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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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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 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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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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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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This year saw a few more Talking Time projects: I continued adding to my KEMCO rpg reviews thread, I did another What's on this $10 Handheld 4: The Aojiao Handheld and Gamplae Handheld, and I did a thread of examining How To Win At Game Boy Games: Beowulf’s Game Boy Youth Returns.

I had 495 hours of logged games, which was a big step up from the last few years, and a massive amount of that was driven by my full replay of Stardew Valley, including all of the new v1.6 content and the “Perfection” achievement, totaling 128 hours. My runner-up at the end of the year was Sun Haven, another life/farming sim game that I didn’t 100% to the same degree but still played pretty thoroughly, and logged 58 hours on. Nothing else cracked the 20 hour mark, though a couple of the KEMCO rpgs came close.

I finished 22 games that were new to me: 11 Steam games, 9 Android games (all of them KEMCO rpgs), and 2 Switch games. I logged 13 replays of older games: 4 SNES, 4 GBA, 2 GBC, 1 DS, and 1 PSP; and Stardew Valley on Steam. The Retroid Pocket 3 won the emulator handheld usage by far because I used it for most of the KEMCO games and several retro playthroughs, but also because ARR used it to play N64 games. The Trimui Smart Pro and RG35XX-H also saw decent usage, but nowhere near the same degree.

As should not be surprising, this was another year where the most popular genre was classic RPGs (a lot of them KEMCO games and replays), but again there was a healthy variety to my selection and the two top games were both life/farming sims. Gems of War once again accounted for the vast, vast majority of my casual game time—I actually replaced my Android tablet because the previous one had battery issues; though I’ll note I also used the tablet to emulate Professor Layton for my replay of that, and played two of the KEMCO games on it. (I also joined a top-level GoW guild this year and my ability to upgrade top-level stuff increased significantly.)

I did make some progress on my backlog this year, mostly by knocking out a slew of paid-real-money Steam games in the last quarter. I still have a lot of dross from Steam bundles and half a dozen more KEMCO rpgs for the next time I’m in the mood.

ARR went hard on Kirby: Return to Dream Land Deluxe and Legend of Zelda: Echoes of Wisdom; but also replayed a lot of Pokemon and other Kirby and Zelda games. He continues to play Bloons TD6 on his tablet and Minecraft online with his friends. And he played several N64 Kirby and Zelda games on my Retroid Pocket 3, as noted.

This year I’m hoping to clear out more of my Steam backlog and maybe get back the Switch long enough to clear out a few of those, too. But I’ll probably get distracted by more hacks and translations on the various handhelds along the way.
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Clearly inspired by the success of Stardew Valley, this is a farming sim with heavy rpg elements and Zeldalike combat. You move to the new town (a medieval fantasy pastiche) and start your new job, which defaults to farmer but you can also start as a crafter, rancher, warrior, etc. rather than learning those skills as you go. You do farm chores, explore the surrounding dangerous areas, meet all the townsfolk and run errands for them; you know, the usual.

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Overall: If you want more Stardew Valley-like experience, this delivers it solidly.
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A traveling magitool repairman is just going about his business when he stumbles into a town that’s been attacked by strange monsters with the power to permanently transform humans into magiswords. He ends up semi-adopting an orphan girl, and they meet up with two other adventurers to find out the truth of the monsters and the magiswords.

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All of that said, I started playing this in August and got about three hours in, then got distracted by other things (and my son borrowed the Retroid Pocket 3 to play N64 games on) because despite the plot being something a little different, it’s all very similar to the previous half-dozen KEMCO games I played in the spring and summer. I loaded it back up intent on finishing it, and then discovered that the very next cutscene—like, literally five minutes from where my last save was—crashes the game. I could probably try transferring my save or restarting on a different device, but I clearly wasn’t engaged enough in this in the first place. It’s not particularly better or worse than any recent EXE-Create game, but be warned about that issue.
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It’s time to clear a variety of games off my Steam backlog. Five roughly ten-hour experiences in radically different genres:

Kingdom Rush Vengeance - A tower defense game with a nominal plot (a sealed-away dark wizard escapes and sets out to conquer the world) that’s really an excuse to set your minions against everyone in your way. The Kingdom Rush series has always sat in my “middle ground” place for tower defense, because what I really want is something totally grind-able (like Gemcraft), and this only gives you upgrades when you complete the main campaign stages and has limited levels for your heroes. (I do really like the click-and-find achievements hiding in most stages, though.) Still, it came as part of a Humble Bundle and I got my money’s worth of entertainment, even without re-doing every stage at higher difficulty/challenge mode and also doing all of the expansion stages.

The Messenger – A Ninja Gaiden-em-up with tongue planted firmly in cheek; you spend a lot of time clinging to walls, air-jumping off projectiles, and rope-darting across gaps. The second half switches from being linear to being a metroidvania that I would have found too obtuse without a guide—the world is too large, the travel too treacherous, and the fast-travel points too few for the amount of crisscrossing the map you have to do. The difficulty starts very reasonable (for the genre) but my number of deaths rose dramatically as the game went on. (You have infinite lives, but the demon buddy who revives you takes a bunch of the Time Stones you collect when you respawn.) I found that the difficulty level teetered just on the edge of too much; I had a bunch of points where I died a lot, got frustrated, but eventually came back and made it through. This was very much a game I had to play in bursts and stop to rest when I started getting sloppy—but in turn I’m rather smug that I got through the whole thing.

Ocean’s Heart – A 2D Zeldalike with a mixed amount of open-worldness; pirates attacked your town and kidnapped your friend, so now you need to follow in your father’s footsteps and go hunt them down. Along the way you’ll find the usual selection of bombs, bow, boomerang, and spell amulets. (Bombs are maddeningly limited for much of the game.) Instead of heart drops, you need to collect fruit or craft potions to restore health, though that also means you can build up a huge stock of healing by the midgame. There are also a lot of weapon and armor upgrades to find and collect, so the difficulty of various areas can be wildly variable depending on whether you’ve done sidequests. I died a LOT in the first couple of hours, but once I had a few armor upgrades and health upgrades (not to mention a proper stock of health potions) I didn’t die at all in the latter two-thirds of the game. Especially if you’ve been keeping up with upgrades, bosses are actually really easy and it’s only attrition that’ll take you down—which is avoidable with your massive stock of healing items. I would have liked proper dungeon maps and maybe a more detailed world map, but the quest log is great and the fast travel is very helpful. This is a fun game with just enough plot for the dungeons and vice-versa.

Children of Zodiarcs – A “Square-Enix Collective” game which mashes together a tactical rpg, a deck-builder rpg, and a dice-based combat system. You maneuver around the battle map in classic trpg style, pick your attacks from your custom attack deck (and the size of your hand also impacts some effects and can be affected by spells), and every attack is resolved by rolling custom dice. You gain new cards by gaining levels; you win new dice in battle or craft them from your excess stock. There’s no equipment or consumables; and each character is unique with no class system or anything like that. Despite the abundance of systems, there’s actually very little customization and you don’t even get to choose your party for battles (and about a quarter of the battles are with completely uncustomizable teams anyway). You can grind side battles on normal mode, but if you’re underleveled the enemies are weakened anyway, so it’s not necessary and at least once for me was counterproductive; you really can just charge right through and if luck goes against you, reset and try again. This game has an amazing amount of board game-ness to it for something that doesn’t play at all like a board game. The plot revolves around a small street gang who’ve happened into a very important artifact in a world that had previous been decimated by wars that used the Zodiarcs; but it stays in a very small corner of that world and you basically fight the same battles with the city guard, the rival gangs, and the weird cultists half a dozen times each. I suspect people were expecting a big Final Fantasy Tactics experience from both the systems and the story here, and the disappointment is what lead to mixed reviews of the game. That said, while I don’t think it was brilliant and I didn’t feel the need to thoroughly do everything, I beat it and had some fun with it.

Worlds of Magic – I backed a Kickstarter for this and it was released back in (checks notes) 2015…and it’s sat on my backlog since. It’s a fancy, juiced-up version of the 4X classic Master of Magic, that I’ve replayed (and played official enhanced hacks of) several times in that interim. They added a lot of new overworld features and tweaked a bunch of mechanics, but the majority of the actual gameplay (including unit types and tech trees) is identical. A bunch of the mechanics are a little janky (and not just in that they fight my muscle memory), as units tend not to move along set paths you make for them and need to be micromanaged. There are also graphical glitches in battle to the point of the game freezing if you bring a magic spirit into a battle on water. Also, Hero inventory is a mess where things appear and disappear at random. But the biggest change and the biggest problem I found was that units don't gain experience over time, only in battle, and the battles that you can beat are very limited. Which means leveling up your heroes is a mammoth endeavor (of micromanaging!) and that really changes the power curve of the game. I think it’s also interesting that most of the achievements—including the really basic ones you can get in the first few hours—have a very low percentage of players who have them. That implies that a lot of people who bought this barely touched it. (And reviews from the people who played more of it complain that it’s unfinished and prone to crashes in the late-game.) I gave it the ol’ college try and played ten hours, conquering the Prime Plane (and covering it in settlements) and meeting the enemy wizard in the Water Plane before I decided I’d gotten the experience and my money’s worth.

Overall: A mixed bag, though I enjoyed them all for the time I put in. The Messenger and Ocean’s Heart get recommended if the descriptions appeal to you.
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I should probably make a note here: I did another Talking Time "project", reading through Jeff Rovin's How To Win at Game Boy Games and attempting to use its advice on each game; plus some bonus posts about other games in my collection and other ones recommended by my audience. Check it out: How To Win At Game Boy Games: Beowulf’s Game Boy Youth Returns
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This is a squat and remarkably square device, which is more screen than anything else. The unusual form-factor was the reason I bothered with it, as it’s mostly just another device in the $30-40 range that plays the standard range of classic systems.

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Overall: This picked one thing to do well (play GBA games at 2X resolution on a small form-factor), but that’s kind of the only selling point. It’s not quite compact/pocketable enough to compete with one of the 2.8” screen micro devices at the same price point, but a RG35XX-H or Trimui Smart Pro has it beat on power and capability for only slightly more money. I like that it’s a little different, but I think it’s trying to stand out in a niche that’s already pretty saturated.
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Years ago, the Nox Tribe of the underworld attacked the human world, and when the Light Ruler fell, the three Rulers of Fire, Water and Wind sacrificed themselves and combined their powers to build barriers between the dimensions. Now, the son of a local mayor (...who’s mysteriously powerful and knows more than he’s letting on), the daughter of the Fire Ruler, a wandering academic, and a mysterious girl with magical powers but no memory are charged with collecting the elemental crystals Soul Maps to prevent the barriers from falling.

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Overall: This is more basic than the most recent EXE-Create fare, and there’s really less variety and actual ability to customize your characters despite the sphere grid. And the forced-vertical layout is weird. The story and characterization are…fine? Rote and honestly forgettable. It’s a perfectly decent experience but nothing standout.
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