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Messages - dhaabi

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1
Video Game Database Discussion / Re: dhaabi's VGC Database Work
« on: September 02, 2025, 05:28:38 pm »
More work's been done toward restoring images and general clean-up.

GameCube [JP]
restored art, added local names, removed duplicates, corrected item number sequences

Wii [JP]
restored art, added local names, corrected item number sequences

Wii U [JP]
restored art, added local names, corrected item number sequences

Game Boy [JP]
restored art, added local names, removed duplicates, corrected item number sequences

Game Boy Color [JP]
restored art, added local names, removed duplicates, corrected item number sequences

2
Video Game Database Discussion / Re: Error Listings and Rejected Edits 2025
« on: September 02, 2025, 08:48:13 am »
Is that possible to reuse the first link (https://vgcollect.com/item/285813) to resubmit another game with this infos?

No. You will need to submit a new entry for the item you're wanting to add.

Also, be sure to submit the Item Number information without the hyphen as N3J 00002 since forced line breaks indicate a space, as evident from the item itself.

3
General / Re: 52 Games Challenge 2025!!!
« on: September 01, 2025, 03:45:01 pm »
55. Persona 3 Reload || PlayStation 5 || 08.25.2025



After experiencing a Persona game for the first time a few years ago in a couch co-op setting, enough time had past to where wanting to play through another entry was something that that same person and I were wanting to do in the same way. So, we decided to play Persona 3 Reload (P3R), a remake. Generally, I prefer playing through games in their original adapation if possible and easily accessible to me, but I knew that playing the remake would be the most optimal option since I'm not playing alone. Also, I eventually learned only after we completed the game that there are certain quality-of-life updates to the remake that I think I greatly prefer, so that was good information to learn.

In short, P3R is a save-the-world adventure that's only able to be accomplished by a ragtag group of cast-aside high school students known as S.E.E.S. Their goal is only possible because these individuals are able to harness some greater power in the form of their individual Personas, which are a physical manifestation of their personality and identity. What they all fight for is to end a phenomenon referred to as the Dark Hour, which is a hidden time taking place every night at midnight. During this time, ordinary people are oblivious to what's going on as they stand still, and monsters known as Shadows work toward intruding our world to overcome humanity. While going through the game's opening hours, I was actually surprised somewhat by the game's narrative structure, as players are more-or-less just thrown into action without much knowledge while a lot of story exposition is just skipped. A major reason for why this seems to be is that the player-controller protagonist is a newcomer to an existing group and their organization's covert operations. So, instead of everyone involved figuring out what's going on altogether, what happens is that these other individuals explain a lot of introductory information for much of the game's early segments.

Despite P3R being a narrative-driven game, I found myself not being able to engage with it as much as I had anticipated. And a large reason for this is the characters themselves. For far longer than one would expect—at least half of the game's total playtime, which the game is of considerable length—there are virtually zero meaningful interactions between the protagonist and supporting cast on an individual level. In fact, even amongst the team, there are few party developments pertaining to the characters themselves and not the events they're involved in. Besides the characters, the story itself did not really seem to separate itself from others adopting the same end-of-the-world scenario, though its themes and tone do set it apart. Seeing that this is the game where characters literally shoot themselves with a gun to engage in battle, I actually would have liked to have seen its mature writing taken to an even higher degree, but what's present, such as topics like suicide and self-harm, is still commendable.

I'll now mention that the game is divided by its two kinds of gameplay: social simulation and turn-based RPG. I'll first discuss the former. Taking place over the course of one full school year, P3R's story is experienced day-by-day with a myriad of social interactions available to pursue at any given time. However, players are forced to prioritize what actions they take and when they take them, as most days limit players to two actions (which also includes deciding to engage in combat) alongside certain actions being time-specific. With that understanding, there are all sorts of non-player characters which the player is able to develop relationships with. While there are plenty of opportunities engage with non-party members whom make up the secondary cast, the aforementioned little engagement available for players to share with those closest to them made it seem like party members were the ones without much character depth. Eventually, though, opportunities to connect with party members on a deeper level do appear, though these moments are few and far between. There are very specific times when this sort of relationship-building can be experienced that's presented at random, whereas the secondary cast can be socialized with a much higher frequency while adopting a predetermined schedule. However, relationships will only grow as a result of accumulated social points between you and that specific individual, and the best way to gain these points are by selecting the most favorable dialogue options among several to choose from. Unfortunately, what's deemed as most favorable almost always is the option that avoids all conflict and nuance. And as a result, most social interactions were a bore and monotonous. This problem also seemed to affect the characters themselves, as I personally found many of them to be uninteresting or outright unlikable.

At least once per in-game month (though likely two or three times in total), the player and their fellow S.E.E.S. teammates will explore past the human world into a Shadow-filled dungeon which takes the form of a monumental tower where nearly all combat initiates. Exploring the tower one floor at a time, the player navigates the area while slowly ascending to the top until roadblocks are periodically met. However, Shadows roam the environment alongside players, which means that players themselves can decide whether they want to engage in battle or not. While the tower itself is divided into six sections with some environmental differences, each of the tower's 264 floors share an uninteresting level design that limits combat exploration by being a modern take on traditional dungeon-crawling. Of course, this does make sense given the series' history, but the decision severely diminishes players' ability to have fun while exploring and instead makes exploration be a race to the top as there is very little beyond battles to engage with.

With that said, the game's RPG mechanics offer a much more fast-paced foil to the slower social elements. With a party system that supports up to four, P3R is designed with a traditional turn-based RPG system which has each person or monster engaged in battle acting on their own. Unlike many other RPGs, Persona in general is a series which places great emphasis on buffs and de-buffs during battle, and P3R is no exception. At the same time, exploiting enemy weaknesses is also crucial, as it will allow for follow-up attacks in the same turn or, when exploiting all enemies present, allow players to unleash a powerful group attack. Alongside basic gameplay moves, there is also a special skill meter referred to as Theurgy that I think is designed well. In order to select these special skills, the meter needs to completely fill, but the criteria for this to happen varies between party members. I suppose I'll also mention that Persona games are known for being on the more difficult side, but I did not feel that way. During my ~120 hour playthrough, the only times I ever reached a game over (that is auto-triggered when the protagonist dies) was when auto-kill attacks were successful. But even then, the game provides several options for what players do upon dying, such as restarting the fight or restarting the save file. Lastly, the spoils system when winning a battle is designed quite effectively. Instead of one predetermined reward, players are able to choose what they gain from several options. As the game progresses, what's gained, the effectiveness of what's gained, and the amount of what's gained increases, and this alone system out of everything felt like it most valued players' time.

Besides utilizing standard attacks, player party members greatly rely on the use of their Personas in battle which grant them varying special skills. And as party members gain experience and level up, so do their Personas. As one would expect, new battle actions do regularly become available, though the amount of skills any Persona can use at any given time is limited to eight. So, balancing which skills are active by sacrificing older ones is necessary to progress forward in the game more easily. Exclusive to the protagonist, players may also fuse Personas which is the act of combining two or more Personas to create a new one. These fused Personas are almost always more powerful than what was relinquished, and certain skills held by the ones lost may be inherited to the one gained. Because of that one aspect alone, fusing was a crucial act so that powerful abilities, that are sometimes even specific to individual Personas, can be retained. However, I would have liked for this process to be more involved and strategic. While playing, I never felt forced to be that forward-thinking and methodical with what I make and what sort of actions they wield. Even when I accidentally lost a certain kind of ability that would have been useful, I still always managed to win battles.

It's common knowledge that Persona games are lengthy, including P3R. And as much as the two gameplay halves excel, I don't think the balance between them is done particularly well. How exactly players progress through the game is ultimately their decision, but it's incentivized to divide the two gameplay sections fully from another with each passing in-game month. Personally, I found myself going through hours upon hours of dialogue and other social mechanics, or hours upon hours of combat exploration without a break in-between either. For the former, all sorts of activities are available to pursue that are expected for a high-school student in the city to engage in: going out to eat, participating in school clubs, studying, shopping, being with friends, working part-time, or pursuing other leisurely activities. Of course, all these activities are technically optional but are meant to be engaged with, and for good reason too because they directly increase other mechanics tied to the combat exploration. While I could have avoided being invested in certain sub-plot narratives or shortened the time commitment by avoiding reading altogether, those decisions felt counterintuitive.

Having now completed Persona 3 Reload, I feel conflicted. While the game's upstanding quality is undeniable, it's not a game that values the player's time. Apart from this issue, the game's themes take on a more mature tone that I was anticipating, which I do commend. They regularly coincide with more lighthearted elements to be expected from a typical high school setting and cast. However, the story did become a bit boring as the game neared its end. It felt a bit generic and, unexpectedly, very similar to the only other game in the series I've played, Persona 5. So, this makes me question if other entries and future ones will follow this trend, which is a disappointing thought to have. I'm sure that I'll play other games in the franchise, or those similar to it also by developer Atlus, at some point, but I need a long break before then.

4
General / Re: VGCollect Secret Santa Feedback
« on: September 01, 2025, 09:21:07 am »
The season for Secret Santa is fast approaching once more! In the next week or so, I will be creating a new topic for those wishing to participate in the 2025 event to respond to. However, there needs to be some discussion in regards to international shipping and the current state of the economic market—namely, the impact of tariffs being imposed by the United States (US).

Right now, I obviously do not know which members (if any) from non-US countries may want to participate in this year's event, though I presume at least one person would want to join based on previous years' participants. I have tried to stay up-to-date on international shipping concerns, but it is such a volatile matter in that pricing, fees, what is and isn't affected, when changes do go into effect, and how other countries respond to such changes vary on any given day. It is my understanding that shipping items to the US could be a financial burden to non-US members, and vice-versa. Or, in some instances, mailing operations may be totally suspended involving the US, which, as of this writing, has been the decision made by at least 25 countries (coincidentally, every country where non-US participants who participated last year are from.) Every day, new updates regarding worldwide shipping are made due to unstable or unrealistic guidelines enacted by the US. So, I believe it may be best to remove potential pairings involving a US participant and non-US participant for this year's event.

I am aware that certain exceptions are (for now) in effect from being imposed by tariffs. From my understanding, video games are not items that would be impacted by such fees, but this exception could just as easily change in the new future. The law is outlined below, as taken from Cornell Law's website:


Quote
50 U.S. Code § 1702 - Presidential authorities

(b)Exceptions to grant of authority
The authority granted to the President by this section does not include the authority to regulate or prohibit, directly or indirectly—

(3)the importation from any country, or the exportation to any country, whether commercial or otherwise, regardless of format or medium of transmission, of any information or informational materials, including but not limited to, publications, films, posters, phonograph records, photographs, microfilms, microfiche, tapes, compact disks, CD ROMs, artworks, and news wire feeds. The exports exempted from regulation or prohibition by this paragraph do not include those which are otherwise controlled for export under section 4604 [3] of this title, or under section 4605 [3] of this title to the extent that such controls promote the nonproliferation or antiterrorism policies of the United States, or with respect to which acts are prohibited by chapter 37 of title 18

What does everyone think? While I am planning to once again be this year's event organizer, this is a community event and does not belong to one individual. I am not wanting to dictate some executive decision signed off without others' input—through a democratic process, even.

5
So, as I mentioned in the Admin Comments for your most recent edit submissions upon their rejection, Ubisoft Monpellier Studios should not be supplied to the 260831's Developer field since the back cover specifies that Ubisoft developed the game. However, Ubisoft Monpellier Studios may be supplied to the Description field. Something along the lines of "game data developed by Ubisoft Monpellier Studios" would suffice.

So, in the end, is a bit of a "why bother filling it up?" thing, if one entry contradicts the other. It would be like Sonic Superstars, where the game was developed by Arzest (with support from Sonic Team), but the box only lists Sonic Team; or various remasters, where the original code was developed by one company and the port was made by another (I'm looking at you, Alan Wake Remastered).

There is still reason to supply information to the field. I don't see why two entries for the same game having different information would be unwanted, so long as it is correct (that is, as it's reported by the item itself.)

I think the issue really is that people who supply data to entries in physical Games categories need to get in the mindset that these two specific fields—Developer and Publisher—are determined by information on the actual item foremost. The two fields in question are no different than Name or Barcode in that respect. This sort of priority is preferable for those types of entries anyway, because we should strive to gain as much information as we can from items themselves and not in-game data or other site resources. And again, any conflicting or additional information (such as what you've mentioned with Sonic Superstars and Alan Wake Remastered) can be submitted to the Description field like I mentioned before.

We hope to one day avoid this problem altogether with a site overhaul of some kind, but the development work needs to be done. Staff have discussed it amongst another about what kind of steps would need to be taken for such an overhaul, though it may not ever happen even. So all we can do now is to plan ahead with hope for the future while working with the systems that are available to use under the advised guidelines.

6
I picked up Metal Gear Solid Delta on PS5 yesterday. I'm looking forward to playing through the third game in the series for the first time.

I've watched some gameplay over the last few days, and I'm quite pleased with the Snake vs. Monkey mode. I'm also just now finding out that Pipo Monkeys are replaced with Bomberman for non-Sony platforms, which is a bummer but an expected decision.

I'm pretty unfamiliar to Metal Gear Solid in general, but the other parts—what some would consider secondary to Snake vs. Monkey—look good too.

7
https://vgcollect.com/item/260831

Developer rejected.

Based on that, should all other entries of the games be edited?

First, it's important to understand that every entry should have information submitted to it on a case-by-case basis. This is because that it's almost guaranteed that no two entries for physical items, even for the same game, will share the same collective information. Of course, it is easy to see how this is true based on fields like Front Art and Barcode, but it impacts fields like Developer and Publisher too. The Genre field is the only exception to this matter as it is the only field that's specifically related to digital—not physical—information.

You may or may not have read this follow-up post to when this sort of topic was also being discussed last year:


Re original conversation for Watch Dogs 2 on Xbone
https://vgcollect.com/item/115089

This item exists in a physical games category, so the entry is for the physical product. Publisher should be reflective of that. The game itself (the game data) is not part of the entry and any information about the game data would be put into description. The game data also has an entry, which is here: https://vgcollect.com/item/202909

So for this instance, the physical game entry would have Ubisoft but the game data entry would have Ubisoft Montreal. It looks like those entries already are like this.

So, as I mentioned in the Admin Comments for your most recent edit submissions upon their rejection, Ubisoft Monpellier Studios should not be supplied to the 260831's Developer field since the back cover specifies that Ubisoft developed the game. However, Ubisoft Monpellier Studios may be supplied to the Description field. Something along the lines of "game data developed by Ubisoft Monpellier Studios" would suffice. Meanwhile, for an item like 260177, nowhere on the item's packaging does it state who the developer is. So, Ubisoft Montpellier Studios would be acceptable to submit in the proper field since that is what's reported on sites like MobyGames.

For what it's worth, I personally find many of the existing entry fields more cumbersome than they are helpful. At least in regards to entries representing physical items, anyway. Because it is only in (relatively) recent years that the distinction between physical and digital categories was recognized, and that physical categories represent physical items and not games, this issue exists. In hindsight, a Developer field being present in physical categories is not ideal, but there is only one entry form field across the entire site which every entry utilizes. Regardless, those fields were created long ago, far longer than when any sort of actual rules and guidelines were authored and implemented. So, they're here to stay probably forever.


And yes, we've had this argument with Ubi time and again. It's especially noticeable because the "Developed and Published by Ubisoft" thing is only used in the NA region. Seriously, look at the covers for the EU region (https://www.mobygames.com/game/216014/prince-of-persia-the-lost-crown/covers/).

For what it's worth, some EU items also specifically mention Ubisoft as both the developer and publisher. For PlayStation family items, anyway.

8
Video Game Database Discussion / Re: Developer/Publisher Requests
« on: August 29, 2025, 08:51:24 am »
Would you be opposed to Nick Games being added as a Developer field option instead? To me, that seems like the more accurate information.

I would not. Thanks a lot.  8)

Nick Games has been added as a Developer field option.

9
https://vgcollect.com/item/207992.

If I was to submit my version, what nomenclature shall I use?  ???
Should they be differentiated by box back number?

I noticed a proper /2 variant shortly after I rejected your edit. If you were to submit the variant, the most ideal name would be Lego Star Wars: Die Komplete Saga - Premium Edition (83051.206.GM/2). Then, we can update 207992 using the same format.

10
Video Game Database Discussion / Re: Developer/Publisher Requests
« on: August 27, 2025, 01:30:15 pm »
https://vgcollect.com/item/180477
developer: Nickelodeon

Are there any reputable sources that mention Nickelodeon as being the developer? I've only been able to find various wikis and gaming pages stating that. I've looked through print material without a developer being explicitly mentioned, though the company Nick Games is mentioned in the start-up loading animation (at least in the US version.) I ask because I'm skeptical to believe that Nickelodeon, a television broadcasting company, actually developed a game themselves. For development had been done by some subsidiary company like Nick Games seems more likely.

Nope I didn't find any other information neither

Would you be opposed to Nick Games being added as a Developer field option instead? To me, that seems like the more accurate information.

11
Video Game Database Discussion / Re: Developer/Publisher Requests
« on: August 27, 2025, 12:49:25 pm »
https://vgcollect.com/item/180477
developer: Nickelodeon

Are there any reputable sources that mention Nickelodeon as being the developer? I've only been able to find various wikis and gaming pages stating that. I've looked through print material without a developer being explicitly mentioned, though the company Nick Games is mentioned in the start-up loading animation (at least in the US version.) I ask because I'm skeptical to believe that Nickelodeon, a television broadcasting company, actually developed a game themselves. For development had been done by some subsidiary company like Nick Games seems more likely.

12
General / Re: 52 Games Challenge 2025!!!
« on: August 26, 2025, 01:26:26 pm »
54. Kutar Apple || Nintendo 3DS || 08.24.2025



When I began building a digital 3DS library last year consisting of (mostly) digital-only games, I came across a series of games called Kutar. Ordinarily, I would not have even considered spending the money to play these games, but I've decided to try them out since that isn't an issue for me now. All ten games were released at once, so I've begun playing them in alphabetical order which means that Kutar Apple was first.

First, it's important to highlight that each of the ten games within the Kutar series is a standalone arcade-style game. So, what this means is that each game has one simple objective to work toward until the player fails. For Kutar Apple specifically, what this goal is is to catch the apples while avoiding the poisonous mushrooms. At the bottom of the screen, players control the titular Kutar who's ready to catch falling apples while wearing a fruit-gathering bag. Above, some unnamed person shakes the tree with a limitless harvest. Players are required to guide Kutar left and right across a 2D plane that's as wide as the where falling objects land, so there is no safe space to avoid items altogether. In general, the player's score increases by 1 with each apple collected whereas gathering just one mushroom initiates the fail state instantly. So there is some incentive to do well as a result of the high score system. I ended up playing through four quick sessions, and my high score was 157.

There are some other minor details to clarify too. First, there is no penalty for missing apples. In time, an onslaught of food rains down which will make it impossible to collect every apple anyway which only adds some chaotic tension to the simple task. This also means that there is no penalty or effect when players come in direct contact with falling items, including mushrooms. And alongside apples and mushrooms, other food types will randomly fall too which are fine to gather and are even worth more points. Another way to amass more points is by bouncing items on Kutar's head or edge of the bag. Falling apples must be placed perfectly in the bag's small opening which, in time, becomes somewhat of a challenge. Lastly, difficulty does increase. As more and more apples are collected, the rate and speed of falling items greatly heightens.

Based on the game's quality and depth, I already know what to expect from the other games, Perhaps if they were a part of some arcade mini-game collection instead of being sold separately, I can see these games having been worth purchasing for the right player if it was priced appropriately. Regardless, Kutar Apple achieves at what it sets to accomplish, which is really just to provide some basic game task for players to pass idle time. I think that, randomly, I will come back to this series despite not having high expectations for it.

13
Your edit has already been approved, which you're able to confirm by reading the entry's History tab. Clear your browser cache to view any image updates.

14
General / Re: 52 Games Challenge 2025!!!
« on: August 25, 2025, 10:32:50 am »
I really think that from a storytelling aspect a prequel to the first game would really be an interesting way to add to the world of Silent Hill, and so I hope they revisit this concept some day.

I feel like some sort of explanation will be explored in Silent Hill f considering it takes place during the 1960s, but it won't be in the ways you'd probably prefer it to (unless I'm mistaken.) There are narrative choices previously established in Silent Hill: The Short Message that seem to be taking the franchise into a different direction which explains f's Japanese setting, for better or for worse. Regardless, maybe some day there will be a more direct prequel to Silent Hill, although I think I may prefer not having all the information.

15
General / Re: 52 Games Challenge 2025!!!
« on: August 22, 2025, 10:59:32 pm »
53. Vile: Exhumed || PC || 08.18.2025



For better or for worse, Vile: Exhumed is an adventure game of sorts that's gained recent news coverage for being removed from Steam just prior to its planned release. Fortunately, though, the Streisand effect is working in its favor, as it's a game that myself and many others likely would not have been made aware of otherwise.

Self-described as "a game about male entitlement," Vile: Exhumed is an intense experience about graphic, unfiltered horrors from real-life scenarios that will not be for everyone which are presented through analog horror design. To be upfront, the censorship and removal of this game from digital storefronts was invalidated and appropriately outlined on official pages and documents pertaining to it including its main webpage Vile Is Banned. It's a game that was dismissed for showcasing "sexual content with depictions of real people," though the latter claim is wholly inaccurate whereas the former regards censored nudity without any presence of sexual acts. Regardless, a large majority of the game's content is text-based which, personally, I found to be far more disturbing to read than I ever did viewing the few instances of relatively tame photos and videos.

With that said, Vile: Exhumed is a game that's difficult to discuss. Taking place in the late '90s, players are tasked with navigating a desktop PC while assuming the role of its owner. There are various programs including e-mail, notes, and access to various marketplaces and forums related to VHS and adult videos. Appropriately, various other elements trigger including e-mail alerts and pop-up ads. But to access certain programs, players must gain information from the sections already available by sifting through an array of websites and documents, meaning that progression isn't linear. With the context that the player is the desktop's owner, there is little sense that we'd not already be aware of such password knowledge, but it's a small detail that's easy to overlook. From the unlocked sections first available to players, most of what's uncovered here is just to provide insight about the general mentality for these groups of people which does also include the player-character. It's readily apparent that some of the individuals involved in these communities are generally people without merit. In time, however, more incriminating information about the player-character is learned upon gaining access to shady sites and instant messenger conversations which unveils perverse and threatening thoughts, behaviors, and meetup activity.

To put it mildly, it becomes clear that the player-character actively explores and engages in explicit, morally-obtuse sexual kinks and fixations. Which, the argument can be made that these behaviors are fine when not acted upon or heightened to a certain level, but that unfortunately is not the truth in this matter. Instead, the evidence we as the player uncover while playing as the player-character is outright unsettling. It becomes clear that this person's intimate interests are not only alarming but unequivocally dangerously violent when acted upon. There is a severely irrational delusion upheld by him that he's some important figure who's worthy of any and all attention by those he targets. Again and again evident by uncovered messages, he propositions his own dangerous fetishes for them to meet to appease his desires. But this is not just some attitude held toward one specific woman or even several women. No, it's a belief that encompasses all women whom the player-character reveres nothing more than objects to serve his twisted fantasies.

Quickly, the feeling of accomplishment upon solving a puzzle was totally lost when beginning to parse through a previously-locked section's contents. At times, it felt difficult to separate myself as the player from the player-character because it was me progressing through the narrative to uncover these unhinged, parasocial attitudes. As the player, I never knew what to expect next or just how intense the actions and thoughts described would be until they became evident. And to no surprise, I really just got the total ick when reading e-mail messages the player-character had sent to various women. Nevertheless, the game's puzzles are thoughtful enough to have maintained my interest in sifting through various pieces of information, though I think players will already be tragically invested in the game's story content plenty to see which direction the game takes to complete them regardless. If it was not evident until now, Vile: Exhumed is less about its gameplay than it is about sharing an interactive story. For what it's worth, though, navigating the PC is straightforward. Still, I know I didn't uncover everything in my playthrough based on marketing material, as I've later learned that some webpage elements were interactive despite thinking otherwise. So, there is certainly reason to explore what's available to you thoroughly for more available content and context regarding the unfolding narrative.

Ultimately, Vile: Exhumed is a game that's far less centered on glorifying violent acts committed by men and the unhealthy views they hold toward women than it is delving into the psyche of one deeply troubled and deeply sick individual. The idea that women are deserving of consent and act in ways they feel comfortable doing when and how they desire is the game's most pervasive topic, above all. And, of course, it really doesn't come as any surprise to me that a game with this sort of controversial messaging was not only wrongly targeted and removed from digital storefronts but was developed by a woman. At the same time, I admit that Vile: Exhumed is not a game that I enjoyed due to its graphic subject matter, but it is one that I'm glad to have played.

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