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Yakuza 0, Watch_Dogs 2, and I finally played The Witcher III DLC!

by mooseymcman

Been a bit since I wrote one of these, huh? Almost as if I kept you waiting- Yakuza 0. I love the giant cones in these games. They are apparently accurate to real Japan. My first impulse when writing this was to say that I'm a longtime fan of the series, but I remembered that's not exactly true. I jumped on with the series at Yakuza 3, which was the first PS3 one. Even then, not until I found i...

Been a bit since I wrote one of these, huh? Almost as if I kept you waiting-

Yakuza 0.

I love the giant cones in these games. They are apparently accurate to real Japan.

My first impulse when writing this was to say that I'm a longtime fan of the series, but I remembered that's not exactly true. I jumped on with the series at Yakuza 3, which was the first PS3 one. Even then, not until I found it for $15 in a bargain bin. I had played a demo of it, and read good things about it, but it was one of those games I didn't get around to playing until the aforementioned low price. I fell in love with the series, and aside from the zombie spin-off Dead Souls, I've played all the Yakuza games released in the West since then. They're certainly not perfect games, and while that's still true with Yakuza 0, I think it's easily the best one released outside of Japan so far. There's a handful of things that I think are holding it back from true greatness, but I'll get to those in a bit.

Unlike the rest of the games (not counting the samurai ones), which are set in modern day Japan (though wind up being "a few years ago Japan" by the time they make their way West), 0 is set in 1988, which is a perfect change of scenery for the series. Not only is it a brilliantly garish, neon version of Kamurocho, it's also a great setting based on what was going on in Japan at the time. I didn't know about this before playing the game, but the time was a period of massive financial boon for a great many in Japan, especially those who work outside the law.

Yakuza 0 embraces this wholeheartedly. The previous games had leveling that worked like it does in a great many games. Get enough experience points, level up, and spend a few points on various skills. Yakuza 0 has no experience points, because cash is king. Instead, money is spent directly on buying and upgrading moves/abilities. My favorite part is that the only in game explanation is a drunk in an alleyway (who turns up repeatedly through the early hours of the game) telling Kazuma Kiryu to "invest in yourself." This leaves Kiryu quite confused, but the game then explains that you spend money in a menu to unlock things. It's goofy in just the right way that this series should be.

But perhaps the best example of the wild excess of the era is the ability to literally throw money out on the street to distract people. For regular NPCs, this isn't particularly useful, but it will distract enemies. And as the character who teaches Kiryu this skill says, "What's more important, your time, or your money?" It's definitely useful for when you don't want to get into a fight for the umpteenth time, but it is slightly awkward to use. For whatever reason, you have to be standing still to actually use it, and there were a few occasions where in the brief time between stopping movement and hitting the throw money button, the enemies caught up to me. Not a huge deal, but a bit of an odd thing. Another criticism I have is that while Kiryu gets this ability as a part of the story, the other playable character, Goro Majima, does not. Sure, the guy he learns it from might be very close to a location Majima goes by multiple times through his parts of the story, but I still managed to miss him every time, and it would have been nice to find it earlier. I suppose I should have looked it up before finishing the game. Oh well.

Then there's the "Mr. Shakedown" concept. There are these giant men (seriously, they have to be around eight or nine feet tall) roaming around the game's cities, and in the early parts of the game, they are very difficulty to defeat. But what do they have to do with money? Well, if one beats you, rather than dying, you have all of your money stolen. The only way to get it back is to track him down and win. Along with getting your cash back, you'll also get whatever money he was carrying in the first place, which gets larger and larger the more "Misters Shakedown" you defeat.

I wish they had either stuck with a single Mr. Shakedown, or come up with a different name that doesn't sound as awkward to pluralize. There's actually four of them, two for each playable character. So far as I could tell, it seems like it switches from one to the other as you defeat them. Anyway, it's an interesting system, initially. There are items that can be equipped to reduce the amount of money lost to them. Or you could just play like I do, save all the time, and reload if you lose. They're also pretty easy to cheese once you figure out what to do, which can in turn make them a great source of money if you can find them, and have some patience. I'm not going to tell you how to cheese them, you can figure that out on your own!

Here's Kiryu for scale with one of those giant cones.

Unlike Yakuza 4 and 5, which featured four and five playable characters, respectively, 0 reigns it in to just two characters, which I think is a smart change. And it changes how the game switches between them through the story, also to the game's benefit. 4 and 5 were each divided into acts, and aside from act 3 of 5 having two characters, each act was one character, and at the start of each act, it switched to someone new, until they all team up at the end. 0, meanwhile, switches between Kiryu and Majima every two chapters (these chapters being much smaller than the acts of the previous games).

This way both of their story lines remained mostly fresh in my mind when I switched between them, and it avoided problems with the story grinding to a halt like it did in 4 and 5. It was less of an issue in 4, but I think 5's biggest issue was that right when the story was really picking up after act 3, the game ground to a halt to introduce "Washed up Baseball Man." This halt grinding was both in the story, and in the game itself, because the game had to introduce a new, low level fighter, and acclimate the player to his fighting style. 4 managed to mostly avoid that by having the last character be series stalwart Kazuma Kiryu, and start him out with most of his abilities from 3 already unlocked. That was actually a pretty great moment, because it made stepping back into the shoes of the Dragon of Dojima feel incredibly powerful.

But like I said, 0 avoids all of that by introducing both characters early in the game, and that allows the game to keep the pace up way more easily than the other ones could. That's not to say there isn't downtime, there certainly is, but for the most part it feels more like it's there to let the player relax after the big action sequences. Rather than to ruin the pacing by shoehorning in an unneeded subplot about rigging baseball games.

If you've played the previous Yakuza games, then you more or less know what to expect from the story. It's a convoluted tale of absurdly schemed plots, back-stabbings, double crossings, twists, turns, and crooked real estate deals. That may sound negative, but I think it's the best story yet in one of these games. Or, to be perfectly honest, it's been long enough since I played 3 and 4 that I don't really remember most of the specifics of those games, but I found the story in 5 to be pretty disappointing (especially the ending), and I liked 0 way more than that.

Beyond all that, the thing I like most about the story is seeing younger versions of Kiryu and Majima, and experiencing their growth and development over the course of the game. Majima especially, I was not expecting anything resembling character growth before I played this game. I thought the parts of the game centering on the "Mad Dog of Shimano" would be complete, ridiculous nonsense. What I got, instead, was the story of how he became the Mad Dog of Shimano. I'm not going to spoil anything, but I was pleasantly surprised by this version of Majima, and I'm glad this was what they went with. Much better than I expected.

Another improvement over the last few games is that both Kiryu and Majima have three fighting styles that they can switch between mid fight. In a series that consists largely of beating up hundreds of generic Japanese thugs, they need variety to keep the combat fresh. Switching characters through the story was a good solution in 4 and 5, but being able to change styles mid fight is a much better solution. Sure, on the default difficulty, there aren't many situations where you really need to switch, or be using a specific style to succeed, but I'm fine with variety just for the sake of variety. This game took me 50-ish hours to finish (plus a few hours after to clean up some (but not all) side stuff), and 50+ hours of the same four hit combo would have been tedious in the extreme.

There's some good variety in the styles too. In Kiryu's case, they all feel like bits and pieces of what would later become his perfected style in the other games. His default Brawler style has the basic moves, but they're a lot slower and unrefined. The Rush style has the speed, but not the impact. And finally his Beast style has the raw power of the Dragon of Dojima, but is very slow. It also has the added benefit of letting him pick up and attack with environmental weapons in a single motion/press of the Square button, which is pretty cool. And it lets him pick up ridiculous things like ENTIRE MOTORCYCLES. Well, I mean only a single motorcycle at once, but you get what I mean.

Majima, meanwhile, has even more variety in his styles. His default Thug style is, poorly named, but pretty great. It's fast, and martial-art-sy in a way that doesn't seem especially thuggish to me. Conversely, one of the moves is an eye-poke, so maybe it is. His second style, dubbed Slugger, is based around a baseball bat. One with infinite durability, unlike all the other weapons in the game. And this isn't just him swinging the bat around like a baseball bat, he does all sorts of flips, and swings that thing around like nunchaku! Nunchucks? That first one is what Wikipedia said is the "proper version," but that felt weird to just type out. Oh, and Majima's last style? It's called Breaker, and it's literally break dance fighting. It's both appropriately silly, and very useful, especially against large groups of enemies. All those spins with his legs flinging out are great at knocking down lots of enemies! I forgot to mention that knocking enemies down results in LOTS of money flying out of them, so that's definitely something you want to do as much as you can.

In case you're wondering, no, I didn't think to get any screenshots of actual combat.

But the fighting styles, while the best new addition to the combat, also lead me into my biggest issues with the game. I know I said earlier that each of them has three fighting styles, but that's not actually true. They both have a secret, fourth style. I did not find that out by playing the game, I found that out by watching a video on YouTube after finishing the story. For each of them, you need to complete their "business quests" (for lack of a better term) to unlock the secret fourth styles. As you might guess by my saying I spent over fifty hours playing this game, and the fact that I didn't finish either of their "business quests," they're a bit long.

And that is my biggest issue with the game, at least in terms of "game design." While the main story is fine, and really well paced overall (aside from a couple of pretty bad stealth/escort missions with Majima), there's stuff around the edges of the game that is incredibly grindy, to a fault. It's not just the business stuff, but that's the biggest and worst offender in the game. But I've gotten ahead of myself, let me first describe what you do in this.

For Kiryu, he runs a small real estate business. This involves running around town, buying places, going back to collect the profits, and then spending those profits to buy more places. That brings in more money, which means more places to buy. But, of course, it's not that simple. Because Kamurocho (despite ostensibly being owned and controlled by the Yakuza) has been split up into five districts, each controlled by one of the Five Billionaires. And it's up to Kiryu to stop them from using Kamurocho as their financial playground, by buying all of their land, and beating them up in the process.

Okay, there's a bunch of problems with ALL of this. First: The game does very little to let you know what businesses are actually for sale. There's a list of the names of the businesses in one of the pause menus, but it doesn't show where they are on the map. Meaning that aside from some exceptions, the only way to know which ones you can buy is to just run up to each building in the area and hope a button prompt appears. I mean, I guess if you could read Japanese fluently, you could be able to read the signs and know what they are, but I don't. So, even from the start, the process of buying the businesses is more difficult than it should be.

Then you have to manage them. Not on a business by business basis (though they can be improved individually by pouring money into them), instead it's district by district. That means appointing a manager and security for each one. And rotating them out regularly because they have good days and bad days, which I had to go online and read up on to understand the charts showing when they are good and bad. Though, I may have skipped over the part in game that explained that, to be fair. Security is to stop the Five Billionaires' thugs from messing up your money collection operation, though once you've completely taken over a district, you don't need security there any more. If the security isn't good enough, you'll have to go beat up some thugs to get the money collection going again. But the biggest issue I have with all this is that you have to run all the way back to the office to collect the money and do all this stuff. I know that since it's in the 80s, there wouldn't really be a realistic way for Kiryu to manage this stuff on the go, but that doesn't stop it from being tedious. At least the pause menu will tell you when the money is ready to be collected.

Majima, meanwhile, manages a cabaret club. Instead of running around town blindly hoping businesses are for sale, he has to do a Diner Dash style minigame where he manages the various tables in the club through a "night" of business (the minigame lasts three minutes, I think). If you're into that sort of thing, maybe it's a good one of those, I don't know. By the time I got to it, I had burned out so hard on Kiryu's business by spending way too much time on that, so I only did it the one time the game requires you to for the story, then immediately went back to beating up dudes. Oh, and there's another Five Something Or Other that Majima would have to deal with in the cabaret club business, so I'm sure that's many hours of grinding to take them down.

So, it's all incredibly tedious, grindy, but optional, so that makes it okay, right? Well, part of me wants to say yes, and just wave it all away. As much as I really would have liked to get those fourth fighting styles, I can understand that they wanted to have something worthwhile hidden behind all those hours and hours of grinding. Though, it requires so much time that you'd either have to simply grind those out, or be basically at the end of the game by the time you unlocked them. The game does have a (somewhat convoluted) way to play a new game plus, so maybe the fourth styles are intended for that? Either way, I wish there was an easier way to unlock those styles (if there is, let me know, please).

And I would just wave it all away, if that's all it was. But, at least in Kiryu's, it leads to some really bad transmisogyny, and THAT is something I cannot, and will not just wave away. And I know this isn't a first for this series, but in this case it's worse than a character using a transphobic slur like in Yakuza 5. And I know I usually keep these blogs focused on game mechanics, and general stuff about the story, but I haven't seen ANYONE else talk about this, presumably because none of the people that write about games have the time to sink that much into real estate in Yakuza 0. So I feel a little obligated to bring it up. Bear with me for a bit, because LGBT+ issues are close to my heart, you know?

Remember those Five Billionaires? Well, each controls a district of Kamurocho, and each one is referred to as the "King" of their particular district. For example, the first one is the Leisure King, because he controls the Leisure district. After taking down the Leisure King, the game introduces the rest of the Five Billionaires. Three of them (four, counting Leisure) are just regular dudes. But the last one is a pretty obvious bad trans woman stereotype. Very muscular and masculine, yet large breasted. This character shows up wearing a very short, revealing dress, and as soon as I saw them, I felt my heart sink because I could tell where it was going.

Now, the game refers to that character as the "Pleasure King," and uses exclusively male pronouns. Of course, I'm willing to accept that in real life someone could do all that, and be that. And that'd be totally fine. I mean, aside from being a bad business-person hurting people for profit, which all of the Five Billionaires do. But in the context of the game, it's hard to look at what's presented and not think that the developers did it because they thought it'd be funny.

Again, all of that, on its own, I'd still be willing to overlook in the game. It'd rub me the wrong way, but I wouldn't dedicate paragraphs to it here. My problem is when it became evident to me after defeating the Electronics King (the second one), and getting midway into the Pleasure King's district, that it was going to end in a fistfight against the Pleasure King. I cannot stress enough that while I am willing to look past a LOT of things, violence against a bad trans woman stereotype is a line I don't want to cross. Especially not in a game where you play as cisgender dudes and at no point does the game ask you to, or make you fight any cisgender women. I just stopped progressing the business stuff when I became sure that was how it was going to end, so I don't actually know for sure what happens. But I do know that when I searched YouTube for "Yakuza 0 Pleasure King," a video of the boss fight was one of the first things to appear, so it seems clear to me.

Let me be clear, though: I have enough free time and am obsessive enough that otherwise, I probably would have kept going with the business stuff, and seen it through to the end. This was bad enough to break the completionist part of my brain and force me to move forward with the story.

And don't come at me with comments about "oh they use male pronouns, so they're supposed to be a guy," or, "oh, but in this convoluted situation violence could be okay." Just don't. There's a line of dialog that refers to the Pleasure King as having, "the body of a man and the soul of a woman." If that doesn't scream, "this game was originally developed in Japan without any input from transgender people, and was localized without any input from transgender people," then I don't know what does. To me it says that the developers in Japan thought the whole thing was a joke, and the localizers thought referring to the character as male would make it okay, but didn't actually think about what any of the other dialog surrounding that character actually meant in context.

I could always be wrong about that last part. I dunno. The whole thing was disheartening. This is a ridiculous, silly, funny game that I want to be able to praise without having to "asterisk in" a "But also it's really transphobic if you do this side thing." I know most people won't spend enough time in the real estate to ever see any of it, and I'm sure a large portion of the people who do spend enough time won't see any problems with it. And that itself is a problem, but not one I have the time, ability, or desire to discuss here. Just, if you feel the need to reply to this blog about that, keep in mind that I'm simply not going to respond if you have anything other than constructive, well thought out...er, thoughts on the subject of how trans characters and stereotypes are handled in games.

I wouldn't have dedicated that much space to it if it wasn't something that really impacted my overall opinion of the game. And especially in these dark times when people's basic rights are "up for debate," I just don't have patience for it in a game that I play to escape from the problems of the real world. Or, I shouldn't say that I only have the patience for games to not address or have these issues at all. What I don't have patience is for them to treat people as a (literal) punchline for a bad joke.

And if you're the sort of person that doesn't really think about, or know about these sorts of topics, don't let this be the one time you do. Go do some reading, and better inform yourself. Not everyone has the luxury to live without worrying about this sort of stuff in real life. I do have that luxury, but I still try to keep myself informed, and I think it's made me a better person for it. It's amazing what a little bit of reading and empathy can do for your world view.

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Aside from that stuff, and a few other gripes I do honestly think Yakuza 0 is a pretty great game, and definitely the best one released in the West so far. If you're into these sorts of games, I don't want my rant about the Pleasure King to stop you from actually playing the game, unless you feel even more strongly about it than I did. I don't blame you if it does, but most of the actual story stuff in the game is so good that it more than outweighs that one, really bad thing I didn't like. It's a lot of fun, and so long as you don't let yourself get wrapped up in needlessly grindy side content, and depressingly tone deaf/offensive handling of bad LGBT (pretty much just the T, but it wouldn't surprise me if there was some homophobia in there that I missed) stereotypes, it's a mostly great experience.

There's a side quest where Kiryu thinks someone is asking for a pizza, when really she meant a visa, so you have to go deliver a pizza for her. There are shoes that meow every single time you take a step, even in combat. At one point, after taking down a dangerous cult, Majima says that people should practice "safe sects" to avoid getting involved in such situations. There's so much great stuff in the game, that I just had to mention a few of them so I wouldn't be leaving this on such a negative note.

Watch_Dogs 2.

So many doggies in this game.

If you recall from The Moosies, I said that while I had played a decent amount of the game, I hadn't yet finished it. I have of course finished it since then, and am happy to report that I was spot on with where that game deserved to be on my top ten list. But, I didn't get around to giving the game a big proper write up, and I'm still not going to do that. It's been long enough, and honestly I don't remember what I've already written about it, so instead I'm just going to go over a few things I really liked about the game, and the stuff I really didn't like about it. In the case of the latter, it's story stuff, and I will be going into SPOILER territory, so be forewarned!

Outside of the general tone, and characters, I think the biggest improvement over the first Watch_Dogs is that this game feels like it was actually made with player choice regarding how to handle missions in mind. Both in terms of how the missions are usually laid out, and in terms of what Marcus has at his disposal. In particular, I really love the drones. I like flying around tagging enemies from afar, and planning out what I'm going to do before I do it. Then I like slinking around with the other drone (because of arbitrary restrictions meaning you need that other drone to hack the mission critical stuff). It's a lot of fun.

I like that the game allows for a heck of a lot of silliness. There are ramp trucks that drive around, which you can remotely hack and then drive up the ramp. Does the ramp actually help you get anything? Not usually. But it's fun! It's a game that mostly embraces the goofiness of open world games, and it benefits greatly from it. I especially love the robot forklifts. Some of them are sized more or less the same as regular forklifts, but there are these big forklift trucks too! You can pick up entire cars with them, and I think that's a whole lot of fun.

There's a side mission that involves hacking into an actual Ubisoft office and stealing an (apparently) actual trailer for an upcoming game. That's the sort of silly I'm looking for. The trailer seemed interesting too. Hopefully it becomes an actual game.

PUPS.

I don't think the game ends especially well, both mission design wise, and story wise, but I don't have anything in particular to say about that. But, I am getting to the story stuff I don't like, so don't read the whited out stuff! However, right before that, it's time for more poor handling of transgender characters! Or, rather, the fact that Miranda, an openly trans woman in the game, is portrayed by a cisgender dude. Not that there's anything super offensive about the character in game, but come on. In the year 2016, in a game made by a multinational corporation with huge resources, they could have easily cast an actual trans woman for that role. It's especially disappointing considering that they did basically the same thing the year before in AC: Syndicate (only that time with a trans man portrayed by a cis woman). Clearly there are people in Ubisoft that want to have trans characters in their games, which is good, but they don't do what they should and actually cast transgender people for those characters. Again, it's just disappointing.

Okay, now for story related SPOILERS.

So, my biggest issue is how the game handles the character Horatio. If you haven't played the game, then he's one of the other hackers in Marcus' hacker group, DEDSEC. And he's also the only other person of color in the group, aside from Marcus. About midway into the game, Horatio gets killed off, for honestly no good reason at all. He gets kidnapped by a gang, and killed. No warning, no buildup. It just happens. His death is then used to justify a series of missions attacking the gang, and as soon as those missions are over, the game goes back to basically ignoring he ever existed.

Couple problems with this. The first is that Horatio is barely in the game at all, yet the game feels like it expects you to be emotionally invested, and just as upset as Marcus and the gang are. I was definitely upset, but for different reasons. Horatio doesn't show up in ANY of the side missions in the game, clearly because they didn't want to make two versions of the cutscenes. One for people that played the missions before his death, and one for after. And since he really only shows up and does anything two or three times through the game, it feels like he's barely a part of anything that happens.

And that itself is a bummer because when he does show up, he's great, and goes really great with Marcus. The mission where Marcus breaks into Nudle (the game's version of Google) has a lot of Horatio in it, because he works at Nudle. It's a smart, funny mission that shows just how much better this game would have been if Horatio had a much larger role in the game. He and Marcus make a great pair. Lines like (paraphrasing, it's been a while), "No one here looks like us," because everyone else at Nudle is white is pretty great! I mean, if you don't know, I'm white myself, so don't go expecting some huge thing about race from me (never mind that I wrote paragraphs about that Yakuza 0 stuff without being trans, shush, you), but I can still appreciate some good writing, you know? Then again, that line also feels a little weird when nothing else like that is brought up through the rest of the game, but maybe that's because the rest of Dedsec is white? Who knows.

So, basically, they kill off the only other black character in the game, assume the simple act of killing him will make the people playing the game care, but do it without actually putting in the effort to develop the emotional attachment that the audience needs to get that reaction. Just poor handling all around.

And the rest of the narrative itself isn't especially good, but is salvaged by the characters being mostly likable. I could definitely say a lot more about the game, but I think I've mostly covered my thoughts. Oh, of course, how could I forget to mention that this game actually has dogs in it? I can't believe they got away with not having any actual dogs in the first Watch_Dogs. Same goes for Sleeping Dogs, honestly. Not only does Watch_Dogs 2 have dogs in it, but you can pet them! There's some decent variety in the dogs, too. A handful of different breeds, and some different sizes of dogs too, so it's at least slightly more work that simply changing the dog "skin," That term feels a lot creepier in this context than say, talking about Overwatch.

Anyway, I'll leave you with this video of some of my shenanigans from the game. I'm still impressed that the built in PS4 video editor (ShareFactory) is as robust as it is. You know, for a free thing that does video editing through a controller. And I don't even use a lot of the more advanced features.

Witcher III DLC!

That's right, I FINALLY got around to playing both Heart of Stone and Blood and Wine! And guess what? Both of them are pretty great! And they're great for different reasons too, which I appreciate. Heart of Stone is pretty focused on a story it wants to tell, whereas Blood and Wine is another large area to explore, complete with ample new quests. Which isn't to say that B&W doesn't have its own story, it does (also good), but the real draw with that one was having a new place to explore.

While I think I've seen most people say that they like HoS more, I'd B&W was my favorite. Yeah, HoS is probably the better story, but Witcher III wasn't ever just about the story to me. I like exploring, I like stumbling onto new side quests, and B&W is great for that. There's just enough new stuff in there, both in visual design of the area, and in things like enemy types that it feels fresh and new.

It also has some neat stuff like a little villa for Geralt to upgrade, and even a new way to spend ability points after leveling up. Of course, the game can't just give you that new leveling thing. Instead it involves going through a whole side quest. After completing the quest, Geralt has a new mutation thing to spend ability points on, which grants new effects, and new slots to put abilities into. The leveling system in the original game was one of my least favorite parts of it, and this doesn't really fix any of that, but it does give some new things to spend points on. I'd rather have that than complete the game with a dozen points I'd never spend because I already have the abilities I want.

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There's also some pretty funny stuff in the DLC. Early on Geralt finds a handkerchief with "DLC" written on it, and there's a whole quest involving dealing with the bureaucracy of a bank. My favorite, though, involves Geralt's trusty steed, Roach. In this quest, Geralt is tasked with dealing with some sort of apparition that resembles a horse. However, Geralt can't see the supposed ghost horse, unlike the client, so he drinks some of her mushroom brew to see the phantom. It also grants him the ability to understand what animals are saying, and as a result he has some great conversations with Roach. The best part being when Geralt questions how Roach can, "cross an ocean to find me, but sometimes get caught up on the smallest fences."

Definitely glad I played through both. Also glad I waited until CD Projekt Red was done patching the game, because the various UI improvements are nice, and the better optimized framerate (on PS4) is very nice. The game was far from unplayable before, but the improvements are noticeable. And it was nice just to take one last visit to the world of The Witcher. Go on a few last adventures with Geralt. I'm assuming of course that there won't be a The Witcher IV, or that if there is, Geralt won't be in it. But really, who knows?!

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Anything else?

I haven't played much Overwatch since the start of the year. The most recent event didn't have any skins in it that caught my eye, and I've been dealing with some health issues as of late, which hasn't really put me in the mood for playing competitive games. Maybe the next ginned up "holiday" event (Spring?) will have some skins more appealing to me. I should say, I mean "ginned up" about the summer games and winter events, not the Lunar Holiday one. I know that's a real thing, or at least based on a real thing.

I've also dabbled in some of the PS+ games this month and last, but not enough to say much about them. Not unless you want to read me complain about there being too much time between dying and restarting boss fights in Titan Souls.

I do want to play Nioh, but I dunno when I'll actually buy it. Especially with Horizon and Breath of the Wild on the...horizon. We'll see!

Thank you, as always, for reading! See you next time!