continuing-story perspective – it opens up a lot of interesting possibilities, like the fact that Aerith might survive now that Cloud has seen prescient flashes of her death (among other events), and there are opportunities for more story twists and changes from what players might expect. But touting this as a remake of the original game has the potential to confuse players who are new to the franchise. FFVII was groundbreaking back in 1997, and it defined JRPGs for an entire generation of Western gamers. But that was more than two decades ago, and a lot of current gamers weren’t even born then, so while they’ve probably heard of the classic game, they aren’t necessarily steeped in its lore. FFVII:R relies heavily on prior knowledge of the series to carry its twist ending, so it largely fails as a standalone game.
Also, speaking as a longtime fan of the franchise… I honestly found the ending rather lackluster. It was a twist, of sorts, but not the sort of shocking, mind-bending revelation that made the first game so iconic. Granted, it’s hard to follow an act like revealing that your protagonist’s entire identity is a lie, not to mention killing off one of your main characters a third of the way into the story! But when the surprise ending is just, Surprise! We’re going to change things up a bit this time around so you aren’t entirely sure what’s coming! Also, here’s a gratuitous Sephiroth fight because everyone expects that, even though it doesn’t serve the main story at all nor resolve any conflicts previously established within this game! it smacks of Different for the sake of Being Different, not for the sake of a really amazing storyline they’re hiding up their sleeve. It’s a bit of a let-down, and I find that I... just... don’t really care that much. Which, for someone who’s been a fan of the series for nearly a quarter of a century, means there’s a Big Freaking Problem somewhere. If you’re not keeping the attention of your die-hard fans, how do you hope to build a fanbase of players new to the franchise?
Given the pacing and story issues inherent in this game, I’m not convinced that the following game(s) in the franchise are going to be structured any better. Considering the amount of pure side-quest padding they did in Midgar, I have no idea how they’ll maintain that same tone on something the scale of the World Map portion of the original game, unless they just completely eliminate things like Fort Condor and the submarine and the spaceship side quests. I have a feeling the Gold Saucer is going to be reduced to a Jessie flashback, a Chocobo race (probably to win a key item), and a battle arena run like the coliseum in Wall Market in this game. If they include all the story elements and side characters from the original, this series is going to be a dozen games long.
Still, on the whole this game was enjoyable, and I’m glad I played it. It wasn’t as good as I’d hoped, but they haven’t completely killed off my interest, so I’ll probably continue with the series whenever the next game comes out. Though I’m not really sure if the higher-priced edition I pre-ordered was worth the extra money, so I may wait and see how the next game is shaping up before deciding which version to get...
But if they don’t give me a really pretty (playable) Vincent Valentine in the next installment, I may riot. I do have priorities.
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otomeverything · 6 years
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NOTE: This review is SPOILER FREE.
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7’SCARLET
Release Date: May 25, 2018 (North America) Developers:  Toybox Inc, Otomate Publishers:  Idea Factory, Aksys Games Platforms:  PS Vita ESRB Rating: T (Teen)
As the second title released by Aksys Games for their Summer Mystery Bundle, 7’scarlet offers one gripping mystery-solving game play amplified with a cute touch of romance.
Walkthroughs:
Hino Kagutsuchi Isora Amari Toa Kushinada Sosuke Tatehira Yuzuki Murakumo True Route & Final Character
  Read the game’s synopsis here.
  FIRST IMPRESSIONS Otome Visual Novels are either a hit or a miss when it comes to it’s story narratives. Just like Collar x Malice, 7’scarlet did one hell of a job foregoing a very intriguing mystery-type plot line while having a few romantic events as an additive to its overarching deep story. Like a really good book or a TV series, it was so hard to brush off the game’s story build-up as it became curiously engaging in each chapter you progress.
With the help of it’s unique visuals and animations, playing 7’scarlet was close to watching your favorite anime series.
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  ART One of the things I really enjoyed while playing 7’scarlet was seeing its astonishing BG images. It’s just so pretty, it’s like wallpaper material, no kidding! (giggle)
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. The game’s artist was non other than, Kurahana Chinatsu an illustrator who’s also famous for her other popular works such as the character designs for Uta no Prince-Sama, Lamento (Beyond the Void), and Togainu no Chi.
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Looking at these lovely BG images reminded me of browsing through expensive art catalogs!
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  SOUNDTRACK AND VOICE ACTING There are two opening themes, “World’s End Syndrome” and “LOVESICK”, you can unlock the latter after finishing a certain route in the game. The BGMs are good too, some are rather simple but very fitting for the game’s setting and story transitions. Heck, I ended up buying the whole 7’scarlet soundtrack in iTunes.
And like any other game, there will always be that one song you’ll end up getting stuck with, even after completing  the game. Dat-one-song that gave you so much FEELS. In 7’scarlet, mine would have to be the song “Starry”.
  Voice Acting
Nobunaga Shimazaki “Hino“ – Napoleon (Ikevamp), Kurogane Naoto (BlazBlue), Mitsuhide (Sengoku Nightblood)
Tetsuya Kakihara “Isora“ – Shin (Amnesia), Victor Frankenstein (Code Realize), Karasuba (Pyschedelica BB), Toki Tanba (Charming Empire)
Showtaro Morikubo “Toa“ – Impey (Code Realize), Reiji (Uta no Prince-sama), Okita (Hakuoki)
Chiharu Sawashiro “Sosuke“ – Shila (Snow White and the Red hair), Hero (Caligula Effect)
Shinichirou Miki “Yuzuki“ – Hijikata (Hakuoki), Nesso Galland (Black Wolves Saga), Bucket-Sensei (Bad Apple Wars)
Sanae Kobayashi “Yuki“ – Sara Nome (Macross Zero), Nagisa (Maid Sama)
Hiroki Yasumoto “Mr. Karasuma“ – Azrael (BlazBlue), Nidai Nekomaru (Danganropa V3), Hyuga (KLAP)
Hiroki Takahashi “Kagura Tsukuyomi“ – Rayne (Neo Angelique Abyss), Otohiko (Kamisama Kiss), Koujaku (DRAMAtical Murder)
Daisuke Kishio “Yasu“ – Azusa (Diabolik Lovers), Mizushima Arata (Kiniro no Corda: Bluesky), Kuzuryuu (Danganropa V3)
Chiwa Saito “Yua“ – Aoi Asahina (Danganropa V3), Taokaka (BlazBlue), Domina (Period Cube), Fate (Caster)
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  MAIN CHARACTERS (SPOILER FREE)
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Recommended play order:
1)Hino 2)Isora 3)Toa – only unlocks after finishing Hino and Isora’s good ending 4)Sosuke – only unlocks after finishing Toa’s good ending 5)Yuzuki – only unlocks after finishing all of the character’s good ending
  Hino Kagutsuchi
Childhood friend
Sporty
Dork
Hino’s story was cute. It had very few spoilers regarding the game’s overarching plot but his route did a good job catering as a story build-up for the oncoming routes you’ll get in to after finishing the first two recommended ones (his and Isora’s). I enjoyed the fact that Hino was physically a jock on the outside but covertly the biggest dork on the inside
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(the guy fangirls on ‘kawaii’ things! Awww). His romance ventured more into the friendship-type-love rather than a mature one. His route wasn’t my favorite, but it was definitely a good start, nevertheless.
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  Isora Amari
Best Chef
Hot tempered
Jealous
Yandere
Just like Hino’s route, Isora’s story offers very few spoilers of the game’s underlying plot but was well written enough to create a very mysterious atmosphere of the town, Okunezato. Isora’s character depth was also deeper than I expected and I wished the writers expounded more on the justification of this character’s actions rather than just throwing it on the spot. Despite this, I love Isora Amari’s story. It had great pacing, enough to give you that creep factor you seek in every mystery-themed visual novel. His romance, on the other hand may or may not suit everyone’s preferences. Although I personally enjoyed it, I can understand how it may not work for some. ┐(︶▽︶)┌
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  Toa Kushinada
Cat mom
Clumsy af
Color blind
such a sweet boi!
So my first impression with Toa was: “Really?! I have to romance this clumsy nerd, seriously, game?”. Then I started playing his route just to get it over with and oh my goodness! I did not expected the sudden turn of events! 
As I’ve probably mentioned repeatedly on my previous reviews… I absolutely love it when a game catches you off guard, and this route takes the cake! I was left speechless.  I couldn’t talk more about his story without going into spoiler territory so I’ll leave it at this: Toa was such a great character and he deserves all the love in the world! Best boy (imo), one that’s definitely unforgettable.
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  Sosuke Tatehira
Smart
Neat freak!
Best Doctor
OC!
If there was one route that got me at the edge of my seat in 7’scarlet ~ it was definitely Sosuke’s. His story had great pacing where it started off very light and warm then surprisingly escalated into a few bemusing affairs. His route also introduced a more definitive and deeper story regarding the mysteries surrounding the town of Okunezato. While the suspense was a little overwhelming in this route, I wanted to commend on how the romance never took a back seat in Sosuke’s story. His relationship with the heroine felt genuinely real and I love both his and Ichiko’s character development. I also loved the fact that Sosuke was such a neat freak and becomes very obsessive-compulsive about something so simple such as a goldfish scooping game! The perfect husbando, if you ask me! (chuckles)
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  Yuzuki Murakumo
Jerk Boss
Hot!!!
Intense
Tsundere
While the suspense was building up in Sosuke’s previous route, Yuzuki’s story on the other hand was a power house of thrill and drama coupled with a few action packed scenes and romantic events… And although it happened so fast, all at the same time, I’ve got to say it was paced really well that it didn’t came out too forced nor too overwhelming with information. I personally love Yuzuki’s character. He’s cold and irritable on the outside but inside his icy personality is one very warm fluffy husbando! 
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 His story was probably the most compelling as far as solving the mysteries of Okunezato goes.
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  Ichiko Hanamaki (You)
amnesiac heroine (explained in ??? ‘s route)
hates strawberries (explained in ??? ‘s route)
can’t swim (explained in ??? ‘s route)
Despite the the main protagonist’s naivety and recklessness to a point where you’d clearly have to question this heroine’s sense of danger 
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 (laughs), Ichiko Hanamaki had a couple of good points up her sleeve such as her strong will and determination to look for her disappeared older brother in spite of being absolutely clueless on where to begin. Another enjoyable aspect, was how this heroine sometimes gets shamelessly clumsy in declaring her love to the gentleman of her liking. She had a couple of funny moments that got me all “wtf lol” ~ so it was never a dull moment playing her as the MC. 
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    And it gets better… So the story doesn’t really end there. After finishing Hino, Isora, Toa, Sosuke, and Yuzuki’s route. Two more routes unlocks in this game.
Who is the culprit?
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Another factor why this game was so entertaining to me was that it reminded me of playing Mafiascum; where each player gets to accuse anybody as the culprit and the accused needs to present alibis to which another player/s confirms it to prove his innocence.
As someone who’s been playing mafiascum online for a long time, the game’s conclusion was somewhat predictable but I’ve got to admit, it was one gripping read and the “True Ending” was painfully heartbreaking.
  TRAILER
  OVERALL THOUGHTS?
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7’scarlet is a very well written mystery themed visual novel. While the story appeared so simple, the events where paced so good that the rise and fall of tension as you unravel the mysteries remained suspenseful enough to keep you wanting for more.
I had a couple of moments where I really couldn’t put down the game for a second just to eat or sleep because I had to know, I NEEED to know what will happen next!
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Truth be told, I had never expected I’d get so emotionally attached to this game. It’s really one gripping read. It’s one of those titles that’s hard to get over with even after finishing the game play. I think an overall rating of 4.5/5 is an appropriate mark for 7’scarlet. The rest of the .05 completing the perfect score is just me wishing they could’ve done more with the last secret route as I did felt it to be a little lacking as far as how the story concluded.
I would say the animation and movie clips were an additional plus points. Although without it, the game still excels as one of the most compelling stories an otome game has to offer. Do I recommend this game? YESSSS! If you’re looking for a good mystery-romance themed visual novel with great art, music, animation and one unforgettable story that will rob you of words, 7’scarlet is the perfect choice. All your money’s worth it too.
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            Romance and Folklore – 7’scarlet Review NOTE: This review is SPOILER FREE. 7'SCARLET Release Date: May 25, 2018 (North America) Developers:  Toybox Inc, Otomate…
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mononohke-archive · 8 years
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Anime Roundup Pt.1 - Fall 2016 [Spoilers]
It’s that time of the season again where I get to write thousands of words nitpicking whatever anime I happened to watch! For the first time, I want to add a SPOILER warning because although I don’t go out of my way to spoil plot points, I will bring them up if necessary. This is late once again, and honestly I don’t have much of an excuse. I did have some writers’ block, but I also just procrastinated a lot. It’s a good thing no one cares about my opinions in the first place! :D 
Also, I had to split this into two parts because apparently there is a word limit of 5000 on text posts. 
Overall: This was a really damn good season. The were a couple of disappointments, yes, but it still mostly good and there were a few amazing, Anime of the Year contenders too.
Total Anime: 11 | Average Score: 7.5 | Word Count: 5058
- (DIRECT) SEQUELS -
Bungou Stray Dogs 2nd Season [7/10]
Oh... Bungou Stray Dogs. How dare you do that to me? How dare you get so damn good you made me cry, then a few episodes later, take it all away? That’s what the first 4-episode, completely unrelated flashback arc of this second season did. Meaning: it switches protagonists (focusing on a character/friend from Dazai’s past in Port Mafia), switches tone, and switches... um, quality of writing to be perfectly honest. This whole 4-episode arc is like a masterpiece compared to the rest of the show before and after. I need to talk about why I like it better so much.
#1) The main character is someone I ended up really caring about. Oda Sakunosuke (voiced by the great Jun Suwabe) is a Port Mafia hitman who is unwilling to actually kill people. Despite his job, he takes care of a few adopted kids and tries so hard to do what’s right and follow his principles. He is a protagonist which I rarely see, and I fell in love with him instantly. Compare him to Atsushi who is... just okay... nothing special... kind of boring by comparison, actually. I have issues with being invested with the characters in the main storyline.
Of all the people in the Agency, I only like Kunikida and the boss, Yuki. Collectively, they don’t get much screen time, especially compared to Dazai, but even I did not have a problem with Dazai in this arc. His stupid suicide jokes and tomfoolery are severely toned down and frankly, he’s a lot more likable like this. The other side characters were great too, like the villain, Gide (voiced by another one of my favorite seiyuu, Shinichirou Miki).
#2) Total difference. If you haven’t seen BSD, you won’t know that it is full of humorous moments. A lot of it is... hit and miss. And sure, it’s not overall or primarily a comedy, but the comedy elements are pretty strong and frequent, especially in the first season. In this arc though, there was almost no humor. It was a serious gangster drama with a few supernatural elements. It’s almost comparable to last season’s 91 Days, which I personally enjoyed a lot.
#3) Genre shift. This is related to the previous number and to reiterate, the first arc of BSD season 2 is a dead serious gangster action/drama. The rest of the show is highly comedic with a lot of anime tropes/cliches, but the flashback arc had none of that. It almost didn’t feel like an anime. It was a legitimate crime drama (with the focus on the criminals instead of the police) which is actually really damn rare in anime. I praised 91 Days a lot for this in the previous season, so BSD gave me another taste of that and it was beautifully done. The bleak, but still beautiful color grading, the 1930s aesthetic despite it taking place in modern times, the soundtrack, everything was on point.
Aaand that’s why I upped the score by one point compared to the first season. This flashback arc did it for me. It made me desperately wish that BSD was about Odasaku and Port Mafia instead of Atsushi and the Agency. If this arc was released alone as an OVA, I would’ve given it a 9 for sure.
To be fair though, this season was also genuinely better than the first in a few ways. Namely, the introduction of the overseas/foreign group of specialists full of familiar Western authors like Mark Twain and H.P. Lovecraft. The leader of The Guild, F. Scott Fitzgerald (played by another one of my faves, Takahiro Sakurai), in particular is a delight to watch as he pulls the strings of his evil plans. Generally, all the new additions to the cast, including the extra focus on Port Mafia, are highly entertaining to follow, much better than the Agency alone. Although the Guild arc is a little bit rushed because of the flashback arc, the pacing and everything just felt a lot more exciting than the previous season.
Other than that, I can’t say I have any new criticisms or appraisals. Most of the things I mentioned in my first review of Bungou Stray Dogs carries over. I do want to praise the production values again because this show genuinely has top-tier animation and sound design (because Production I.G.). Forget what I previously said about the direction because that and the cinematography are beautiful. Some of the shots in the show are worthy of being framed. Even the soundtrack was good, even if it isn’t particularly memorable. The biggest, and pretty much only, flaws that this show has is in the writing/plot and characters and those are really important things. Great writing can often make up for a lack of production values, but it usually does work the other way around.
Haikyuu!! 3rd Season [8/10]
I was kind of surprised that for the next sequel of Haikyuu!!, they would dedicate an entire (10 episode) season just to one match. Even now, I question that decision. Don’t get me wrong, Haikyuu!! is still as good as it ever was in terms of production values, writing, voice acting*, etc buuut having 10 episodes dedicated to one match and nothing else? I’m not a fan of it.
Part of that is because as far as sports anime goes, I tend to favor training arcs and down time in-between matches, more than actual matches themselves (and I also prefer shorter matches). This “season” is one rather lengthy match, with nothing after it or before it like in the previous seasons. I’m sure I would’ve been fine with it if it was part of a full 25 episode season. That’s why I actually dropped it one point instead of being a 9/10 like the first two seasons.
Other than that, I don’t really have any complaints... I mean, yes, my preference for shorter matches is a thing, but it’s not at all badly paced like Diamond no Ace. But looking back, I might’ve preferred marathoning it than watching it week-to-week like I did...
*RIP to the original voice actor of Ukai, Kazunari Tanaka.
Natsume Yuujinchou Go [10/10]
Watching this new season of Natsume Yuujinchou was like meeting and old friend. It was like going home. With the exception of a slight change in art style, there is no difference at all between this and the last season that aired back in 2012. My biggest complaint, honestly, is that Go only had 11 episodes rather than 13 like every other season does. Thankfully, another season is guaranteed next year, so it’s not over!
Now, I don’t want to discuss every reason why I love Natsume Yuujinchou so much because I plan to do that one day in a proper review of the series as a whole, but let’s just say that this series is really important to me. This season gave me what I wanted: more fun, heartwarming, and emotional anecdotes of Natsume’s everyday life interacting with youkai and humans alike as well as a bit more backstory of Natsume, Natori, Matoba, and Natsume’s family/friends and the slight moving forward of an overarching plot. Further character development for some few characters also happened in the usual subtle way.
I’m so happy Natsume has maintained its level of quality, even with the studio change. All the original voice actors and most of the original production crew came back. Thank god for this consistency because not all shows get it (*coughsdgmcoughs*).
- INDIRECT SEQUELS & NON-SEQUELS -
Days [7/10]
This is a sports anime. Just a regular sports anime which hits all the beats of every other sports anime. The production values are pretty decent, although the CGI players in long shots are somewhat distracting, but they are nothing special.
So why did I like this one? Well, aside from how I generally favor sports anime (albeit for shallow reasons like good yaoi art/doujins/fanfiction), I did get invested in the characters, that much is undeniable. What helps is that the voice cast is incredible, with Takahiro Sakurai, Daisuke Ono, Tomokazu Seki, Daisuke Namikawa, etc etc. Yes, despite the sameyness of this sports anime, I took a liking to it. It entertained me and it’s good enough for a sports anime, which I rate relative to each other, not other anime of different genres.
Days, in all actuality, is pretty average, but I liked the characters a lot and that’s enough for me.
Drifters [7/10]
Before I start talking about this one, I am not familiar with Hellsing (yet, but it is on my plan-to-watch list), so I can’t really use that as a comparison. Now then, Drifters is a little strange to me because on one hand, it really plays to some of my base desires/guilty pleasures and overall I found it fun to watch. For example, It’s incredibly gorey and violent, which I appreciate. It’s a massive crossover story with famous historical figures and takes place in a very Lord of the Rings-esque (almost like a cliffnotes version) alternate universe. It doesn’t take itself too seriously and has plenty of hilarious and cool moments.
On the other hand, there’s a lot of unfunny “offensive” humor/etc that really takes me out of the viewing experience. How can I properly enjoy something when I’m always lowkey uncomfortable? Some of the sexism and homophobia/transphobia is so bad it feels like an 80s anime. (If you’ve seen an older anime, you know how much more blatant they are.) How is this writer still stuck so far in the past? Get a clue, man, most modern anime is usually at least subtle about it.
Anyway, aside from that, I did also have some problems with other things, which I can only describe vaguely because sometimes I zoned out while watching the show. Well, regardless, I still thought Drifters was pretty good, and I liked it, but it sure as hell is flawed. Looking forward to the second season though.
Fune wo Amu [5/10]
If I had to pick the most disappointing anime of the season, it would be this one. Not that Fune wo Amu/The Great Passage is actually bad, per se, but I expected much more. Granted, it was probably my fault in the first place. I made a lot of assumptions about what it would be like because I heard Haruko Kumota was attached to the project and thought it would be a masterpiece drama like Shouwa Genroku Rakugo Shinjuu (written/drawn by Kumota) earlier this year. Turns out that Fune no Amu is actually based off of a novel written by someone else and Haruko Kumota is merely the character designer for the anime and is currently drawing the manga adaptation.
Even so, this anime looked promising. The whole premise centering around an adult cast working on the production of a dictionary (a somewhat mundane job) is exceedingly rare in anime. Sooo... maybe it would give a unique experience since there would be little-to-no anime cliches and tropes, right? Um, well, yeah that’s the thing. While is succeeded in not having that many of anime’s typical pitfalls, it did not succeed in making the characters or dictionaries in general interesting.
The biggest problem with Fune wo Amu is the complete lack of focus. It kind of goes all over the place and tries to cover everything, but instead it spreads the narrative thin. The only exception is Majime (the main character)’s connection to dictionary making, but even that is marred by a different issue (which I’ll get to after this). There are other things which are subplots or otherwise brought up, but never get properly explored or resolved.
For example: the romance between Majime and Kaguya. For a few episodes, they interact a little bit, Majime has a crush on her, halfway through he writes a cheesy love letter to her and bam! 10+ year time skip and they’re happily married. As someone who hates romance in general, it’s really weird for me to say that I wanted more focus on the romance. (On a sidenote, can I just say that Kaguya’s career of becoming a chef and restaurant owner in an extremely male dominated/sexist industry is about hundred times more interesting than Majime faffing about with dictionaries? Makes me wish the anime was about her instead.)
And that’s not the only thing ofc... the friendship between Majime and Nishioka was not really resolved. The old man and his dedication to making the dictionary was there in the beginning and brought back only at the very end as he’s about to pass away. Almost everything felt like it didn’t get enough attention.
As for Majime’s character development and his relationship with dictionary making. The problem with that is not really the writing, but with the imagery. The symbolism in this show is about as subtle as a sledgehammer. A character says something like “a sea of words” to describe making a dictionary and then later in the episode, Majime has a dream where he’s literally in a sea of words. Not only is it distracting as hell, but it feels unfitting for this kind of anime. Yes, there is some media where big and bold imagery is the way to go (Gurren Lagann, anyone?), but Fune wo Amu is not it. If the symbolism was more subtle or abstract, it definitely would’ve worked in its favor. Instead, it’s hamfisted and corny. If you want a good example of subtle, interesting, and effective imagery from a show with a similar vibe, watch Rakugo Shinjuu (which is in my top 3 best anime of 2016).
I also have to quickly mention the music, even though it’s not visual, because it also suffers the problem of being too obvious and distracting. It’s not a good thing when the main theme kicks in and I groan because it annoys me that much. Again, a more subtle soundtrack would’ve been better. Other than those major problems, there’s nothing really of note to mention. The animation itself is decent and the voice acting is fine as usual. Nothing standout though, despite the cast full of veterans.
So in the end, I struggled between giving this an anime a 5 or 6. I originally settled on a 6, but then lowered it back down to a 5 because I was being too forgiving.
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