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Quickie Reviews F-J

Fallout 76 (Bethesda Game Studios, 2018)

Fallout 76 is a game that has been quagmired in negativity from the word "Go", lacking the immersion of previous Fallouts by replacing all human NPCs with robots who dispense quests in the most sterile fashion imaginable, generally buggy design prone to frequent crashing, and preorder bonuses being fulfilled with much cheaper merchandise than was promised.  That, plus rampant and nearly-unchecked player cheatingsecurity breaches in Bethesda's support system, an immensely overpriced in-game microtransaction system and a much-derided premium service that costs another $100 a year atop the already enormous price gouging present, have only worsened its image further, leading to it being known as one of the most cursed games of the modern era.

But beyond the storm of corporate meddling, is there a worthwhile game to be found?  Well, I suppose that all hinges on how much you enjoyed Fallout 4.  76 is essentially that with a mediocre multiplayer element tacked on, letting you explore a vast world, complete story quests at your leisure and build your own settlements, to either ally with other players against the odds or get into turf wars with them (if you can find a group that's willing to play fair and not just resort to readily-available cheating tools).  Subsequent patches have also reintroduced some humanoid NPCs, improving the game's immersion factor, and the underlying storyline is decent if unremarkable, giving you something to stay motivated in the course of all your extra-curricular settlement building and player interaction.  However, it retains many of the same problems Fallout 4 had, too.  Nothing you do ever feels like it makes much of a significant change in the world, and it really doesn't, as it's only ever acknowledged by other players - usually at the barrel of a gun while they try to tear down your buildings in search of profit.  The crafting system itself is arbitrary and makes little sense, particularly as half the things you build provide no tangible benefit and the system itself lacks some very common-sense things you'd expect to be included.  There's a certain overhanging frustration in the fact that you can build laser turrets, water purifiers and nuclear reactors out of trash you find laying around a ruined office building, but still can't build a functional vehicle because the game's still running on a code base that's over two decades old at this point (and with their shareholders pulling the chain and demanding profits RIGHT NOW, it's unlikely they'll have the time or resources to adopt a new engine anytime soon).

76's premise is a good one - an open-world free-for-all where you can shape the wasteland to your will - but like Fallout 4 before it, the execution falls several steps short.  Fallout is a free-roaming RPG franchise beloved by fans for its immersive storytelling and design, and online open-world sandbox shooters are known for their fast-paced, yet strategic gameplay; when 76 takes a mediocre storyline and pastes a half-baked version of Fortnite on top of it, it just becomes a lesser version of two well-established genre staples that doesn't end up pleasing fans of either.  That, plus all of the aforementioned unsavory elements of its launch and the subsequent money-making scammery associated with it, make it a game I simply can't recommend to anyone.

Publisher: Bethesda Softworks
Platform: Playstation 4, XBox One, PC

Fell Seal: Arbiter's Mark (6 Eyes Studio, 2018)

One of many games to come out that draws obvious inspiration from Final Fantasy Tactics, Fell Seal is one that I didn't find much of worth in.  Somehow it looks both really good and really cheap, with intricate detail in its backdrops and portraits and stiff, lifeless animation for its in-game characters, which sucks the energy right out of what should be tense, exciting battles.  The mix-and-match class and ability system is here too, though it doesn't improve things any - it's just a small handful of FFT's classes, items and abilities, either made stupidly overpowered (one of the very first helmets you get cuts ice damage by 50% while the gold-steal ability does 85% of the damage of a normal attack AND steals a big wad of cash,  meaning there's really no reason to use your standard attack ever again) or debuffed to the point of being worthless.  Combat is ungodly slow and drawn-out, with every character you fight being an overleveled meatshield that takes tons of hits to bring down, and the fact that they will do things like steal items from you with unavoidable counter moves and then promptly use them themselves to deliberately waste your resources and drag the fight out further is downright frustrating.  Cutscenes drag on and on, with no interesting characters, lazy, predictable plot points and wooden dialog that's about as fun to sit through as a live reading of a phone book; but of course the game's marketing lists 'mature storytelling' as one of its selling points, ensuring that a legion of 13-year-old morons and 41-year-old unemployable manchildren will launch a hatred campaign against you if you criticize it for any reason.  Not out of any actual fondness for Fell Seal, mind you, but just to make sure everyone who crosses their path  knows that their phrenology tests and cheevo lists and booksheves full of PhD-level works (but nary a cracked spine on them, natch) prove they're supreme  Übermenschen with 193 IQs who are too smart and genetically superior for all the faggy baby 'casual' entertainment media lowbred simpletons like you enjoy and that you should totally take them seriously before you're penciled in for the next cross burning duder.  Basically, for a game that costs $30, it offers too little of value for to be worth a purchase, especially when games like Horizon's Gate, Tactics Ogre, Mercenaries Saga, Dark Deity, Divinity Original Sin II, Wildermyth, the XCOM series and even the games it clearly yearns to be compared to - Final Fantasy Tactics - can all be gotten at a comparable price and have leagues more to offer in terms of production design and content.

Publisher: 1C Publishing EU
Platform: Playstation 4, Switch, PC, Linux, Mac OS, Xbox One

Final Fantasy Tactics A2: Grimoire of the Rift (Square Enix, 2008)

Final Fantasy Tactics Advance was a somewhat divisive game among the fanbase, but it garnered a lot of positive reviews regardless and was a strong seller besides (over 2 million copies worldwide), so of course a sequel was greenlit right away.  However, it ultimately didn't see a release until five years passed and a new handheld system became the market leader, leading to the awkwardly-abbreviated title.  While mostly the same game at its core, some criticisms of the original are addressed - missions have more variety now, and the much-maligned Judge system is also overhauled so that you don't have characters jailed when you break a law, instead just losing rewards and privileges (pre-selected bonuses) and being unable to revive fallen party members for that fight.  The game also utilizes the DS touch screen for more convenient menuing, and has higher-resolution visuals that allow for some flashier effects (like summons).  The story is a fairly generic one; decent enough for what it is, though the meta element of the first FFTA is largely absent.  If you enjoyed the original FFTA you'll probably like this one too, but if you're still pining for another grimdark fantasy tale more akin to the original Final Fantasy Tactics, well, you're probably better off picking up the Tactics Ogre remake on PSP instead.

Publisher: Square Enix
Platform: Nintendo DS

Final Fantasy Type-0 (Square Enix, 2011/2015)

Many Final Fantasy fans, casual and die-hard alike, make no secret of their disdain for all things related to its thirteenth entry.  But there is something of a ray of hope in Type-0; a spinoff game set in the same universe, though in a different time period and with a much more grounded storyline.  To that end you control "Class Zero", a team of fourteen characters with their own sets of abilities (reminiscent of the archetypal Final Fantasy job classes) and take them, in squads of three, through various missions.  Gameplay is much more involved than the others in the XIII series, playing more like a proper action game with unique abilities and mechanics to each character (though rather clumsy controls and collision detection), and the occasional light real time strategy battle adds some diversity. The player is free to explore the world between missions (including a world map!) and interact with characters within Akademia to fill out various subplots, get more lore on the setting and utilize a plethora of optional challenges and online features to keep the game relatively fresh.  Type-0 is by no means amazing, but when you go from three godawful games to a mediocre game, you've still seen quite a bit of improvement.

Publisher: Square Enix
Platform: Playstation Portable, XBox One, Playstation 4, PC

Final Fantasy XIII (Square Enix, 2010/2014/2015)

Final Fantasy XIII is a heavily maligned game among the series' fanbase, who criticize it for its restrictively linear layout, poorly-structured story and greatly simplified gameplay.  But in an age where hyperbole and groupthink reign, is it really all that bad?  After having played it myself, my answer has to be yes.  Not only is it as unpleasant a game experience as it's cracked up to be, it might just take the cake for the most dumbed-down entry to a beloved RPG franchise of all time; even moreso than Dragon Age 2 or the oft-maligned-but-honestly-not-that-bad Final Fantasy Mystic Quest.  I never once believed I'd pine for Final Fantasy X's design over anything, but XIII takes its linearity to a new extreme, simply having the player walk down a narrow corridor, encountering enemies every few steps, for nearly 75% of the adventure; it's only some thirty hours in before the world finally opens up and allows for some free exploration.  Combat in the game is downright braindead as one now only controls a single character (the other two being AI-controlled), picks a pre-made "paradigm" and then chooses "Auto Battle" to carry out a series of pre-selected attacks or spells, only having to use a potion here and there to stop their party from dying.  It actually resembles Panzer Dragoon Saga's combat in some respects, trying to be both cinematic and strategic, but it's so dumbed down and repetitious that it succeeds at being neither. The game's main selling point was in its animated cutscenes, but even those aren't satisfying to watch, mostly relying on non-interactive action full of ugly, close-in shakycam fights that are repetitious at best and almost incomprehensible at worst.  Even boss battles are bland, with slow camera pans, clumsy physics (models gently pushing one another out of the way happening too many times to count) and attack animations that just get tiresome after you've seen them a thousand times, no matter how many particle and aurora effects they sprinkle on them.  But moreover, you just don't care who's winning or losing because the narrative gives you no reason to get invested in its characters or events; every scene casually drops terminology with no explanation (relegated to the much-hated Plot Codex, which you have to stop and read frequently throughout the adventure to catch up on), and painfully trite slapstick humor and angst throughout only proves that it's no substitute for giving your characters personalities.  Final Fantasy XIII tries to be more movie than game, but without a well-planned story, a memorable cast or action that's any fun to watch, it fundamentally fails on every level.

Publisher: Square Enix
Platform: XBox 360, Playstation 3, PC, iOS, Android

Final Fantasy XIII-2 (Square-Enix, 2012/2014/2015)

Final Fantasy XIII-2 was released two years after the much-hated original game, and sadly, it's still a pretty abysmal experience.  Though at the very least I can say that it addresses a few fan complaints and overall does a better job of what the original set out to accomplish (whether that was worth doing in the first place, however, is a topic for another day). The game's action is considerably improved, with cleaner shots and dynamic setpieces during battles that lend it more of an action movie-like feel.  Cutscenes are also spiced-up slightly by incorporating QTE events, allowing you to score damage on your opponents before the fight properly begins or deal extra damage during big attacks by mashing buttons or tilting control sticks instead of just sitting idle. There was also an attempt made to have the game feel less like a strictly linear and brain dead experience, giving the player many more wide-open areas to explore, hidden objects to find, enemies randomly spawning on the map (though one can still avoid combat if they move far enough away before the onscreen gauge falls into the red) and the ability to actually traverse obstacles with a jump button instead of an automated event; small touches in the grand scheme, but they do make gameplay considerably less boring.  However, the rest of XIII-2's design still leaves much to be desired. The constant movement and banter from onscreen NPCs clutters up the screen and becomes an earsore to listen to after a while, and the "multiple choice" dialog prompts are just baffling in their existence.  Basically you get to pick one of four options at set points in the story, getting different dialog from each one, but that's it; you can't also pick the other answers for more information a la a CRPG.  Sorry, but I'm not playing through your game four different times just to see all the possible dialog, especially when it's as banal as ever and none of your choices have any actual impact on the narrative anyhow.  XIII-2 is a better game than the first, but not by nearly enough; with only small tweaks made to a fundamentally flawed experience, it is the perfect example of polishing a turd.

Publisher: Square Enix
Platform: XBox 360, Playstation 3, PC, iOS, Android

Final Fantasy XV: Pocket Edition  (Square Enix/XPEC Entertainment/SummerTimeStudio, 2018)

As the name implies, Final Fantasy XV: Pocket Edition is a scaled-down version of the original game.  This is most evident in that it is designed to be a much more linear experience - no longer an open-world game, but a series of short dungeons with the occasional reprieve at a town or rest stop to purchase items and talk with NPCs.  Fittingly, elements like the Ascension (skill tree) are scaled down to match this, and side-quests are considerably smaller in scope, typically just having you complete small optional goals along the way rather than travel a great distance across the game world to do so (with an objective pointer always present under your character).  Combat operates much like the original game, though the action gets paused to use items and you get a substantial amount of time to input QTEs for parries and counters, making things considerably less hectic.  Some new quests and dialog are added, however, and impressively, they even got all of the original voice cast to return for them.  Fortunately, while it was a game built for phones with touch screens, the controls work fine on a console with a controller (though one small annoyance with the Switch version is that you cannot use the D-pad to navigate menus - only the sticks).  Basically, the game delivers what its title promises - nothing more, nothing less.  So if you don't have one of the big consoles (or a beefy PC), or just want to experience the story of Final Fantasy XV again without nearly as much of a time investment, this one might be worth your while.  However, may want to wait for a sale or a price drop, as $30 is a rather steep investment for what you get.

Publisher: Square Enix
Platform: Android iOS, PC, Playstation 4, XBox One, Switch

Fire Emblem: Shadow Dragon and the Blade of Light (Intelligent Systems/Nintendo R&D1, 1990/2020)

The humble origins of the Fire Emblem franchise, which proved unpopular with critics for its difficulty curve and relatively undetailed graphics but was a big hit with Japanese gamers, who enjoyed its challenge and surprising depth; enough to make it a cult classic that would see fan translations, tons of sequels and spinoffs and, for a limited time, an official release on the Nintendo Switch marking its worldwide debut.  This game introduced the world to many of Fire Emblem's design tropes that would be used for three decades and counting - utilizing terrain and character skills to your advantage, having your equipment degrade with use (necessitating that you find/buy replacements on a fairly frequent basis), and of course the series' mainstay of dead units being lost forever, necessitating careful planning and risk mitigation.  That said, it is a bit slow and stiff to play, particularly compared to many of the newer games' highly polished UIs and memorable character interactions.  Still, it's worth a look for series fans and RPG buffs; if you want to experience the story in full, though, I'd say play the remake (Fire Emblem: Shadow Dragon for Nintendo DS) instead.

Publisher: Nintendo
Platform: Famicom, Switch

GayBlade (RJ Best Inc., 1992)

An obscure and long-lost title which, as its name and tagline imply, is intended as a criticism of homophobia and a celebration of queer lifestyles, handled with all the subtlety you'd expect of a 90's game tackling such subjects.  Essentially, it's a Might and Magic or Wizardry styled dungeon crawl with a lot of class names and equipment replaced with 'gayer' equivalents - Queers, Drag Queens, Lesbians and Guppies are your classes and equipment includes condoms, press-on nails, blowdryers and purses.  Enemies include homophobic cops, TV preachers, rednecks and neo-nazis, all with their own (perhaps intentionally) low-quality renders and distorted voice clips containing all manner of slurs.  It also unfortunately carries on the design tropes of many early dungeon crawlers in this vein - there is little attempt to balance encounters to the player's level at all, so one fight can be dead easy while the next completely destroys your party.  The interface is also clunky (no keyboard control option - every single action is mouse driven) and there's no minimap or online help file.  Only a partial manual has been found and scanned online as well, so you have little choice but to puzzle things out on your own.  Being one of the first LGBTQ-centered games ever made makes GayBlade worth a look as a historical curiosity, but it's only amusing to a point.

Publisher: RJ Best Inc.
Platform: Mac, Windows 3.1

Golf Story (Sidebar Games, 2017)

Golf Story is an odd concept - mixing golf with RPG-styled equipment upgrades and levels - but it works quite well for what it sets out to do.  The main story of the game is a humble one, starring a golfer trying to regain his passion for the sport, so it probably won't win any awards with people looking for high stakes or character-driven narratives.  Its gameplay is relatively fresh, though, having the player not just play courses against other golfers, but complete a variety of challenges - from only hitting the ball into bunkers on their way to the green to bouncing balls off turtles to "feeding the fish" with well-placed shots, there are dozens of them, and all reward extra experience (which goes into your golfer's stats) and money (which goes toward buying new equipment).  Curiously, though, upgrading one's Power stat will actually downgrade their other stats, requiring a careful balance of spent points to ensure one can still land shots where they need to.  Other hazards crop up too, as many courses are in considerable disrepair and overrun with malevolent wildlife (particularly gophers that like to pick your ball up and drop it into bunkers, making your next shot much more difficult).  It may not be the deepest example of either genre, but Golf Story is a relaxing and surprisingly entertaining title for RPG fans and sports fans alike.

Publisher: Sidebar Games
Platform: Switch

The Granstream Saga (Shade, 1998)

Quintet never really got their footing back after Terranigma was passed up for a North American release; they hung on for a few more years, taking another crack or two at the RPG limelight, but eventually gave way to making mediocre budget titles before fading into obscurity.  Granstream Saga was an admirable attempt to bring their usual style of grim-themed RPGs to a new generation, but it struggled to make headway among other juggernauts of the time (most particularly Final Fantasy VII, released the year prior).  This probably wasn't helped by its overall restricted design -  the game is almost entirely linear with no chance to deviate from the set story path (even level gains are all pre-scripted events) and the combat is focused entirely on one-on-one duels, so it lacks the epic scale of other contemporary RPGs. Somehow it feels both high-budget and low-budget at the same time, with a lot of high-quality animated cutscenes, well-rendered environments and decent VO for the time, though the 3D animation is rather stiff in comparison and a lot of elements are depicted only through text rather than as onscreen events.  However, the story is still a captivating one despite its oft-repeated premise and its writing still strikes a lot of chords on an emotional level, so the Quintet hallmarks are intact.  It also definitely recognizes its own shortcomings, providing a relatively short experience (15-20 hours) that doesn't overstay its welcome.  Granstream also remains one of the few PS1 RPGs that's still relatively affordable, so go ahead and give it a shot - you might just be pleasantly surprised by it.

Publisher: THQ
Platform: Playstation 1

Hollow Knight (Team Cherry, 2017)

Riding the heels of games like Dark Souls and the endless wave of "Metroid-likes" that the indie game avalanche has brought in, Hollow Knight is one that's gotten a lot of acclaim.  I honestly can't tell you why, though, as I didn't find much of interest or value here at all.  Rather than delivering a dense, diverse and captivating environment to explore, Hollow Knight's world is painted entirely in bleary washed-out monochrome, backgrounds are mostly blurred out to the point of being indistinguishable from one another, and its character designs are barely a step above Funko pops.  Exploration and combat lack any feeling of depth or reward, giving you a set of equipment and abilities less inspired by SotN and more on level with the earliest Ninja Turtles game on the NES, yet somehow even less strategic than that.  For a huge chunk of the game all you get is a short-ranged nail to attack with and a fireball or very slow heal move that takes far too long to charge and activate, making it all but useless in battle, and that's also the sum of ways you're afforded to interact with your environment and solve puzzles.  I thought perhaps the in-game shop could add some variety, but lo and behold, about the only thing you can spend your currency on is mapping features that come standard in nearly every other game of this type (and yes, having to grind money just to mark key rooms and point out your own location on a minimap is asinine and not 'retro' in the slightest.  I will not be swayed on this, particularly as I've played games from as far back as 1986 that know better than to force this brand of crap on you).  Its story, such as it is, follows the same formula as Dark Souls too, hiding meaningless text fragments in out-of-the-way, "cleverly" hidden locations as a means to sell the tedium of finding and trying to fit them together as "rewarding ingenuity and cleverness".  Or to put it more bluntly, they're selling you a box of newspaper shreds labeled as 'the most important literary masterwork since the time of Shakespeare' and you're taking their silence in response to your theories as some kind of confirmation that they're all absolutely correct and you're a genius too; just one far less successful than your heroes because [insert scapegoat of choice here]. Basically, if you have something to prove about how much of  a profound thinker and an elite gamer you are, you'll probably get a hoot out of playing it through three or more times a day and bragging about how you're the 67,385th person to unlock every one of its cheevos and endlessly overanalyzing it on social media and gaming forums, putting hundreds of times more thought into every element of its design and writing than anyone who worked on it ever did while decrying anyone who doesn't share your high opinion of yourself for it as a "fake gamer" or [scapegoat of choice here].  Otherwise, Hollow Knight is just more quasi-intellectual bluster used as a substitute for personality and talent by the easiest of marks, sold to them by cynical self-proclaimed 'genii' more interested in being put on a pedestal and worshipped than using their public platform or any of their 'irreplaceable intellectual gifts' to benefit anyone but themselves.  Personally I think there was a missed opportunity in not naming it "Shallow Knight" instead, but then again, that's probably too close-sounding to the name of an actually good game that effectively pays homage to a classic format while showcasing some genuine talent, passion and creativity from people who actually love retro video games, and not just saying they do.

Publisher: Team Cherry
Platform: PC, MacOS, Linux, Switch, PS4, XBox One

Hydlide (T&E Soft, 1989)

Hydlide is a legendarily bad game among western gamers, though its reputation is somewhat undeserved - the game was originally created for Japanese computers in 1984 but was ported over to the NES five years after the fact (and two years after Zelda), so of course it was very lackluster in comparison.  Its incredibly limited animations and music, bloopy sound effects, password based saves and much choppier movement were not exactly seen favorably, but its most derided element is its contact-based combat.  Simply put, the player runs straight into the enemy, trading a dozen blows or so per second, until either they or the enemy falls (though you can somewhat tilt this in your favor by attacking the enemy from the back or side).  Your reward for a victory is one tick on your experience bar and the opportunity to retreat onto grass and wait for your HP to refill to try again.  Then you add in cryptic puzzles, cheap deaths from innocuous things like touching the wrong tree or being eaten by a rock (yes, really) or entering a dark room without a light and dropping dead, and you have a very frustrating experience.  It may have been a well-received game in Japan in 1984 and an inspiration for the Ys franchise, but it's one that's best left as a historical footnote, because it's really not fun to play today.

Publisher: T&E Soft
Platform: PC-6001, PC-8801, MSX, MSX2, PC-9801, Sharp X1, PC-66, FM-7, Sharp MZ-2000, Famicom, NES

Ittle Dew (Ludosity AB, 2013)

One of many games inspired by classic Zelda, starting you off with only a stick and having you navigate puzzle-based dungeons by doing things like lighting torches, pushing blocks and hitting buttons to open doors.  You'll also collect new powerups as the adventure progresses including a fire sword, ice wand and a "portal wand"; one shot creates a block while a second fires a beam that teleports whatever it hits to the block's current location. All of these can be used in quite a few creative ways, so they're all quite fun to experiment with and utilize to overcome the various enemies and puzzles you encounter.  Ittle Dew's twist, however, is that it's specifically geared toward speedrunning, encouraging you to complete the game as quickly as possible while finding optimal usage for your items and creative ways to bypass puzzles entirely.  It's certainly not as in-depth as your average Zelda owing to your comparatively limited inventory and the overall short length, but nonetheless, I had quite a bit of fun with Ittle Dew.

Publisher: Ludosity AB
Platform: Android, iOS, Linux, Mac OS, Switch, Ouya, Wii U, PC

Judgment (Ryu Ga Gotoku Studio, 2019)

A spinoff of the prolific Yakuza franchise, Judgment marks a darker turn for a series already steeped in organized crime and all the brutality that entails.  Playing as disgraced attorney-turned-detective Takayuki Yagami, you find yourself in the midst of a complex plot involving several yakuza groups and a serial killer apparently targeting them.  Appropriately, Judgment puts more focus on this than simple combat, having you examine crime scenes, videos and photos for clues, question witnesses and tail discreetly tail suspects, as well as utilize disguises and lock-picking to access certain areas.  While not the best implementation of these ideas (they only ever come up in story segments and mostly just boil down to menial 'go here, click on this' task lists), it adds some new elements to the gameplay without intruding too heavily on the Yakuza format.  For that, you still get to venture around the city, battle thugs who frequently jump you, take part in various minigames and side stories, and complete a staggeringly huge number of optional goals to fill out achievement lists.  Basically, it's Yakuza with a dash of Phoenix Wright or LA Noire; if that sounds good to you, you'll probably enjoy Judgment.

Publisher: Sega
Platform: Playstation 4 (Original), Stadia, Playstaiton 5, Xbox Series X/S (Remastered)

Just Breed (Random House, 1992)

A game that famously spent over three years in development at a time when such things were rare, as a result saw a relatively late release on the Famicom in 1992, Just Breed was also a cut above most RPGs on the platform.  A tactical turn-based experience to rival games like Fire Emblem or Shining Force, Just Breed carved out its own niche by having detailed graphics and fantastic music thanks to using the MMC5 chip, as well as gameplay that was downright impressive in scale, based around sprawling battles with dozens of units duking it out on both sides.  Each of the main characters is accompanied by up to five generic units, and each squad levels up as a group, so it definitely feels like you're commanding large army-versus-army battles and not just a small ragtag band of fighters.  It has a few quirks - the main characters take their move before any of their underlings can, and all characters in a unit do have to stay relatively close together, so traversing maps can be somewhat slow, especially if a couple units break away to deal with a lingering foe.  Protecting your main character is also important - if they fall, all of their underlings will retreat from the field, so you have to strike a careful balance between forging ahead with your squad leaders and not leaving them too vulnerable to the inevitable counterattack.  But while not flawless, Just Breed is an ambitious, surprisingly big (6 megabits!) and quite fun strategy RPG that pushes the Famicom hardware to its limits, and is well worth playing for any genre fan.

Publisher: Enix
Platform: Famicom