The soft reboot that was Assassin's Creed Origins introduced a new approach to the series' brand of stealth-action gameplay, along with an expansive and vibrant open world with many dynamic systems at work. In this year's follow-up, Assassin's Creed Odyssey, developer Ubisoft Quebec builds upon its predecessor's pillars, and in the process shows greater confidence in the series' new direction.
Set in Ancient Greece, Odyssey predates the previous game by several centuries. During the Peloponnesian War in 431 BCE, you take on the role of either Alexios or Kassandra, siblings and former Spartans-turned-mercenaries. In keeping with series tradition, Odyssey features parallel storylines, with the main narrative taking place in the distant past and the overarching plot set in the present day. After pivotal moments dealing with political intrigue and wartime conflict in Greece, you'll jump back to the modern day to continue the story of Layla Hassan, introduced in Origins, who's working to uncover the secrets of the first civilization. Throughout your travels in Ancient Greece you'll uncover lost tombs, engage in naval warfare on the high seas, and assassinate the key members of a shadowy conspiracy seeking control of the known world.
In your trek through the Greek mainland and the islands of the Mediterranean sea, you come across diverse locales that showcase lush environments that pay tribute to the old gods, while rubbing shoulders with the many historical figures of the era looking to make their impression in Greek society. The amount of detail packed into each location is impressive, tied together by an active and dynamic ecosystem where local wildlife and civilians keep their territory. But as you dive further, you'll see the many hardships and realities of life in Ancient Greece firsthand, including the horrors of slavery and the ever-present war between the military-driven Spartans and the bureaucratic Athenian army.
Featuring a map that's more than double the size of the previous game, Odyssey is built to be explored and has incidental content to reward your wanderlust. You get the sense that your actions will have a lasting impact wherever you go, and Odyssey offers up a wealth of content that fuels your growth at a steady pace. Though the issue of level-gating comes up occasionally, preventing you from actively exploring any region as you wish, you can take a break from the main story and dive into the breadth of side content at your leisure. Several side quests offer a surprising amount of depth and heart and feature some of Odyssey's more standout moments.
Throughout the main story and in side-quests, you'll make several key decisions that affect the game's narrative and your character's journey. While many of the choices you make are largely inconsequential and result only in slightly different endings for quests, the fateful decisions that do matter can lead to drastic turns of events, with some storylines and characters meeting their end prematurely. In moments you'd least expect, you'll see the payoff for decisions made early on in the story, for better or worse. With nine different possible outcomes at the main story's conclusion, there's a surprisingly large amount of cause and effect that can make the narrative feel all your own.
The different protagonists also offer up some of Odyssey's most endearing and entertaining moments. Despite the grim nature of the game, jokes and fun gags often break the tension, even during serious events. Though both Kassandra and Alexios share the same dialogue and story beats, their differing personalities, gender, and points of view offer unique flavor, making them stand apart--with some scenes and questlines feeling more appropriate with a particular character.
Romancing side characters is also possible in Odyssey. While some of these scenes can be amusing, they're mostly just bizarre shows of affection that have no real purpose. These scenes almost always result in a shallow aside during the conversation, with the characters slinking off-screen before returning to the conversation without skipping a beat. Most often, these awkward romance opportunities appear immediately after (or during) otherwise harrowing events. Aside from seeing some additional scenes with certain characters, there's really no benefit to engaging in romance at all. The inclusion of these scenes feels cheap and can sully otherwise interesting conversations.
As you unravel more of the world and advance in the main story, new gameplay mechanics and side opportunities will reveal themselves, adding even greater incentive to explore. When the conspiracy that threatens Greece makes itself known, you'll be able to keep track of the major players through a large interconnected web in the game's menu, showing their connections to other targets and how to find the intel to track them down. But in one of Odyssey's more involved quests, you'll encounter several mythological beasts hidden within the world, offering up some of the game's most inventive and memorable encounters, where brute force isn't always the answer.
The world in Ancient Greece feels much more reactive compared to previous Assassin's Creed games, and you get the sense that your actions will have a lasting impact wherever you go. When you start causing too much trouble, you'll attract the attention of rival mercenaries looking to collect a bounty. Similar to Shadow of War's Nemesis system, though not as sophisticated, Odyssey presents a seemingly endless set of antagonists with their own backstories, strengths, and potential loot. If you find yourself with a bounty on your head, mercenaries are often quick to appear--leading to some annoying encounters where they arrive at the worst possible time, even during some story missions. If the heat from the encroaching mercenaries feels too much, you can lay low long enough for the bounty to clear, assassinate another wanted criminal, or pay off your own bounty in the game menu.
With nine different possible outcomes at the main story's conclusion, there's a surprisingly large amount of cause and effect that can make the narrative feel all your own.
One of Odyssey's more clever features is the new Exploration Mode. With this optional mode enabled, you're challenged to use your observation and deduction skills to find your next target, without the support of icons or waypoints. By engaging with quest-givers and friendly NPCs, you'll learn details about your surroundings and slowly piece together your next steps. Exploration Mode heightens the pride that comes from solving puzzles, and this makes each step of your investigations feel all the more rewarding.
When it comes to combat, Odyssey keeps up with the recent trend to incorporate stat-based mechanics into its core gameplay. Compared to previous games, there's now a greater focus on allowing you to customize your character to approach the challenges ahead. You can also build your character to specialize in stealth, long-range, or melee combat, and you're able to respec at any time. If you want to build your character as a powerful Spartan warrior wielding a legendary spear and use your Spartan Kick to boot enemies off cliffs, you can, but you are also free to stick with the traditional Assassin archetype.
This opens a lot of opportunities to experiment with special moves and gear, the latter of which can also be customized with special perks that offer unique bonuses. Odyssey no longer features the shields introduced in Origins, and as a result, combat flows at a brisker pace. By placing the emphasis more on dodging and parrying incoming blows from enemies, fighting feels more involved and dynamic. While there are times where Odyssey can run right into the awkwardness of its RPG mechanics clashing with the action gameplay--such as being unable to assassinate enemies outright due to being under-leveled--it makes up for it by giving players the options to avoid such clumsy engagements.
Naval combat and sailing make a return in Odyssey, opening up exploration on the high seas. As you build up resources and find new members to join your crew, you can customize and upgrade your ship, The Adrestia, to take on more daring challenges. Much like in Black Flag and Rogue, seafaring offers up some of the more exciting and visually pleasing moments of the game, finding lost sunken ruins in the oceans depths or facing off against increasingly aggressive rival ships. Over the course of your travels, you'll be able to recruit new lieutenants to add buffs to your ship, giving you more of a fighting chance against the sea's greater threats.
The scope of Odyssey is enormous, and for the most part, it's presented well. But some of the new innovations that seek to fit within the scale of the world, however, feel somewhat lost in the grand scheme of the game. With the ongoing war between the Spartan and Athenian army, you can choose to take part in the conflict and dismantle a faction's influence in a region. In these Conquest battles, you'll pick a side and cripple an army's hold by assassinating their leaders and taking their resources--culminating in a large-scale battle against their forces.
While this is a solid way of gaining resources and improving your standing with a faction, the mechanics and implementation into Odyssey's general systems make it feel half-baked at best and pointless at worst. In some of the more bizarre cases, the game and its narrative don't seem to take Conquest seriously, especially when the main story has you helping a particular faction, despite the side content in the area actively hurting them. This in turn can create a jarring and noticeable feeling of dissonance throughout your adventures. The game often struggles to make sense of the actual war gameplay within the context of its core narrative, which is disappointing.
When looking at Odyssey in the bigger picture, it can often feel like too much game for its own good. There are numerous moments where the loop of exploring, completing missions, and traveling can slow the pace significantly. This is exacerbated by the expansive map, which can sometimes feel excessively big and a chore to travel through. There are also some notable bugs and hitches that crop up throughout, including those that prevent progress in missions to outright crash the game. Several times throughout my journey, progression was somewhat exhausting, which made some of the more impactful and exciting moments in the story feel like a drag.
Despite this, Assassin's Creed Odyssey's ambition is admirable, which is reflected in its rich attention to detail for the era and its approach to handling the multi-faceted narrative with strong protagonists at the lead. While its large-scale campaign--clocking in at over 50 hours--can occasionally be tiresome, and some features don't quite make the impact they should, Odyssey makes great strides in its massive and dynamic world, and it's a joy to venture out and leave your mark on its ever-changing setting.
Forza Horizon is a series that has always managed to deftly balance accessibility and complexity. It takes the realistic driving mechanics of Forza Motorsport but ditches the intimidating nature of professional racing and ruthless competition. Instead, it uses vibrant locations and positive vibes to amplify and celebrate the joys of driving--the giddiness of speed, the awe of vibrant scenery, and the spectacle of shiny cars. Forza Horizon 4 upholds this tradition. Meaningful changes add interesting gameplay considerations and improve progression flow, on top of its already accommodating difficulty options, a smorgasbord of vehicles, and a beautiful open world overflowing with activities. With Horizon 4, Playground Games continues to excel at making the act of virtual driving exciting, approachable, and entertaining without sacrificing complexity.
Horizon's fourth open-world locale is a version of Great Britain that amalgamates and condenses iconic regions of England, Scotland, and Wales, offering some fantastic terrain to explore. The rolling hills of the English countryside make cross-country driving more thrilling, the Scottish Highlands offer breathtaking highway routes, and the city of Edinburgh's windy, hilly streets serve as an interesting location for street races.
But the biggest change to Horizon is the introduction of seasons. Horizon's Britain cycles between summer, autumn, winter, and spring--and the weather in each season affects the world in tangible ways. These range from the obvious, like bodies of water freezing over, to the near-imperceptible, like the change in temperature affecting your tires. But seasons truly require you to adapt both your technique and your vehicle, and this variety produces a unique dynamic--the same dirt course you drive in summer will be boggy after an autumn rain, and asphalt roads will get slicker during the winter snow. In the first few hours of Horizon 4, the seasons will change after you've completed a number of activities, and this quick cycle reveals how necessary it is to consider and adjust your driving. But once you complete a whole cycle, the implementation of seasons changes: They'll then be tied to an online server, synchronized for all players, and will rotate every seven days.
Online functionality has a larger emphasis in Horizon 4--when playing solo, the game will discreetly connect you into an online session with up to 72 other players. You can also form a convoy of up to 12 people, as well as compete in ranked or unranked team adventures for seasonal prizes. It's still easy to focus on playing solo at your own pace, and you can still go offline completely and drive against AI. But Horizon 4's expanded online functionality does offer worthwhile activities to encourage you to connect with other people. Head-to-head races are more interesting against actual human beings, and the weekly change in weather comes with a selection of limited-time, season-specific races and championships as well as challenge missions.
Horizon also features recurring "#Forzathon Live" public events, which puts the call out to players in a session to gather together and cooperate to hit a combined score pool in a certain activity. You'll earn currency to spend in an exclusive Forzathon shop if you're successful, but these events become tedious quickly, as you'll be running the same activity--like a single drift zone or danger jump--repeatedly until the group hits the score target.
But the missed opportunity of Forzathon Live events is just a tiny scuff in Horizon's otherwise comprehensive and inviting gamut of activities. Irrespective of online seasonal events, there are a large number of vehicular disciplines to pursue, the majority of which allow you the great flexibility of shaping a race around your vehicle of choice--though you'll still need to use your best cars to perform well in things like speed and drift challenges. You're also now able to create your own custom courses, and the series' more creative pursuits return with story missions--which feature things like stunt driving and nice homages to other racing games--and the entertaining, if highly choreographed, showcase races against things like planes, trains, and Halo's Warthogs.
Progression has changed from Forza Horizon 3--you no longer expand multiple festival sites to uncover activities. Instead, each discipline has its own corresponding progression meter. Participating in a particular kind of activity enough times, win or lose, will eventually level up that discipline, reward you, and unlock more activities of that kind on the map. It's an exciting and friendly system that stretches you out to the furthest reaches of the world quickly, makes it feel like something new and interesting to do is always nearby, and rewards you no matter what you decide to participate in and how you perform. Even after hours and hours of play, Horizon 4 kept revealing surprises by introducing brand-new styles of activities, keeping the game's flow feeling fresh.
It always feels like there's a reward in reach, too. With both individual meters for disciplines and an overall progression meter, you're often just a couple more races away from earning a level-up prize. The slot machine-style wheelspins also return, now with a variant that lets you pull for three prizes, and thankfully they still remain siloed from any real-world monetary transactions. Horizon 4 has a larger variety of potential rewards, too. The bigger focus on online interactions means driver customization is a big deal, which throws hundreds of unisex clothing options, quick chat phrases, and dance emotes into the pool. This means you might occasionally get a boring prize like a pair of shoes, but the pace of compensation is steady enough to make this negligible and also makes the rare occasion of nabbing a free car all the more satisfying.
Horizon 4 boasts 100 more vehicles over its predecessor, with a total of 450 in the base game. While Japanese car enthusiasts will definitely notice the absence of Mitsubishi and Toyota vehicles (no more Initial D Sprinter), Volkswagen has held over from Motorsport 7 (bringing classic Beetles, Kombis, and Golfs), as have a few new vehicles like racing trucks. Once again, Horizon features an array of tinkering options for enthusiasts, as well as auto-upgrade options and a number of accommodating driving assists for those who'd rather only think about accelerating and turning.
Regardless of how you drive, vehicles feel weighty, handle believably, and each one now has its own individual perk tree. Earning skill points while performing both reckless and prudent driving maneuvers will allow you to unlock nodes that add buffs to your skill point accumulation, or earn one-off rewards like wheelspins or influence (the game's experience measure). It's a great change from Horizons 3's global skill tree, because it encourages you to stick with a vehicle, get to know it intimately, and have the advantage of a higher rate of reward. Skill points come readily if you're driving at least somewhat competently, and you're free to use points you earn on any vehicle, which makes swapping your go-to car less of a blow to your progression if you've already banked some extra points.
Horizon's global perks have been transferred to another new feature, Properties, which replace festival sites as your garage and customization hubs. Finding and buying properties around the map is relatively expensive, but the perks some contain are useful, and properties all act as valuable fast travel points. Fast travel still costs you in-game currency, at least until you find and break all 50 fast-travel boards, but Horizon 4 does make other very welcome improvements in the interest of accessibility and quality of life, including the ability to change cars for free and at any time.
There's such a diverse range of activities stuffed into every corner of Horizon 4, and meaningful changes contribute to smart driving dynamics and a more consistent sense of achievement. Everything you do in Horizon feels valuable, no matter how big or small--from the basic thrills of speeding a fast car down a gorgeous mountain highway to spending time tinkering with your favorite ride to manage seasonal road conditions to just hanging out with friends and strangers online and goofing off in friendly games. The charm of the Horizon series is as palpable as ever, a winning, all-inclusive recipe that celebrates the joy of driving above all else.
Things haven't been easy for Mega Man fans in the 2010s. Between the cancellations of Mega Man Universe and Mega Man Legends 3 and the disappointing spiritual revival Mighty No. 9, it felt like every hope of seeing the series' beloved, classic action gameplay return was dashed in some way. So it was to great anticipation and expectations that Capcom announced Mega Man 11, the first all-new Mega Man game in over eight years. And while the game does deliver on its promises of being a charming, challenging action game with a rogue's gallery of robots to scrap, it makes a few puzzling choices that keep it from true greatness.
Those who have been enjoying our blue buddy's adventures within the last three decades are probably familiar with the gameplay formula here: You go through eight themed levels in the order of your choosing, claiming the weapons of the end-stage Robot Masters you defeat--and which can be used to exploit weaknesses in subsequent boss encounters. Once the eight robots are beaten, you advance to a tiered fortress with a final Dr. Wily showdown waiting at the end.
The big new feature this time around, however, is that our hero has been fitted with the Double Gear System, which allows him to increase his weapon power or slow down the environment for a limited time. The Power Gear can increase the output of the standard Mega Buster or enhance special weapons with more potent effects, while the Speed Gear can help you in tricky spots where timing or moving quickly is crucial. However, these effects only last a few seconds, and once time runs out you have to wait for a cooldown period to end or collect a special item before you can use them again, preventing you from relying too heavily on them. You're also not the only one using this new power, as you'll find Wily's machines are also putting it to use.
One thing you'll notice right off the bat is how well the game manages to nail the overall feel and charm of the series in its visual presentation. The 3D character models of Mega Man, his friends, and his Robot Master foes are on point, with subtle visual flourishes like Auto's exasperated expressions and robot bird Beat struggling to lift Mega's weight adding a little bit of humor. The stages themselves are packed with the sort of strangely cute, googly-eyed robot enemies that have come to define the franchise, and background elements like Blast Man's self-advertisements or Block Man's strange hieroglyphs add a spark of personality to each of the stages. With visuals this nice, it's easy to overlook the soundtrack, which is pleasant but wholly unmemorable.
Unfortunately, the early-game experience in Mega Man 11 is a trying one. Veterans will certainly notice how unusually long each of the stages are. While you might assume that more Mega Man action is good, the stage length serves to make the game far more frustrating than it should be, as checkpoints are sparsely placed and extra lives are few and far between. Making things worse, you often hit the most challenging parts of a stage in rapid succession, affording you little time to catch your breath. The stage design also tends to put trial-and-error areas like a labyrinth of instant-kill spike walls or a series of rapid-fire jumps at the end of these lengthy levels, making game overs especially demoralizing.
In other Mega Man games, failure feels more like a learning experience than a setback; here, however, the prospect of redoing a 10-minute level laden with strict checkpoints, instant-kill elements, and a mid-boss brawl often feels painful. The Double Gears help somewhat in navigating the more difficult sections, but they always seems to run out of power too quickly to be reliable. Progress gets better once you manage to build up a repertoire of boss weapons and purchase upgrades with collectible bolts found in the stages, but there's still a small degree of frustration at certain stage design elements, like Torch Man's three stretches of instant-kill flame wall pursuit, that never quite goes away. And while you can play the game on a lower difficulty, giving you more lives and checkpoints to make the stage hazards more manageable, it overcompensates by severely lowering damage to the point where boss battles become a dull pushover.
Of course, the levels--overly long as they are--aren't entirely bad, and there are a lot of enjoyable and interesting ideas. Blast Man's stage has you blowing exploding robots into crates and other mechs to create chain blasts, while Impact Man has some reflex-testing areas where you need to dodge a series of drilling robots that fly out in quick succession. The mid-stage bosses are all pretty great, as well; my personal favorite is the robotic, icicle-summoning mammoth skeleton in Tundra Man's stage. The Robot Masters themselves are also a lot of fun to fight, and they'll actually change up their patterns by using their own Double Gears as their health depletes, keeping you on your toes. The collected boss weapons are also tons of fun to use, and the Power Gear variations are a neat touch that calls to mind the Mega Man X series.
Still, it's easy to forget how much fun you had in other stages when you're stuck getting nailed by yet another spike trap in the tail end of Acid Man's stage or struggling with the springy walls and obnoxious slappy-hand platforms present in Bounce Man's miserable abode. It culminates in a final set of levels that are both awesome and underwhelming: awesome in that they have some really fun gimmicks and bosses, underwhelming in that it doesn't feel like it's as significant of a skill test because you already dealt with some of the game's biggest obstacles in the stages prior.
Mega Man 11 is a good action game that you can easily identify with, but it's far too uneven and bumpy to hold up against some of the best installments in the venerable franchise. At its best, it's a terrific retro romp with exciting boss encounters and unique gimmicks. At its worst, it's a frustrating experience whose too-long levels toss out infuriating obstacles to progress at the worst times. But even with these issues, it just feels good to see Mega Man back in action, and Mega Man 11 will hopefully be the start of many new robotic adventures to come.
Even three weeks after launch, Destiny 2's Forsaken expansion feels, in some ways, overwhelming. For all but the most dedicated players, it was nearly impossible to be prepared for the Raid in the 10 days between launch and its release. That's partially the fault of now-resolved issues that prevented players from leveling up properly, but it's also indicative of just how far Destiny 2 has swung in the "hardcore" direction. However, a strong foundation of more accessible activities coupled with an engaging new campaign and a fantastic new mode in Gambit help make up for prohibitive level restrictions in the late game. After two disappointing expansions, this is the best shape Destiny 2 has been in--you just have to be patient with it.
Whereas the Red War arc in the base game relied on an overtly evil supervillain to drive the story forward, Forsaken's story is built around less noble pursuits. Cayde's death at the beginning of the campaign starts you off on a journey for revenge, which means hunting down and killing those responsible: eight Barons, powerful enemies from the new Scorn race. The boss-focused structure and darker tone make for a more interesting and varied campaign where each mission feels like a necessary step rather than busy work with no clear narrative purpose. That said, it's not so involved that you can't run through the missions with others and talk over some of the dialogue without losing track of what your goals are, either.
Most of the main story missions take place in a new destination, the Tangled Shore. Each of the Barons has their own personality traits, with some being especially memorable; the Rider rides around on a souped-up Pike and cackles as she takes shots at you, while the Trickster's mission is littered with bombs that look like engrams. A new vendor named Spider (a Fallen mob boss you're forced into an alliance with against the Scorn) adds more color to these missions, too, manipulating you into doing his bidding around the Tangled Shore as you go.
The entry-level portion of the game can take 10 or so hours with some grinding in between, depending on whether you go solo or with a Fireteam of one or two others. Once you finish that campaign, you unlock the second destination, the Dreaming City. The level requirements jump quite a bit, which means a good amount of grinding--completing Weekly Challenges for Powerful gear--to get there. Depending on how dedicated you are, this can either be a laid-back process over time or a grueling one over a few days.
As is the case with Destiny 2 in general, the strength of its shooting mechanics and the lure of new weapons and armor help to offset the repetition inherent to the mid-game grind structure. If you don't mind taking things slightly more slowly, you also don't have to do any weeklies you find tedious, like replaying old story missions. It is a bit weird to go back to older content, like Strikes, where Cayde is still alive, but it's easy to overlook in a game where you can kill the same bosses over and over.
The standout addition to the rotation is Gambit, a part-PvP, part-PvE mode that has you competing with an enemy team on mostly separate maps. Your main goal is to kill AI-controlled enemies, collect the motes they drop, and bank those motes to summon a final boss before the other team summons and kills theirs. Along the way, members from each team will have the opportunity to invade the other map and score PvP kills to screw with their opponents' progress. It's a creative combination of Destiny's various existing modes, and having to juggle both your side of the map and the other team's progress--and frantically trying to hide when an invader comes--makes for hectic matches that are consistently fun with or without friends, as well as a great way to level up regardless of your commitment.
When you complete the campaign, you also get the Cayde's Will quest to unlock the Exotic hand cannon Ace of Spades. The quest takes you from Gambit to the Crucible to Strikes to a few different planets, mostly using hand cannons, and then finally to a story mission. We won't spoil it here, but it's a smart end to the quest, pairs well with the main story, and raises intriguing lore questions. Ace of Spades itself is also just a worthwhile weapon to get; it packs a serious punch and has an entertaining reload animation to top it off.
After about a week of playing and leveling daily, I was in good shape to tackle what the Dreaming City has to offer. It's a gorgeous area, with gleaming bridges and sparkling crystal structures. It's also full of Taken, and different portals can take you to different planes--even after three weeks and content that unlocked after the Raid was first completed, it still has an air of mystery about it. There's also more content that was released even after the post-Raid unlocks, and it may continue to refresh as the weeks go on.
Even after three weeks and content that unlocked after the Raid was first completed, the Dreaming City still has an air of mystery about it
The Dreaming City's two main activities are the Blind Well and the Ascendant Challenge. The Blind Well is a high-level horde-style public event that comes in a few tiers of difficulty. Even if you're with a Fireteam, you'll likely have to wait around a bit for a few people to show up before you can start the harder tiers, and then you have to hope they know what they're doing. It's frustrating when you're not gelling with randoms and end up failing, but it's extra gratifying when you do sync up with a group and complete the higher tiers. The Ascendant Challenge, on the other hand, is not public and is best tackled with a Fireteam. It changes each week (so far) and can include things like platforming activities or challenging boss fights in a creepy, Taken-filled alternate plane.
Completing both nets you a few pieces of high-level gear, which is always a strong incentive this close to the endgame. But even three weeks after launch, it was difficult to get a Raid crew together. Three of us were playing and leveling at a fast pace (the highest was 568, while myself and one other person were hovering just below 550), two were playing relatively often between other work duties (both around 535), and one was splitting time between PC and PS4 (and was severely underleveled at 513 but powering through it admirably). We were able to take on the first encounter of the Raid, but the severe spikes in level requirements nearly made it impossible. Like other Destiny Raids, though, the communication, teamwork, and skill required to succeed makes for an intensely satisfying experience. It's just frustrating that it's been such an uphill battle to get there.
There is a lot to do in Forsaken, so much so that it can be difficult to see it all. That also means that, for the average player, this expansion has a much longer tail than previous iterations of Destiny 2. The variety and flexibility of activities established in the base game still work to make grinding a good time, and Gambit adds a consistently entertaining mode to the roster. The endgame, while difficult to reach, is also where the most satisfaction can be found.
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