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Flowstone Saga – In the isolated island town Ocean’s End, an amnesiac girl named Mirai stumbles upon a mysterious power that lets her fight monsters and construct objects; and traces it back to her connection with relic “Pangaean” technology as pirates and the local Empire bear down on the island. This won me with the concept of a jrpg where the battles are all games of Tetris. They do a decent job with that concept! You get “perks” as you level up, can equip items and consumables, and can change classes; all of which affect the pieces you get and the special effects they cause on monsters. (I never really got the knack of strategy within battle using powers and equipment—you can win just by being good at Tetris.) There’s a lot of scrabbling for materials for upgrades and sidequests and most of the gameloop is “watch a scene with a villager request, then go to the new area and find 100% of the stuff in it.” My complaints are that most of the actual sidestories and some of the lore is hidden away in the restaurant cutscenes; and the lategame feels a little unfinished. Oh, and getting 100% is annoyingly hard because there’s no way to skip battles with weak enemies when you revisit an area searching for the single thing you missed. (And a few of the percentages and an achievement may be bugged!) But in general, it’s an excuse to play lots of Tetris with a plot, but manages that without microtransactions. Works for me!

Axiom Verge – I’m pretty sure I picked this up in a Steam sale at some point; I think it had been on my Wishlist for a while. It’s an interesting metroidvania, emphasis on the “Metroid”, as both the graphical style and the fact all of your initial upgrades are different guns would indicate. I found the difficulty level a bit too high (as is often the case for me with metroidvania games that don’t have any rpg elements), and was all set to cull this until I discovered that it has a cheat system: You can enter the Konami code at the start screen to start a new game with the password item (that you otherwise find about a third of the way into the game) and you can enter an invincibility code. Once I wasn’t constantly dying, I thought the navigation puzzles and upgrades were very clever. (There are some really inventive power-ups including a glitch gun and an upgradable teleporter that lets you pass through one or more blocks.)

Trinity Trigger – In a world where the gods of order and chaos had a war that left their gigantic weapons scattered over the land, our protagonist has a magical mark that names him the Warrior of Chaos, destined to continue the battle for the gods in proxy. (I will give this credit for the worldbuilding, because the giant god-weapons as both dungeons and hazards that warp the world around them really works.) His first companion is a Trigger, a cute little sidekick monster that can shapeshift into different weapons; and he’s eventually joined by two more humans with their own triggers and ties to the tumultuous world political structure. This feels like an Ys game, between the 3/4 -view action-rpg style with rotating weapons to hit enemy weaknesses; and also given the extensive vendortrash-based crafting systems. The character designs share a lot with The Legend of Legacy, which at least some of the same developers worked on. It honestly feels a little padded for what they have here—despite the areas having distinct looks and some unique features, the gameplay loop gets very repetitive and there really isn’t enough plot and character development to support a 15-20 hour game. It’s a fun little action-rpg, but I skipped the postgame (apparently just more sidequests and superbosses) because I was ready to be finished.

Blossom Tales II: The Minotaur Prince – The second in a series of 2D Zelda-like adventures that are framed as Grandpa telling a story to his two grandkids; which also means there are bits where the kids argue about what enemies you should fight or what sort of puzzle you face, so you get to choose. The prologue section is a tutorial and is deceptively easy; this isn’t insane but it’s not a beginner’s game. It’s also much more linear than you’d think, as the item/plot gating is very effective in keeping you to the areas you’re supposed to be in. But it is a solid 2D Zeldalike, with a full variety of tools and puzzles (both tool-based and brainteasers) and plenty of sidequests and hidden prizes. Basically, if you want something cute and A Link to the Past inspired, this has got you covered.

Lenna’s Inception - I played this a few years ago, and was in the mood to do it again when it showed up in the Games Done Quick Humble Bundle. (Also, it meant I could get the Steam achievements for it.) It still delights as a randomized 2D Zeldalike drawing from the culture of randomized Zelda speedrunning; and I totally recommend it if that appeals to you.

And two games I’m culling:

Eastward – Clearly inspired by Earthbound and Undertale, but this is an action-rpg with Zeldalike combat and puzzle solving. (And it’s very linear, broken up into chapters with missable sidequests but without backtracking.) You play an orphan and her adopted father in a repressive, dirt-poor underground society who believe there’s nothing in the world above but disaster. This also features a Dragon Quest-inspired game-within-a-game that you can play at an arcade machine. I’m not entirely certain why I didn’t click into it very well, because it’s ostensibly things I like. Maybe it was the extended sections with two-character switching; maybe it was the chapter progression forcing you to play very carefully to avoid important missables. I played more than 5 hours and into chapter 3, so about a quarter of the game, but I’ve been avoiding going back to it. It’s a shame that the aesthetic is really cool; it’s got a serious MOTHER 3 (“Cute, quirky, heartrending”) vibe going and the story is interesting. I just didn’t vibe with it as a game.

I Am Setsuna – An official Square-Enix game that tries to recapture the magic of the SNES era with prettier graphics. You’re a mercenary from a tribe of mercenaries who is tasked with killing a girl named Setsuna; but she’s the designated “sacrifice” who’ll stop monsters from overrunning the world, so you end up as her protector on her pilgrimage instead. It’s straightforwardly derivative in the way I’ve come to expect from KEMCO; with blatant references to other games mashed together but no real commentary on them. The plot has clear allusions to FF10; the battle system is much more like Chrono Trigger; and the upgrade system is closer to FF7’s materia crossed with FF12’s vendortrash setup. And the VFX artists really like snow. I made two attempts at this, each several years apart before finally making a third go at getting into it—and giving up about a quarter of the way into the game. (This is another game where only 65% of players have the Achievement you automatically get for following the plot for an hour.) It’s too derivative and insufficiently fun.
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This is an Android-based handheld with a unique feature: A tall vertical screen. It’s clearly intended as a compact DS-emulator device, as it runs DraStic really well and the screen is the correct size to display both screens (with a bar in-between to represent the hinge space that most games accounted for) and it’s a touchscreen. It also works great for vertical arcade games originally intended for a tall screen.

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Overall: This ran me $93 after shipping and tariff costs; I specifically wanted to try it out because of the gimmick. Kinda like the Powkiddy V10, this has one specific use-case that it’s good at (compact DS emulation) and pretty much everything else…meh. So it’s only worth the money if you’re excited for that specific use-case.
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Originally formed as an undergrad acappella group at Indiana University in the 90s, the founding members re-formed their group in 2007 as professional performers after a video they made in 1998 went viral. Since then, they continued to rotate in new members (apparently all of whom were once in the still-extant undergrad group), and currently touring with a nine-man lineup.

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Overall: This was a fun concert, and nostalgic in more ways than one, as it was an extremely 90s acappella group doing 90s songs. College acappella has evolved (often for the better, but not always), and this felt like a time capsule in a bunch of ways.
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For some reason, Facebook decided I was really interested in non-alcoholic liquor replacements and started spamming me with advertisements for them. I did a little research and found a coupon that let me get two bottles from Ritual Zero Proof for $50 with free shipping, so I tried the Whiskey Alternative and Rum Alternative. (Their gimmick is that in addition to being no-alcoholic, these are only 5 calories per serving.)

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Overall: At least with this brand, it makes for tasty, interesting mocktails but it’s not actually a good substitute for the real thing if you’re going for a specific flavor set. (Actually, it makes me want to make up distracting names for all the mocktails so that nobody confuses them with the originals. Try a Disappointed Sailor, a Charlie Peanuts or a Turbo Lime Wedgie.)
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All of these were fun!

Legends & Lattes by Travis Baldree - An extremely cozy fantasy novel about a former adventurer who trades her greatsword for an apron and opens a coffee shop. It’s a fun little wish-fulfillment adventure with relatively low stakes. I had to grit my teeth as they set their prices without discussing costs AT ALL; but besides that it was fun.

Where Am I Now? by Mara Wilson - I read Wilson’s blog for a while, years ago; she’s one of the child stars who seemed to come out of it reasonably healthy and still speaking to her parents. This was less a memoire (it’s not really chronological and also she’s younger than I am) and more a collection of life stories organized by theme and narrative that sometimes overlap. Wilson clearly wants to be a storyteller, and I see no reason to stand in her way. I hope she does enough randomly entertaining things in the next few years to warrant more books.

Adrift In Currents Clean and Clear by Seanan McGuire - Another standalone Wayward Children novel, this one featuring a little Russian girl with only one arm who loves turtles, and who gets transported to a world where everything is underwater. (And the physics is superhero-grade nonsense, but “it’s magic” and at least no one pretends to understand it.) This one has some pacing issues; the chapters are of irregular lengths and time-skip several times in places where they probably could have used more interstitial tissue. Still decent, still makes some good points about growing up different, still an interesting exercise in worldbuilding; but not her best.

Everybody Wants to Rule the World Except Me by Django Wexler – The second half of the story of Dark Lord Davi, who breaks her time-loop existence by driving completely off the rails and becoming the Dark Lord she was supposedly there to fight. This does manage to explain everything and wrap up all the loose ends, though I’ll admit to being slightly miffed that it’s all ramifications of her time-loop existence rather than more iterations of it.

When the Moon Hits Your Eye by John Scalzi - In some ways, this is a short story collection with a bunch of connective tissue moreso than it’s a novel. While there are some recurring characters, most of the chapters are vignettes about how people across America deal with the moon suddenly transforming into a same-mass ball of cheese. It feels even more purely like satire than most of Scalzi’s work, and that’s saying something.
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Final Fantasy II - Job System (SNES, Played on R36S)A hack of the original SNES version of FF4 that adds a job system and keeps the party consistent without changing the plot at all. Honestly, it feels more like a tech demo than a full hack, because the battle system and the plot no longer match up (Kain constantly leaves your party but stays in the battle lineup, for instance; and they handle automatic plot battles by just making your whole party fight them, whether or not that makes any sense). They accomplished the job system via equippable items, so you can't have more than one character of any class, which means you're really just choosing who's in your party. But since characters’ stats are adjusted as they gain levels in a class, you can’t freely swap around like in FF3; if you spend 50 levels as a Monk you’ll be a really lousy White Wizard. They added some extra weapons at various points and rearranged some chests/renamed some items, but it felt like there was less really usable equipment overall. I think I also might have missed something, because the writeup mentions 14 classes and I only count 13 (and there’s no Cid class). The wizard classes power up at plot points to get more spells, which is a decent way to handle those. You’re stuck with a 4-person party for more than half the game, because Edge joins at his normal point and at level 1. (And he’s the only character who can really make use of Ninja or full use of Monk, because he’s the only two-handed attacker.) They did a few minor changes to dialogue and minor changes to layouts of dungeons; such as no invisible bridge in the Lunar Subterranean, for instance. I found (and lost) a bonus encounter in the Sealed Cave that smashed me but didn't give a game over (and had dialogue that might have been from a different battle). And then the extremely long, very varied new Zeromus fight trounced me despite having level 80+ characters with the best equipment. Needless to say, difficulty is wonky. Overall it’s a cool idea, but it’s not fully baked—I think some adjustments to the plot (Kain never leaves, Yang joins and stays as the 5th member, tweaks around guest characters) would go a long way.

Gargoyle’s Quest - Remastered (GB, Played on R36S) - A hack built on the retranslation patch for the Japanese version of the game, this adjusts some of the graphics to remove borders and import graphics from the second game. While I’m not sure how well it would work on an original Game Boy screen, the graphical upgrades looked decent and I suspect they work better than the originals for various colorizations. The retranslation fixes some errors in the original (a couple of places that didn’t make sense), but makes most of the names less evocative (“Dark Power” isn’t as cool as “Talisman of the Cyclone”) and adds an incorrect clue for the correct serpent path at the last town. I appreciate the effort that went into this and it comes out collectively very polished, but I don’t think it’s actually better than the original at the end of the day.

Secret of Mana Plus (v2.4) (SNES, Played on R36S) - An “expansion” hack that adds to the game but changes very little. The opening act of the game is basically unchanged except you can carry 7 of each item and the cpu characters can wander further off screen. There is a new cutscene with a historian when you leave the ruins in Pandora; and you can rescue a dwarf from the goblin camp (that you can re-enter) for a small reward. The translation is unchanged--this is very much about the "additions" rather than improvements to existing. The Wind Palace is built out into a full dungeon with a gimmick where you need to find captured moogles. The Empire is greatly expanded, with an overworld area before you reach Southtown, then another overworld area combined with caves and a new boss before reaching the sewers. The Gold Isle adds an outdoor area before you go retrieve the palace key, and expands the palace with new floors and enemies. That leads to a new scene with the Scorpion Army at the top, who crash their airship next to the Moon Palace, which is much longer and full of crystal orbs you need to activate to dispel illusions. Does this do what they intended, which was to improve the pacing of the mid-game? Absolutely. That said, especially the overland sequences are very repetitive and all the monsters are palette-swaps, and if this were a commercial production you’d need new art assets and a few new monster designs to keep those parts exciting. They added a bunch of small sidequests in the endgame where you can get a 9th weapon orb for each weapon. (Or some, at least--I found the Northtown Cannon will send you to a bonus area in the Lofty Mountains, there's a woman who you have to meet in several towns, there's a hidden treasure in the desert near the starry sea, and you can get one by letting Luka out of the Water Palace basement.) Also, Buffy and the Lime Slime drop orbs rather than random drops from enemies--but either overall random drops were turned way up or I got really lucky, because I picked up a lot of extra accessories in the Fortress. Overall, while it's clearly not a professional effort, I think this hack did a very nice job on its stated aims. I'd love to see it combined with the Retranslation hack I played a few years ago.

Soul Blazer: Dark Genesis (Standalone Fan Game) - Available on Itch.io, this is a standalone game (not a romhack) that uses graphics and music from Soul Blazer but recreates the mechanics. (And almost perfectly, at that.) It’s only a couple of hours long with only one town area, a handful of upgrades, and only one spell (the Phoenix; you never get a Soul of Magician). There are four hidden emblems to find to get the best sword; and I actually played most of the game with the starting sword because I missed the second one until I was searching for the last emblem. There’s a very clever innovation where some monster lairs are sealed by puzzles (step on all the squares, Simon-style memory game) instead of monsters. The one issue I found was I missed one lair and went back for it after beating the final boss, and the ending glitched out a bit, probably because of that. Overall loved it, though.

Breath of Fire Definitive (SNES, Played on R36S) – A massive overhaul hack that uses the War of the Goddess retranslation (which I believe I reviewed elsewhere) and assorted other changes. The start of game is really hard; you can't survive more than one battle with Ryu at Level 1 and so the grind to a better weapon is very slow. Once you can afford the better sword and you’ve gained a couple of levels, then you can kill enemies in one hit and go clear out the castle…for a full new set of better equipment. In cute Easter eggs, the third soldier (who ferries Ryu and joins your party for a couple of random battles) is very high level and if you have something to swap it with, you can steal his high level equipment. Which is very helpful in making Ryu and Nina durable enough to handle the next area without excessive grinding. I got through retrieving the King Key honestly, and then plugged in some cheat codes because the XP curve seemed wonky and the difficulty is definitely increased from vanilla. Some of the changes really make sense, like swapping Debo and Shin (which means you can use Debo in the underwater volcano). Others, like making dragon transformations cost ongoing MP make endgame bosses into a horrible slog. Frankly, a “definitive” version of this game needs reduced grinding to go with the retranslation, fuller story, and quality of life additions. I had my complaints about Breath of Fire Improved (GBA), but I think it ended up more playable than this. And if you want to experience the War of the Goddess retranslation, play that straight.
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Your father was the brave hero Ortega, who set out to fight the Archfiend when you were but a wee child. He failed and disappeared, reportedly falling into a volcano. Now, on your 16th birthday, it’s time to gather companions and set off in your father’s footsteps.

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Overall: Probably the best way to experience this game, though there are still arguments for the fan-translated SNES version. They did a nice job keeping the original flavor but making it accessible to modern gamers.
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When you get hit by a truck, it turns out that Earth was all just a simulation and you actually live on a floating island called Everafter Falls with a bunch of animal people (and a robot buddy!) who have peace, prosperity, and very minor drama.

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Overall: If you play Stardew for the villagers and the romance options, there’s much less here than usual. If you play it for the completionist aspects of discovering all the different items and craftables and don’t mind occasionally needing the wiki because something is too obtuse, you might also have a good time.
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The Weird Accordion to Al by Nathan Rabin – An examination of each of Weird Al’s songs on all of his albums in order; which in practice means some combination of Al trivia, music trivia, random recollections by the author, and made-up nonsense masquerading as one of the other three. (Which, honestly, gets a bit repetitive over the course of the book, because there are only so many things to say and he wants to praise 90% of the songs.) An entertaining bit of nostalgia that reminded me that there are a lot of deep cuts I hadn’t listened to in years, but not actually recommended for anyone who isn’t already an Al superfan. (If you don’t know the songs already, the discussions of them often don’t make much sense.) It also reminded me how little time I spent on most of Straight Outta Lynwood and Alpocalypse compared to everything that came before them—despite ostensibly being musically stronger (and more popular), they were parodying an era of music I had less interest in. It’s interesting that while some of Al’s themes over 15 albums are obvious (food, TV), you don’t realize some of the others until they’re pointed out to you, like the juxtaposition of fond nostalgia and gory violence, or the love songs dominated by crazy stalkers. And there are very few songs that mock the original song or artist, though the handful there are were pretty popular and generally well-received. Al deserves and receives a lot of credit for an amazing career, performing skill, and creative output; but this book got repetitive in its attempts to be thorough and suffered for it.

Co-Intelligence: Living and Working With AI by Ethan Mollick - I read this for work; it’s written by a business school professor for a business school (or wanna-b-school) audience, which means he doesn’t actually understand the technical level of most things and instead takes a very “treat the symptoms” approach to dealing with AI. He wants to encourage you to try using it for everything on the hope that it’ll make some things easier/better; and he wants to encourage you to believe the illusion that AI is “intelligent” because that’ll make you use it more. (He’s in the group of people who get freaked out by how “human” AI can sound, despite clearly understanding that it sounds that way because it’s mimicking humans; and can turn on a dime from admitting that there’s no “there” there to treating it like an intern.) On one level, this is probably decent business advice, because the technology is going to keep coming whether we like it or not, so you might as well try to find ways to use it to make your life easier. On the other hand, most LLMs are resource-intensive plagiarism bots and none of them are actually intelligent, and encouraging anyone to think they can replace humans (which is what treating them like an “alien intelligence” does) is both bad for business and bad for society. Oh, and he has the delusion that companies care about their employees and will use AI to “assist” workers rather than cutting any and all of them as soon as AI can pretend to do their jobs, so there’s that.

The Birthday of the World and Other Stories by Ursula K. LeGuin – A collection of short stories set in her sci-fi “Hainverse;” most of them explorations of life on certain planets where conditions have driven human society to develop differently. Credit to her writing style that even the stories I thought were meandering and over-written I still cared enough about the characters that I stuck with them. (The woman had an understanding of people and an ability to present their rich inner lives that was light-years beyond any of her contemporaries.) It’s particularly interesting that on LeGuin’s worlds, it’s generally a (relatively minor-seeming) difference in biology (or even sociology) that drives the thought experiment rather than any technology. Two of the stories take place on O (where society is divided both by gender and by “moiety” and a marriage is four people) and they should be taught in schools as a deconstruction of the gender binary. Honestly, so much of what she wrote should be seminal texts on gender and sexuality, but we’re in a regressive swing where her acknowledgment that teenagers are sexual beings would get her tarred and feathered by the left; and the casual bisexuality (and often polyamory) in her works makes her terminally Woke. But I’m definitely getting my money’s worth out of this bundle of her books.

Warlock: The Pretension by M. Charles – The same guy who put out the Book of Spheres last year has put together an “in-universe” preview 666th edition of the Black Dog Games Mage-equivalent game Warlock: The Pretension, featuring the newest practitioners of Magicque and their factions for the modern era, including (serial-numbers-filed-off) Ghostbusters, Harry Potter wizards, Mortal Kombat characters, magical girls, and Juggalos. Rather than go super in-depth, it’s a series of previews of various books in the line, giving them the opportunity to skewer all the different factions. Then there’s the “in-universe” parody of the parody (Merlin: The Inception), just to make it more ridiculous. It does kinda lose the plot after a while (it gets up its own ass in a very appropriately pretentious way), though it circles back to a H.O.L. reference, which I can appreciate. If you don’t know Mage at all this won’t make much sense, but for those of us who played the game extensively in the 90s and also know the 20th Anniversary edition, it’s a hoot. And it’s peppered with “house ads” for other products. And the best actual rpg ideal to come out of the whole thing is that the Mummy-parody game line revolves around ancient aliens using their hypertechnology, which is absolutely brilliant.

Someone You Can Build a Nest In by John Wiswell - A clever twist on a fantasy romance, as the main character is a shapeshifting, man-eating monster who falls in love with a human woman. It’s impressively lighthearted for the amount of death and violence that takes place, and while I saw most of the twists coming, it was generally by way of good foreshadowing rather than bad writing. I suspect there are bits in this that might squick some readers (among other things, the protagonist is constantly extremely aware of her organs and makes good use of her ability to eat people and then mimic them). But it ends happily and it’s something different and interesting in the queer fantasy romance genre.

Bury Your Gays by Chuck Tingle – Misha is a TV writer who gets commanded by the “suits” to kill off his two lesbian characters in his hit TV show. And then he starts getting stalked by characters from other horror films he’s written. This didn’t grab me the way Camp Damascus did; I kept drifting away to other books before I finally finished it. But I’ll give him credit that it’s clever and it really, genuinely understands modern AI and the way that modern corporations want to use it. (This is a sci-fi horror novel in the sense that it takes fears about modern society and potential technology and wraps them together into commentary. I think the only problem is that Tingle’s best character writing is autistic characters and Misha is nominally supposed to be neurotypical.)
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The town of Mistria was hit by an earthquake and they need more hands and more income to get it fixed. How do you lure in a sucker new resident to help? Offer them the nearby crappy overgrown farm and a chance at adventurous living, of course. Maybe the local dragon god will bless them with magic powers while they’re busy gathering forage and plying your population with gifts.

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Overall: As noted above, this version (the March 2025 update) is only version 0.13.3, which I’m guessing means there’s a lot of content they hope to add before calling it complete. Hell, by the time it’s “finished” my current save file might no longer be valid. I got to the lowest available part of the mines, got through all of the available town story quests, and did a full year (which meant I filled most of the museum). That’s probably enough to call this version “completed” until the next big update rolls around. This is cute and has a lot of potential, and I suspect a few of the bits I was most annoyed by (needing to collect So. Much. Wood. For one) will end up with workarounds eventually; along with plenty of additional quests and storyline. There’s certainly 30 hours of entertainment in the current version.
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This is a vertical Game Boy styled 3.5” screen device that we’ve seen plenty of before. It’s got USC-C charging and a headphone jack, two SD card slots (but you only need one), and a dedicated menu button. (And oddly, a downward-firing speaker. Not sure I’ve seen that before?) Side-by-side with a R36S, it’s a little bit heavier and feels a little sturdier, but has basically the same dimensions. It’s also running EmulationStation as the front-end, with a different default UI from an R36S, but similar results. (After tuning it to my preferences, I expect the experience to be very similar.)

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Overall: The big selling point here is that it’s better than the R36S at the same price point as the R36S. This is probably the best Tier 2 device at the $30 price point, so then it’s just whether you want to pay up for higher-end system performance or a different form-factor.
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This is just an R36S in a horizontal format, which means it strongly resembles the Anbernic RG35XX-H and earlier 3.5” screen/horizontal form-factor line. It has pretty much exactly the same internals and software; to the point I suspect you could swap cards between them--It’s running ArcOS and EmuElec and plays most things decently, including managing some N64 and weaker PSP titles. (“Tier 2” is the standard for anything but the bottom-level crap at this point—even the $30 devices are playing SNES perfectly with cheat codes and fast-forward options.)

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Overall: While the build quality of the RG35XX-H is a little better, and the stock software is arguably a little better, there’s a lot to be said for getting this at half the price to fit the same form-factor and run basically all the same things.
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I thought that between the advances in retro handheld technology and the ridiculous tariff nonsense that I was done getting packages from China. Well, that lasted a couple of months, but then there was a sale and I figured I probably didn’t have a lot more chances, so I got three more handhelds, all around $30 after various discounts.

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Overall: What I’d really want to do—which I’m certain isn’t feasible—is take the internals from this and put them in the RG50XX, because that had half-decent (though still cheap, let’s be honest) build quality but was hobbled by terrible software, and this gives you access to all the software tools to make things playable but is one of the worst-built handhelds I’ve used. Honestly, most of the $10 Famiclone bootleg handhelds (…though not all) were more playable.
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Trials of Mana, known for some time by the Japanese name Seiken Densetsu 3, is the sequel to Secret of Mana and Final Fantasy Adventure. The original SNES game wasn’t released in the US until Collection of Mana, but it was originally fan-translated 25 years ago in the early days of emulation. I was inspired by the Talking Time Mana games thread to go back and replay Trials for the first time in forever...and I was reminded of why I keep replaying Secret (and FFA) but not Trials. For the record, I played the SNES rom that had the new translation patched on, on my Trimui Smart Pro because I wanted access to cheats; but I’m led to believe that it’s basically identical to the Collection version.

The game has some really clever ideas! There are six characters with interwoven storylines, and you choose a party of three, so you only see pieces of the other plots (and your main character gets a unique prologue). The game sets up three different groups of antagonists, and the one specific to your main character eventually triumphs over the other two in their race to take Mana power and conquer the world. Which means that there are three unique final dungeons and final bosses, depending on your character choice.

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So then I broke out the copy of the 3D remake of Trials of Mana that’s been sitting on my backlog. It’s significantly better in a number of major respects! Honestly, it’s like they read my review and addressed each of my complaints.

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Overall: The 3D remake of the game is a big improvement over the original, which I feel like is not something you usually hear me say about SNES classics.
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Superman & Lois (HBOMax, Season 4) – The last gasp of DC/CW shows. The network definitely didn’t want to give them this season and screwed them hard, but they pulled out a decent finale anyway. They only got 10 episodes, but the first two of this plot arc were last season when Lex Luthor got out of prison, created Doomsday, and sent him to kill Superman. This season danced carefully around the fact they could only use most of their former regulars for an episode or two (the Irons family, the Cushing family, and Sam Lane) by containing their plotlines to single episodes and giving them other places to be. Interestingly, it ended on a bunch of the same notes as Supergirl (Clark revealing his identity, a wedding, almost all of the supporting cast from previous seasons returning), but then dedicated the last third of the final episode to Clark and Lois’s post-series lives and eventual deaths. This show did a very good job presenting Clark and Lois as good parents and good people who generally made good choices but weren’t perfect; and presenting a Superman who was a genuinely solid interpretation of the character. And a Lex Luthor who genuinely deserved to be flung into orbit.

The Dragon Prince (Netflix, Season 7) – Aaravos was freed from his prison and able to enact his grand scheme for world destruction; but more importantly Callum and Reyla are finally a couple. The showrunners finally reach their actual intended length and conclusion with a season for each magic type; but the pacing for this show has consistently been an issue regardless of Netflix’s shenanigans. They spool out plot threads and then don’t follow them; they imply situations are going to be high-drama which then aren’t; and they’ve always been decent at writing entertaining individual scenes but pretty terrible about the connective tissue between them. This show was entertaining and the worldbuilding had a bunch of cute ideas, but it wanted to be Avatar and it never got there. And though this wraps up the main plot, it leaves enough hanging threads (Claudia is still out there, Aaravos can return in seven years) for a sequel series if they get another order. I’m frankly okay with just assuming that in seven years, Aaravos re-incorporates into the middle of a magical trap that Callum spent the interim setting up; and then the cast gets back inventing new pastries and discovering how many fingers half-elves will have.

What We Do in the Shadows (Hulu, Season 6) – As I noted in previous seasons, this show does best when it remembers to be an episodic sitcom and puts the vampires in wacky situations. We get a few more entertaining, wacky situations! This season got 11 episodes, with the last being the big finale that remembered that in order to be where they are and being doing what they’re doing…the vampires basically can’t change or grow. Or at least they always have to revert to status quo—they’re a sitcom family by nature and by supernatural curse. Guillermo has grown and his role with the vampires (and his life outside them) has changed and will continue to change; but if we checked back on the four vampires in 50 years they’d be running in the same circles and having the same arguments. (Which is the same message the movie managed in under two hours, it just took them six seasons to get there.)

Chance (2002 film) - In 2002, fresh out of Buffy, Amber Benson wrote, directed and starring in an indie film. It had an extremely limited release and I had forgotten all about it, but then spotted a link to where it had been uploaded to Youtube. It’s...not good. It’s random and extremely sophomoric; the kind of “elevated realism” slice-of-life drama, narrated by the main character directly to the audience, that gets written by many a 20-something. And as is common, it’s peppered with profanity and sexual material that’s clearly intended to be edgy. (I might alternately title it, “Clarissa Explains The Fuck Out Of It.”) Only, in this case, the 20-something in question had the ability to crowdfund the movie and get her moderately-famous friends (James Marsters and Andy Hallet, most notably) to co-star in it. But it was clearly made on a shoestring budget with basically no rehearsal. Even Benson’s line readings (of lines SHE WROTE) are awkward; it wasn’t a great script to begin with and the bad acting makes it worse. I think there’s an argument to be made that it was saying something about sexual politics in the 90s, but BOY that hasn’t aged well.
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Terrifying rifts in space keep opening in Hyrule and swallowing up everything…including Link! Fortunately, Princess Zelda has a magic duplication wand and a magical buddy and she’s coming to save the day.

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Overall: I give them a lot of credit that it’s a 2D Zelda game but it’s also something new and different.
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I’m going ahead with a cut for this, because it’s very long and includes commentary and spoilers for Star Trek: Discovery (Season 3), Star Trek: Picard (Seasons 1-2), and Star Trek: Lower Decks (Season 5).

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Overall: While it doesn’t match old Trek in tone and format, I have been enjoying new Trek, and I have three more seasons of various shows still to go. And I’ll probably rewatch more old Trek while I’m at it. It’s a good time for optimistic, competent, and collaborative sci-fi universes.
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I was very excited when I walked into a con game room and saw the Stardew Valley board game on the table, because I love Stardew Valley and thought this had some real potential.

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Overall: I think Jethrien had much more fun complaining about the game (and was clearly very entertaining to the two other players as she did it) than she did with any aspect of actually playing. It’s just too overloaded with systems and randomness without creating a consistent and entertaining game loop. I’m glad we tried it, both for the experience and because now we know not to buy it.
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Breath of Fire 4 (PS1, Partial replay on Trimui Smart Pro) – I had forgotten how deeply this game had gotten into the minigame weeds. Like, BoF3 had a lot of them, but this one gives every area a random mini-task and each dungeon a wacky theme. It smooths over a bunch of the rough ends of the systems that were created for BoF3 (skill learning, masters, combos) but the dragon transformations are actively worse. It’s fascinating replaying it already knowing the twists, because there’s a lot of foreshadowing about Ryu, Fou-Lu, and Ershin’s natures and some creepy foreshadowing about Elina, too. I had made it through to Astana (the first city in the Empire, maybe a quarter through the game) when my SD card borked and I lost all my saves. I may restart; or I may re-read the Let’s Play.

Professor Layton and the Curious Village (DS, Replayed on DraStic on my tablet) – I last played this in 2009, and it’s actually the first game on my long-running spreadsheet of what I’ve played. Having played the entire rest of the series in the interim, they definitely streamlined it as it went on—this one has too many “know them or don’t” brainteasers and too many sliding-block puzzles, and the goddamn chocolate puzzle; and they got better about variety later. One the other hand, this game actually has a solid explanation why every person on the street wants you to solve a puzzle, when later games just kinda ran with the idea that people just did that as a form of greeting in this world. Also, for the record, DraStic on an 8” tablet is a fantastic way to play touchpad-only DS games.

Final Fantasy: Dawn of Souls [HMSJayne Randomizer] (GBA, Played on Powkiddy V10) – I have vague recollections that HMSJayne used to be a full-featured randomizer; now it just produces preset seeds. Granted, they’re totally fun, as you automatically get the ship and “light a crystal” is one of the key items that gets randomized. The very last thing I got was the Crown (which doesn’t gate the Castle of Ordeals, thankfully), and Astos had the Excalibur…which I could also buy from the shop in Cornelia. Randomized runs of this version of FF1 only take 3-4 hours and are really a lot of fun.

Castlevania: Serenade Under the Moon [Aria of Sorrow hack] (GBA, Played on Powkiddy V10) – A hack that lets you play as Alucard and rearranges the castle to be closer to Symphony, this is significantly more difficult than Aria (or Symphony), adds a bunch of really annoying enemy encounters, and limits your available good weapons. (Though it does make the Luck Boost soul and Rare Ring really easy to find, so you can farm rare drops pretty early.) I thought the navigating through the castle was pretty reasonable until I hit a wall: I didn’t have swimming or Bat form and couldn’t figure out how to proceed, and eventually figured out that the game intended me to use slow-falling and jump-kicking to bounce off a truly egregious number of candles up a long tower (while avoiding random flying skeletons). Yeah, I used an infinite double-jumps code to cheat past that bullshit. There’s a mini “reverse castle” with no map where you have to hit three switches to unlock the final battle—actually, there’s an annoying number of switches that open faraway things and aren’t signposted in any way in the latter half of the game. Oh, and this was made by a Chinese hacker and the English translation is pretty dumb—Soma and “Dark Soma” are running around the castle and are apparently unrelated; and it’s really easy to trigger events out of order. There are some clever ideas here, but the difficulty increase is too much and the later sequence is too obtuse.

Castlevania: Aria of Sorrow Alter [hack] (GBA, Played on Powkiddy V10) – A more reasonable difficulty than Serenade but still a notch above the original game, this gets a lot of credit for both interesting ideas (the clock tower is frozen until you hit a switch to activate it, and that includes all the enemies) and not doing stupid things like requiring jump-kick climbing. There’s a bunch of back-and-forth you need to do to unlock everything, and an intensely difficult but optional Death Arena that includes a bunch of boss re-fights but rewards you with the Excalibur, the game’s new best weapon. And the Chaos Realm is on the main map, which I do also like. All in all, a faster and more reasonable play-through and a solid hack.

Soul Blazer [RandoBlazer Randomizer] (SNES, Played on Trimui Smart Pro) – This game actually scales better for randomizing than I realized (or maybe I’m just good at it), because I was on the ice slopes before I found my first set of armor and was still using the basic sword. I actually found all 8 emblems and the bell really early, but had no magic so the infinite gems were worthless. I also found the Super Bracelet really early, and that was a godsend. This randomizer is really clever in recognizing what does and doesn’t gate certain areas: There are obvious cases like Leo’s Brush and the GreenWood Leaves which gate off dungeon areas, but which parts of the islands the Bubble Armor does and doesn’t gate also clearly figure in. The leader of each town gates the next area, but what item they give you can also be randomized. And by forcing you to at least “dip” each area in order, you keep at a reasonably high character level so that you can manage enemies even without the optimal equipment for each area. (Also, I love that the dialogue was generally simplified and truncated with the assumption that you know what’s happening. And the summoning of the Pheonix became GRANDMA DANCE!)

Illusion of Gaia Retranslated (v1.1) (SNES, Played on Trimui Smart Pro) – A retranslation and “quality of life” patch, the former being something I have long felt this game needed. This also adds a sprint button and item stacking (though it doesn’t tell you how many items you have stacked). There are definitely rough edges—unfinished features, text boxes that don’t wrap properly—but it’s definitely a step up from vanilla in terms of the clarity of the translation. (And, of course, by the time I finished playing v1.1, v1.2 was already out. I’ll need to check back eventually.) This remains my least favorite of the trilogy, because the difficulty is uneven (and not really controllable) and the mythology is a bit nonsensical even with the retranslation; but it’s still a roller-coaster of interesting plot twists and clever gameplay and this is a step in the right direction for it.
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Another Stardew Valley-like, but in this one you’re playing as a member of a primitive tribe who were led by the spirits to the new land and must build their civilization there. Find wild seeds and wild animals and domesticate them as your tribe invents the trappings of civilization for you to use.

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Overall: This was familiar gameplay with some cute quirks; not perfect but clever enough to be a little different. If you want more Stardew Valley, it’s another fun option.
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