SAM'S REVIEW THREAD! (ETHEREAL DREAMS REVIEWED)

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Welcome, one and all to...


You can post here to get your games reviewed by me, following on from WIP's complaints about there not being enough reviews on the site.

Instructions for how to apply to get your game reviewed, are posted AFTER the review below

I should warn people in advance that I can be incredibly harsh towards games at times, but only if you give me reason to be. I will say when a game does something right and sing it's praises. I will also come down on a game for poor or lazy design, as well as bad game mechanics.

Games Currently In My Review Queue
- Backstage 2 - Max McGee

Games Reviewed So Far
- Pokemon Hunter - Halababica
- Ethereal Dreams - Rachael

Other Things To Bare In Mind
- I do have Uni lectures, a job, and a girlfriend to keep up with. It may take a couple of days before I post a review of your game. Please be patient.
- Likewise, if there are say, five games in the queue, you may be waiting a while if you're at the bottom of said queue.
- I work on a first come, first served basis.

I started us off with Pokèmon Hunter. The original. Hala's been asking people to take a look at this game left, right and center so I figured I'd help the guy out.

Here we go!

Pokèmon Hunter


First Impressions
Now, I should start by saying that I'm a sucker for presentation. Whilst a game does not have to be jaw droppingly beautiful, I at least like to see that the creator has taken some time and pride in it's appearance and overall asthetic. Because of this, I am guilty of judging games by their title screens.

The title screen of Pokèmon Hunter quite accurately depicts what's to follow. It's a stock image supplied with RM2k and simply has a logo and a Mewtwo sprite slapped onto it. Whilst it does serve it's purpose, the lack of attention gives the immediate impression that Hala didn't particularly care about this game.

On the other hand, it could simply be that he's not well versed in the areas of graphic design - and this is the best he could do with his knoledge and tools. At any rate, I'm dissecting a title screen in too much detail when there are more important matters to discuss, such as the actual game.

The opening titles worried me quite a lot. It's basically a disclaimer, stating that if you like Pokèmon, you probably won't like this game - while if you don't like Pokèmon... You probably never downloaded it in the first place. It says it's a traditional RPG with the monsters replaced with Pokèmon. This is true, but I can;t help but feel if it weren't for the sprites, this could have just been... Hunter.

It's a brick wall Hala has slammed himself against, rather unfortunately. He's essentially stating that this game isn't intended for Pokèmon fans, and at the same time, isn't going to reach anyone who isn't at all interested in Pokèmon, so who is it aimed at? According to his own disclaimer, nobody.

First Few Steps
The game opens in full RTP, as it intends to go on. Four friends are standing by a lake when one decides to reminisce about how they all met. This essentially makes the entire game a flashback, where people are just talking about their past adventures (ala Tomb Raider Chronicles), and immediately tells you that's who'll wind up on your team, that everyone survives and that they'll all be relatively happy by the end of the story.

This removes any and all suprise, and thus, really brings down the plot. I have a tendancy to care less about a group's struggles when I already know they pull through. Now, if we look at a game like Abe's Odyssey, a title where we start at the ending sequence, you'll notice how these sequences are supposed to work. At the beginning of that game, Abe is in trouble, and it looks likely he's aout to die. This causes the player to want to know how he ended up in that situation and genuinely care about what he did.

A group of four friends happily discussing bygone days because the fish aren't biting that day does not have the same effect in any respect. It just felt like a very weak way to open the game.

You then stand in a very open, and very empty town whilst it's seemingly homeless population thank you for agreeing to rid them of their monster troubles. The town basically consists of four fences with shop signs on them. There's nothing of interest in the town at all. It's not even a town! What do these people do when it rains, or gets cold? Huddle up together behind their fence with "Pub" written on it? A pub with no tables, seats, bar or any visible alcohol in sight. Comprising solely of one drunken owner in the middle of a field?



You then speak to a psychic who informs you that your first of eight beasts to slay is a black dragon and resides in a cave to the northeast. Conveniently, this town has exits on all sides, that can fit a single person down them, and are blocked off until you need to head to that area. This town is also situated in the center of every climate and habitat known to man.

Having said this, it does give the game an immediate 'old school' feel. It's got a certain simplicity contained within your goal that you can't help but admire. It's not a pretentious, over complicated plot that comes off as being cheesy and poorly written, it knows what it is. Simply, go kill eight monsters, get some team mates along the way and save the town. With that checklist, I was off, into the first of presumably eight dungeons.

Dunegon Crawling Fun
Yes, I did say fun, because despite all my complaining there are some areas of this game I do respect and genuinely enjoy. The first dungeon being one of them. Once you get past meeting your first partner, Phat T, a character with no motives to help you besides that fact that you're both going in the same direction and enter the dungeon properly you'll be pleasantly suprised.

Considering the graphics are all RTP, the dungeon is actually laid out quite well. There are optional paths that lead to extra items. Multiple levels on the same map that you have to navigate through ladders and vines, and even an alternate route at one point.



It's very well laid out and designed, if a bit obvious now and then. There are some good ideas being used in the simple opening puzzles. For example, one sees you throwing switches to cntrol mine cart tracks, and walk around an area suspended above a giddying drop. Another is simply about standing on the right switch to open the door in front of you, started with two switches and slowly increasing to eight. Standing on the wrong panel means that you have to fight some enemies before trying another switch. They're simple, but they work, and even have their own learning curves. As stated, the switches in the floor to open doors, simply increase the amount of choices - making it less likely you'll guess the right panel. Unless you're extremely lucky like me and only picked the wrong panel twice. The cart tracks eventually have multiple switches, and you have to figure out a combination of flipped and unflipped switches to gain the desired result, thus opening a path.

Not only that, but the scope of the dungeon is quite commendable too. From a regular cave, to a minecart track, to a lava pit. It certainly beats seeing the same wall tiles for map after map, and it's refreshing to see such a basic yet underused design principle. It simply keeps the player interested. The monsters even change as you progress, the caves having more rock monsters and the lava pits more fire monsters. However much I might knock the lack of plot, poorly written dialogue and lack of graphical awe, Hala does seem to at least understand basic game mechanics. Including providing a save point which restores your health before the boss.

Let's Battle!
Battles take place via random encounters, the bane of most RM gamers, however, it feels suitable here due to the fact that it's got Pokèmon in the name. The Pokèmon you come across rarely pose a threat or challenge, but there's enough variety and suprises to stop you from fleeing every battle.

Each monster has it's own goal. There are very clear stereotypes in the monsters. Some can take tons of damage whilst dishing back very little, such as Onix, others can be taken down quickly but have powerful special attacks, such as Charmander. Yes, they're stereotypes, but at least it doesn't feel like you're fighting the same monster, but with a different graphic each time.

One feature that really suprised and pleased me, was when I was fighting a Voltorb that evolved into an Electrode mid-battle! It wasn't an isolated incident either, as an Abra evolved into a Kadara in one fight and a few Charmanders I came aross became Charmeleons!



The monsters also have the attacks they have in Pokèmon. Onix uses Rock Throw and Harden, Charmeleon uses Slash and Flamethrower. It's familiar and also gives each monster a bit more of their own personality - after all, we bonded with Pokèmon because of their unique abilities, strengths and weaknesses.

This beings me on to an annoying note though. One of the main aspects of battle in Pokèmon was selecting the right type of elements to fight each other - for example, using water against fire type enemies. There are no signs of this in Pokèmon Hunter, with a rock Pokèmon taking the same damage from a fire attack as, say, an electric Pokèmon would. This really disappointed me.

This took all strategy and planning out of the game as I just hammered everything with my most powerful attacks. It's never a good idea to give out some kind of Damage Equality Rights to RPG enemies, especially if they're Pokèmon!

On top of that, you begin the game with a healing spell that restores more health than a potion does. The ethers to restore your MP cost the same as a potion, so you naturally just stock up on ethers and head on out, able to save yourself from death every five seconds.

The first few fights, you'll simply be mashing the Attack command, taking a break every now and then to heal. You'll eventually come across items that teach you the moves of that dungeon's Pokèmon - and that's how learning new abilities works in this game. Sadly, all these attacks were solely for Eli, our main character, meaning that while Eli grew tremendously strong with multiple tasks and responsibilities in battle, Phat T just grew bigger fists with no new ways to use them. The other half of the abilities I found, couldn't even be used on any of my characters yet, presumably to be kept and used on another team mate later in the game.

It's not a bad way for your characters to learn new skills, and it allows for a lot of customisation. The problem is that the quantity of skills you get are never balanced, and Eli soon became so strong that Phat T was barely needed.

The pathetically easy difficulty of all the battles was another gripe of mine, but I'll cover that in this next section.

Here Comes the Boss!
When you think of a boss battle in an RPG, you picture an epic struggle against an enigmatic foe. The foe you're after is a black Charizard, one of eight legendary beasts stalking the village! So, why then, does it play exactly like a regular battle, but with different music?



You wouldn't know Charizard was the boss unless you'd been told by the NPCs, could see him stood still at a dead end on your map, and if there wasn't a save point right in front of him. Aside from having increased stats and stronger attacks, Charizard is no different to any other enemy in that dungeon. It's a real shame because boss battles are what you build yourself up to and anticipate in an RPG and when they're done this poorly and this carelessly you're bound to be disappointed.

The experience was also dampened by the fact that, before facing the Charizard, a Charmeleon I bumped into eveolved into a Charizard mid battle. I beat that with ease, and it had an Onix assisting it! It really didn;t help with my thoughts that the Charizard boss felt like just a regular enemy on steroids. It's the worst possible way to do bosses.

After an easy battle, you're all healed, another poorly written cutscene plays out, and you're teleported back to town.

Go East, Young Eli!
Heading east makes you bump into a pair of Pikachus harassing a young lady. Defeat these and it's onwards for more of the same. It's very much a wash, rinse, repeat game due to it's simple nature.

You kill one beast, go back to town, get told the location of the next one and go running off again. If you like old school RPGs or dungeon crawlers, this is perfectly acceptable - I prefer to have a little something more out of my RPGs, but I can't knock this game for knowing exactly what it is.

To Wrap Things Up
The dialogue is horrendously bad, and sounds like a bunch of 13 year olds sat around a room trying to impress one another. The characters are very shallow, very stereotypical and one dimensional, and the NPCs lack heart and interest. This can be forgiven seeing as you only have to hear these characters speak once every forty minutes or so and doesn't really bring the game down. As I just stated, the game knows what it is, and tries it's best to stick to that. There are no whiney monologues to be had here, which is somewhat refreshing. Just you, and your avatars of destruction.

Battles are solid, though the boss fights are extremely lacking. If the bosses were made harder and the encounter rates altered to be less disruptive and at times annoying, I'd say the battles were among the most balanced and well presented areas of this game.

The grapics are RTP, with Pokèmon rips for the monsters. You shouldn't expect anything special here, as it's stuff we;ve all seen before. I already told you that the town itself is abysmally shoddy and in need of a serious revamp, but the dungeons themselves are actually very well made and laid out.

The music is again, RTP. It's not always well placed, and it does get annoying and grate on you after a while.

So... In A Nutshell... (This is the last bit, I promise)
This game reminds me of my first clumsy attempts at RPG Maker. The games that forever stay hidden, on the hard drive of a computer you've long since stopped using. It's somewhat of a fond reminder of your roots in RM2k3, and worth a play if only for that.

What's a shame, is the fact that you are fighting Pokèmon. If you replaced the Pokèmon with regular monsters, then this would just be your typical RTP game. I think Hala believed there's be more interest in his game if it included Pokèmon in it. I can see his theory, as a popular name will grab you some attention. I think, in this case, it's gained him negative attention.

Give it a chance, forget that you're fighting Pokèmon, and sit through the introduction to the first dungeon. You might be able to have fun with this once you manage to immerse yourself a little within it and forget certain technicalities.



Want Your Game Reviewed?

Simply post a reply in this topic, with a description of your game, a screeshot, and a download link.

Please be aware that I hate downloading from certain hosts, such as MediaFire (though I don't mind MegaUpload or SendSpace) and prefer games hosted either privately, or via RMN.

Also, keep in mind that I will not pull any punches. What you'll recieve will be my honest opinion - but that doesn't mean it won't contain any praise or constructive feedback.

Thank you.
halibabica
RMN's Official Reviewmonger
16948
Well, I must admit, I wasn't expecting this! Thanks for the honest criticism, this is the most in-depth I've ever gotten. I can see where your opinions are coming from, too. Glad to hear you didn't totally hate it. Seems my games suffer from more than I originally thought...

Again, thank you very much! And good luck with your future reviews!

Also, would you mind if I added that review to my crappy official site for Pokemon Hunter?
Epic review. How long did it take you to write all that up?
All these review threads are making me wish I had something to be reviewed.
I love when reviewers give their honest opinion. That was a very interesting read.

If you don't mind a rather old demo, I'd love to see my game reviewed. I understand if it's too old though.


Set in the fantasy world of Tierra, Ethereal Dreams is a game that follows the travels of an often drunk Dragon Rider Darin, his best friend and misfit Centaur, Phylip, and Darin's adopted Meenian daughter, Ryaena. Features all original graphics and approx 2 hours of gameplay currently.
Download Link (53 MB)
@ Halibabica: Glad you're happy with the review. It just really struck me throughout the game that if the battles weren't with Nintendo's little critters, it could have easily been just a regular game. It's more or less the same as slapping Final Fantasy on the front of your game's name, in hope of more downloads.

I did honestly enjoy the dungeon, you've got a good grasp of how a game should work, it's just the other areas I mentioned that are letting you down.

@ ZPE: I didn't really keep track of how long I was writing this up ^^;

@ TooManyToasters: Go make a game then! =D

@ Racheal: Thanks for the compliments. I'm downloading Ethereal Dreams now. Expect a review within the next couple of days =)
halibabica
RMN's Official Reviewmonger
16948
author=Sam link=topic=2837.msg54373#msg54373 date=1231321950
@ Halibabica: Glad you're happy with the review. It just really struck me throughout the game that if the battles weren't with Nintendo's little critters, it could have easily been just a regular game. It's more or less the same as slapping Final Fantasy on the front of your game's name, in hope of more downloads.

I did honestly enjoy the dungeon, you've got a good grasp of how a game should work, it's just the other areas I mentioned that are letting you down.
Believe it or not, this is exactly what I was going for. I didn't make this game with public release in mind, though, so the decision to add Pokemon wasn't based on an unfounded hope for more downloads. I've always wanted to do something like this.

I'm glad you enjoyed the dungeon and battles, being that those are the bulk of the gameplay. I was never so worried about the bosses before becuase people usually complain the game is too hard, but that doesn't mean I won't step things up. As for the other areas, well, I can see how some of them are a problem and I actually had plans to fix a few with PH4. What I'm most surprised about is the lacking dialogue, as I thought that was one of my strong points. Was it just badly written, or did it sound too lame coming out of such flat characters?

Anyway, thanks again, and may I add it to my site? I don't want to without your permission...
Max McGee
with sorrow down past the fence
9159
Alright....here goes:

Your choice of Iron Gaia: Virus OR Backstage 2, please. Preferably, whichever one you have played the "prequel" to, if applicable.
@Racheal: Still playing Ethereal Dreams, just come out of Fungal Forest North with Kix, after using the Dragon Bane on the log. I've got to say I'm really enjoying the game so far. Review will be up soon, last week was my first week back at Uni after Christmas so things got a little hectic.

@Halibabica: Of course you can put it on your site if you want.

@ Max McGee: I'll do Backstage II then.
Max McGee
with sorrow down past the fence
9159
Actually your review was so super in depth I'd be delighted to have you do any of my games!
Well Max, hpefully you won't have to wait too long. Just finished reviewing Ethereal Dreams.

Here we go!

Ethereal Dreams - Racheal



Ethereal Dreams, by Dragonfly Studios is one of very few RPG Maker XP games I've ever played. I tend to find XP games to be somewhat of a rarity as whilst the engine is technically superior to 2k3, there's less in the way of premade resources for it. Despite an active scripting community.

This is where Ethereal Dreams stands out. It immediately negates that issue by being made with completely custom graphics! Yes, they are built from a popular template, if I'm not mistaken they're Half Kaizer style, but the incredible amount of work making all these characters and maps must have taken is an achievement in itself. Even the face and battle images are hand drawn (some resembling Tite Kubo's style - particularly Darin and Phylip's faces).



They're very well made custom graphics at that. Sometimes, when people scream about their game being made with custom graphics, you quickly find that although the graphics may be original - the authour just can't sprite. This is one of the first instances since Wilfred the Hero where I've been truly impressed by someone's own graphics, in particular the maps.

Yes, yes, it looks pretty. But how does it play?

It's often true that game's sporting great graphics are usually hiding shoddy gameplay behind them. Countless times you'll play a game that looks fantastic yet can't shake the feeling those looks are just distracting you from judging the actual game.

For this reason, I've said my piece about the graphics first. By getting it straight out of the way, right off the bat, I'm free to talk about the characters, narrative, world, and most importantly, gameplay of this well crafted game.

We'll start with our heroes. You spend the game controlling Darin, a Dragon Knight who seems to call himself Sir to impress women. He's a drunkard, and a womaniser. He's also quite the criminal. He has the same naive lovability that you'd see in anime characters such as Son Goku or Monkey D Luffy, along with the slick and carefree attitude of Spike Spiegel or even Peter Parker.



Along with him you have Phylip, a centaur, as well as the group's voice of reason. This voice is often drowned out, but without him constantly trying to bring Darin back down to Earth I don't think I could have stomached all of the narrative. Between Darin's hung over, illegal, and mischevious, often patronising, antics and Rya's (who I'll get to in a moment) unbelievable naivety, innocence and faith in people, the game heavily relies on Phylip's character to root everything down. If it weren't for him, it'd be a floaty, over-the-top, anime styled game and irritate me in the same way that Excel Saga and Puni Puni Poemy do. As it stands, he turns said irritations into light comedy.

Ryaena is Darin's adopted daughter and the third member of your team. She's in tune with nature, and is willing to give anybody a second chance. She constantly goes along with her father's misadventures, believing he's doing the right thing. Again, if Phylip weren't constantly reminding her how things really are it would have grown old, fast. Thankfully, she does show a lot of signs of knowing her father is usually wrong, and even seems to get fed up with him from time to time.

You'll also meet a woman called Kix on your travels, but for the sake of spoilers, we won't mention her just yet.

Yes, yes, but how does it play?!

Starting you off in a well crafted, easy to navigate, yet still interesting to explore, town (that was a mouthful, I know), the game opens with your main character Darin being drunk, and getting lectured. The game opens as it intends to go on, light, sometimes tongue-in-cheek, humour. This isn't necessarily a bad thing. I'm sure we're all tired of having emotional characters drone on about their struggles and the history of their world for three hours.



Darin's moral imbalance quickly shows when you're given the option to steal a teddy from a room at the inn. I chose not to, so I've yet to see if it has any reprucussions. The first quest of the game is to find a specific mushroom to cure Darin's hangover. Whilst it's not gripping, and far from epic, it is a good enough excuse to get you out and adventuring.

This is where the game falters a little. You wind up walking around a forest which seemingly only has a basic slime as an enemy. The forest, in places, feels somewhat square and unnatural. The paths to extra items and the paths to your goal are blindingly obvious, you can usually tell which path leads where instinctively. The game does get a little bland here, as you literally stroll through a forest, taking down an inconvenient slime every now and then just looking for a mushroom.

This is when I was most disappointed with the game. After a save point that restored all my health, I was ready to fight a boss, hoping it'd redeem my earlier enthusiasm for the game. The boss turned out to be a slime with the mushroom in it's head. It had slightly more HP, a unique two part attack called Inhale and Exhale respectively, as well as two cronies it could revive. So why did it not feel like a boss fight? Why could I just throw my strongest attacks at it until it died? It's partly due to it simply being another slime with the mushroom stuck in it's head, but that battle was really missing something and that entire first dungeon felt like a major letdown.

Yes, Darin's hangover played a part, forcing him to skip his turn now and then, but it was the only nice touch I could find.



Fortunately, the second dungeon really picked things up again for me. After gaining access to the world map (I love world maps - more games should have them), you head to an island prison to bust out your purple dragon Kane. Kane was impounded in the prison after you were caught riding him under the influence. I'm not kidding.

It's here you meet Kix, and also here that the game starts to show some real strength. Beyond it's graphics, the gameplay really starts to feel solid and well made. There are a lot of little things that really made breaking the dragon out of prison an enjoyable experience.

For starters, the guards on patrol have a field of hearing and vision, most of them can be avoided (unless, like me, you wanted to level up) so the player won't be overwhelmed if they're low on HP.

Secondly, and this is only a small thing but I was rather impressed by it. There are both male and female guards! Gender equality in RMXP is here.



Third, there's a man's diary you can read which reveals a way to skip a large portion of the game. You drop a key down a grate and into a pool of water downstairs. Usually you'd throw a switch to drain the water and the key would diappear down the plug hole, forcing you to explore further down, however, if you read the diary first it informs of another switch which drains the water without opening said plug hole. This was an amazing addition that really got me excited about what this game was trying to do. It truly was a matter of rewarding the player for exploring the game world.

The dungeon had a much better layout than the forest, it seems Dragonfly Studios are a lot better at making man made areas than natural environments. The enemies were more engaging to fight and it had a great atmosphere about it.

Having said that, the dungeon had it's downsides as well. The main one is that the head guard and boss of the prison, much like the previous boss, felt too much like a regular enemy. There was no drama involved, and he went down very quickly and easily.



The other one is how it moved the plot along. You're busting a dragon out of prison, and there's a ton of possibilities as to where things could go afterwards. As it turns out, you can't ride on him to fly around, and all he really seems to do is destroy a log that's in your way shortly after you leave the prison. Also, whilst in the prison, you also free a woman known as Kix. She then requests for you to escort her home, a proposal which womanising Darin quickly jumps at, not realising there's something extremely suspicious about this woman.

My problem is that freeing Kix is initially shown to be a choice. I can't help but think that if Darin hadn't freed Kix, the adventure would have ended there. He's cured his hangover and gotten his dragon back which was all he ever set out to do. Kix feels like she's forcefully extending the plot, rather than being integral to it.

Also, when you free Kane, there's no final boss. The head guard was the final boss of that dungeon and you meet him half way through it. It was horribly anti-climatic. To add to this, all you do afterwards is walk through a short patch of forest to a log covered with Dragon's Bane, so Kane can't move it. You recieve something to remove the Bane very shortly after in another cutscene, and the log's broken, taking you straight to the next town. The only reason that log was there was to stop you going to the next town before rescuing Kane. I can appreciate that, and the Dragon's Bane seemed like a reasonable way to extend the gameplay, but the extra piece of gameplay not only takes place in a second forest, so soon after the first one, but it's also incredibly short. The whole scene feels like it could have been cut out entirely, much like the first dungeon did when you were looking for the mushroom.

You mentioned battles?

I did indeed. At first you'd be forgiven for mistaking the battle system for the default RMXP battle system. There are slight modifications though, for example, instead of a list of options appearing when it's your turn to attack, you have icons over your fighter's head which then lead to various lists of commands. Only a small change, but easy to miss.

Also, you have Talents. Each weapon you equip has two different Talents on it, and these Talents then increase your stats. For example, if you equip a sword with a Water Talent, your Water attacks become more powerful and the Water Talent level of the character can level up, making them permanently more proficient with Water magic. It's a nice idea and a neat system for making your characters specialise in particular areas.



You do learn a few skills, but you quickly narrow every character down to spamming the same one or two skills to attain ridiculously short and easy victories.

One aspect that's good to see is that the game employs a visual equipment system. If you change Rya's sword, for example, when you next fight, you'll see her new sword in her hand rather than her old one. Again, it's the little details like this that make a game stand out.

In a nutshell...

This game is one of the most well crafted and enjoyable RPG Maker games I have ever played, and shows that you can do a lot with your games if you put enough effort in.

This game is constantly let down by it's battles though. They're often too easy, and there's not enough variety when it comes to what you're actually fighting either. I've only come across slimes, guards and wasps. The bosses also lack presence, excitement and difficulty. The slime and head guard being so much like the regular enemies of the area that you wouldn't know they were a boss character if the game didn't tell you.

I'd advise making the quest for the mushroom seem a little more urgent as the game's opening is one of it's weak points. I'd also recommend overhauling the bosses, making them harder and seem more important. They also need to employ more strategy and stand out from the regular enocunters. I would also say that the Dragon Bane quest should either be made longer, or removed entirely.

If you're looking for something with a serious story, deep characters and an involving battle system, then look elsewhere. If you want a light, cheerful, often tongue-in-cheek, anime styled experience, then you should download this immediately.

Max McGee
with sorrow down past the fence
9159
Wow. Etheral dreams looks like exactly the kind of RM game I would defend someone's right to sell (I had a big hypothetical argument with Yellow Magic about this months ago). Unfortunately, it also looks exactly like the kind I personally wouldn't be interested in buying, but still, very impressive.

And once again, nice review!
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