Developer Soleil and publisher 110 Industries have a new game out. A stylised hack ‘n slash-shooter called Wanted: Dead. Do you want guns, swords and plenty of blood? This game had that and so much more, most of it not at all good.
“Wanted: Dead is a new hybrid slasher/shooter from the makers of Ninja Gaiden and Dead or Alive. The game follows a week in life of the Zombie Unit, an elite Hong Kong police squad on a mission to uncover a major corporate conspiracy. Play as Lt. Hannah Stone, a hardboiled Hong Kong cop, and plow through mercenaries, gang members and private military contractors in a spectacular cyberpunk adventure.”
I’ve been pondering how best to get this review started and after a while, I felt that honesty is the best policy. Wanted: Dead is fucking awful. See how the marketing blurb up there name-dropped both Ninja Gaiden and Dead or Alive? Don’t let that marketing bollocks fool you. It may be very tenuously true, but it’s still utter bollocks. The trailer looked awesome and is doing all of the heavy lifting here, trust me. Don’t be fooled by the hyper-stylised flashy trailer. What you actually get is a broken game that feels more like a joke and not a homage to an era of gaming.
The big problem I had with Wanted: Dead was that it all felt very clunky and massively unpolished. Now, I was sent (what was called) a ‘review build’ of the game. I don’t know if the issues I found were because it’s not a final build of the game, or if the devs were going for a homage-type thing. This is the best way to sum this title up. Did you ever play The Fifth Element on the PlayStation? If so, that is exactly what Wanted: Dead put me in mind of. If you never did play The Fifth Element, then you are one lucky bastard.
It is clear that Wanted: Dead is paying ‘homage’ to that late 90s/early 00s third-person action game. Only it is not paying homage to the good things about those games. It has taken everything that was terrible about that era of gaming and built a whole new level of shit based on it. The controls just did not feel fluid enough which, when you are playing a fast action-packed title like this, is crippling. Enemies are complete bullet sponges and seeing as ammo is scarce in this game, it ruins the flow when you have to use 30 bullets to take out one bad guy. The aiming mechanics feel very off and not smooth at all and very imprecise. This is ten-fold for the melee combat, which will be your main choice here as ammo for your gun is harder to come by than a truth-telling politician.
When you are indulging in melee combat, enemies will attack from all angles, without warning and often from off camera. This is one of those games where one hit and you will be caught in a combo attack or stuck between multiple enemies as they pummel the shit out of you. three or four hits and your health bar is all but gone. Games can be hard, I have no problem with that. But they have to be fair and Wanted: Dead is far from being fair.
I saw several graphical glitches such as blood sprays turning static and remaining stuck in the air, textures not loading in and more, including some really obvious and very distracting pop-up. Like entire walls of a building just popping up out of nowhere. There is a cover system and it is atrocious, only choosing to work 50% of the time. It’s one of those auto-systems where your character will just snap to cover when you get close. Only, your character will often decide not to go into cover and you’ll just stand there, pushing yourself against a wall as enemies use your face as target practice. As I said, I was sent a review build and it may not have been 100% finished. But, I have to review what I was given and not what something may be in the future. And so, this is that review.
There are some elements that are enjoyable about Wanted: Dead. There’s a real Japanese quirkiness and sense of humour all through it. In between missions, you can walk around and explore the police HQ. You’ll find loads to see and do, claw machines to play with and nab some trinkets. A shooting range mini-game where you can sharpen your skills and try for the best score (it’s just a shame that the aiming is awful). There’s a rhythm-based ramen eating mini-game, you can play arcade games and more. The police HQ is really good fun, if I am being honest.
But the main and core gameplay is an absolute mess. There is a way to homage days gone by in gaming and Wanted: Dead is a perfect example of how to homage badly. Framerate drops and stuttering, in a game where button-pressing combos and timing are key, just kills the gameplay dead. The janky-ness of this game gets to the point where Wanted: Dead becomes simply unplayable. I got to the second boss and just had to stop playing as I have better things to do with my time. The game is just straight-up broken, homage or not.
This isn’t a love letter to a bygone era of gaming. It’s a poison pen letter full of bile and vitriol… with really shitty handwriting too. I get the feeling that this is perhaps, trying to be the next cult hit, the next Deadly Premonition. Only Wanted: Dead has none of Swery’s charm and personality. It’s not one of those ‘so bad that it’s good’ games. Wanted: Dead is just plain bad.
Available for PC, PlayStation and Xbox now, with a £50 price tag. I’d be really pissed off with spending that much money on a game that is this rough and as broken as it is. Wanted: Dead has few elements to like but is let down by its core gameplay and many issues that make the game feel about 20 years out of date. Maybe leave it a while and pick this up in a sale for around £10, that feels a bit more reasonable to me. Even then it’ll still be a bitter disappointment.
A while back, I got addicted to the tower defence genre of games. Developer and publisher Ironhide Game Studio have a new-ish tower defence game out now called Kingdom Rush. I saw ‘new-ish’ because the game has already been out for quite a while, released on PC back in 2014 in fact. Even more ‘in fact’, it was originally released as a flash browser game in 2011, before making its way to iPad and Android. However, it has more recently seen a release on consoles and I’ve been playing the Xbox version for this review.
“Get ready for an epic journey to defend your kingdom against hordes of orcs, trolls, evil wizards and other nasty fiends using a vast arsenal of towers and spells at your command! Fight on forests, mountains and wastelands, customizing your defensive strategy with different tower upgrades and specializations! Rain fire upon your enemies, summon reinforcements, command your troops, recruit elven warriors and face legendary monsters on a quest to save the Kingdom from the forces of darkness!”
Right then, if you have ever played any kind of tower defence game before, then you’ll know exactly what you are getting into here. Kingdom Rush doesn’t really bring anything new to the table and nor does it try to reinvent the wheel. Because, well quite frankly, it doesn’t need to. What this game do is deliver a highly polished and very playable tower defence title that will give you many, many hours of enjoyable gameplay if you are a fan of the genre.
Kingdom Rush does feature a story but originally being a flash/mobile game, the story is not exactly stellar. An evil wizard unleashes hordes of orcs onto an unsuspecting land. You are tasked with defending said land and taking out that evil wizard. Simple, basic and to the point. You really don’t need deep and involving stories with these types of games because the joy does not come from complex narratives and character analysis. Tower defence titles are all about thinking, planning, careful strategising and killing loads of bad guys.
Those early levels get you warmed up, ease you in to the game and you’ll pass them with zero issues. However, the difficulty ramps right up as the game progresses and the latter levels will have you pulling your hair out in frustration. It’s not a bad frustration though, more of a ‘one more try’ frustration. The gameplay here is very typical tower defence fare. You have a few specific towers, each with their own strengths and weaknesses. Place them in the best possible spot, take out enemies and earn coins. Spend those coins on more towers and upgrades and kill even more enemies. Rinse and repeat until you have (hopefully) successfully defended a level and move on to the next.
But the real joy of the game is working out what tower to place where and when. Do you upgrade now or save those coins for more towers? Perhaps trying to create a bottleneck to lure enemies to a crushing death is a good idea? Kingdom Rush is all about strategy, thinking and carefully pre-planning your next move. You will fail levels time and time again, but you’ll also learn with every failure, you’ll tweak your strategy for next time and get steadily better and better.
You earn stars when you complete a level. The more health that you have at the end, the more stars you will earn. Those stars can then be used to permanently upgrade your towers. Increase damage, lower the costs and so on. You also have the ability to summon a couple of troops or even rain down a fiery meteor strike to help even the odds, working o a cooldown system. Finally, in your arsenal, there are multiple heroes to unlock and use. These mighty warriors can be placed anywhere on the map and unleash some pretty powerful attacks. With the different heroes all having varying stats.
£8 is how much damage Kingdom Rush will do to your wallet. For that £8, you get a really damn good tower defence title. Three difficulty settings with easy being fairly tricky to hard being utterly masochistic. Then there are challenges on each level that’ll test your tower defence mettle and so much more to discover. For a game originally released back in 2011, Kingdom Rush is still massively playable now and the transition from mobile touch-screen to console controller works well. Here’s to seeing other games in the Kingdom Rush franchise ported over. I’m really in the mood for more now.
I do enjoy a bit of crazy/mini golf and golf-themed titles are becoming quite popular at the moment. From developer Triheart Studio and publisher Yogscast Games comes Golfie, a new crazy golfing game with an emphasis on the crazy.
“Golfie is a run-based, roguelike minigolf deck builder. Play through procedurally-generated levels, build a deck of crazy card abilities, and try to beat all 18 holes. Pick your route carefully because no two runs – or shots – are the same!”
Yup, what we have here is the ever-popular rogue-like sub-genre in a crazy golf game. The holes are randomly generated, so you’ll never have quite the same experience twice. Then, there is the addition of deck building where you can find cards that will give your shots a bit of a boost. You know how golf works, right? Put the ball in the hole in the fewest number of shots. Golfie works the exact same way but with the addition of cards to enhance your shots and the fact that you will be playing on some ‘interesting’ holes.
Right from the off, your standard shot is next to useless. It’s incredibly weak and will only send the ball forwards a small distance. This means that using the cards is an absolute must, especially the power shot card. This can also leave you at a major disadvantage because the cards given are also (mostly) random and if you don’t get a power shot card, then you are basically screwed before you even start. You can find and hit crystals on some of the holes that’ll give you cards and perks but once more, random and these can hinder as much as they can help. There are coins to nab on the holes and these coins can be used in a vending machine to get more cards to use. The over-reliance on the power shot is an issue here as without it, you are next to useless, especially when the holes get longer and more complex later in the game.
All of the cards are pretty self-explanatory and you’ll know what they do the second you see them. Power shot lets you shoot further, lob shot allows you to lob, curve shot… you get the idea. Then, you have cards that are a bit more ‘creative’ jet pack, teleport, sticky and more. The holes may get crazier but so can your shots. A level of strategy comes into play as you’ll have to pick and choose the best card to use for each shot on each hole.
There’s a decent selection of gameplay modes too. There’s singleplayer and you get three play options here. The free play mode is just at and allows you to plat the holes without worrying about failing. A good mode just to get your eye in and practise. Then there is a challenge mode and each day, there is a new and specific challenges to try and beat. The main play mode is the standard run one. This is where the rogue-like (though I would say more a rouge-lite as certain elements carry over with each run) gameplay is used and you have to try to beat 18 holes without failing. There’s also a load of cosmetics to unlock so that you can customise your ball.
Then, there is the multiplayer option. I did get to try the multiplayer as I was kindly sent a few codes so I could give this a test with some friends. Here, you can work together or against each other and purposely sabotage the other players. Multiplayer was great fun and works very well indeed. Priced at £15 and only available for Steam, I think that Golfie is good fun. There are some balancing issues that (I hope) will be tinkered with and ironed out in the future and the over-reliance on the power shot can be annoying. But overall, this is worth a play. The reasonable price point makes the game more appealing and the multiplayer really is such a great laugh with some friends.
The indie gaming scene is thriving right now. There’s a really rewarding treasure trove of great games, made outside of the mainstream, that I currently have my eyes on and being released through 2023. Several titles are already on my radar that I’ll be covering. Then, there are some titles that I hadn’t heard about and seemingly come out of nowhere. Developed by Naraven Games and published by All in! Games comes Backfirewall_, one of those games that I hadn’t heard of but when I saw the trailer attached to the press release sent to me, I knew I had to play and review it.
“Hello and welcome to Backfirewall_, a first-person tragicomic adventure set inside a smartphone. You are the update assistant. Solve wacky puzzles to counter the update and save the previous operating system from deletion. The fate of the System is in your hands!”
So, I guess that I had better cover the story first. Backfirewall_ is set inside a smartphone. You play as an update assistant being guided by an operating system called OS9. The thing is that the owner of the phone needs to update its software and the old OS. OS9 doesn’t want this to happen as that means he, and you, will be deleted. And so, OS9 tasks you with trying to stop the phone from being updated and deleting the old OS. Got that? No, the story doesn’t make a great deal of sense and yet, it makes absolute perfect sense at the same time.
If I were to try and sum up Backfirewall_ in a straightforward and simple way, I would liken it to The Stanley Parable meets Portal. Even then, as fantastic as those games are, this lazy likening really does not do this game justice at all. Like The Stanley Parable, this game features a humorous running narrative that guides you through the game, supplied by the OS9 character. Then, the game is split into various corridors that will lead to puzzle rooms, this is what put me in mind of Portal.
The game begins with a tutorial to get you used to your four skills. Actually, that’s a bit of a lie. Before you can even play the game proper, you are greeted by OS9 who asks you to adjust sliders for the volume of the music, voice and sound effects. Just this simple idea perfectly sets up the humour of this game. If you’re not giggling to yourself at this point and before the game even starts, then you need to have your funny bone checked. After you have set your preferred volume, then you get to play the tutorial.
As mentioned, you have four skills or ‘cheats’ as the game is set in a smartphone and is based around software, programs, apps and such. These cheats allow you to make certain objects disappear, raise or lower other objects, change the colour of things or duplicate items. The puzzles in the game are all based around using those four cheats and usually entail you creating errors in the phone’s programming to disrupt the whole updating of the software. For instance, an early puzzle has you in a location with a set number of boxes. You have to delete the boxes to disrupt the total. As you progress, the puzzles get more creative and you’ll be having to use those four cheats of yours to disrupt as much as you can in ever increasingly more clever and inventive ways.
But, it’s not all about puzzles as you’ll be doing a fair bit of exploration too. There’s quite a lot of stuff to discover too. Bugs that need reporting, hidden toys, messages sent to and from the phone’s user and more. You really do need to keep your eyes open as the phone that you are in is crammed with character and characters. The various apps of the phone are the NPCs here and you’ll be talking to the likes of social media, photos and other apps that really do help make the environment feel alive. It kind of put me in mind of a Disney/Pixar film where things that are not meant to be alive are living. Think of Toy Story meets Inside Out… in a smartphone. There is a hell of a lot of charm here and charm goes a long way.
Then there’s the humour. I honestly don’t think I have has such a laugh with a game as I have had with Backfirewall_, it is just overflowing with jokes, references and sometimes, utter nonsense. Very, very mild spoilers ahead but there is a part in the game where you have to get a form signed. You end up getting tangled in so much pointless bureaucracy, sent from one place to the next and back again… multiple times. It’s really quite maddening and highly frustrating. Yet, it is so brilliantly observed and realised that you can’t help but laugh as you are forced from pillar to post, just to get a form signed. It became my favourite bit of the game. Stupid and infuriating nonsense but hilarious.
Backfirewall_ will cost you around £12 and is available on PC, PlayStation and Xbox. This may not break new ground or really bring anything revolutionary to the table. But, it really doesn’t need to. Backfirewall_ is a good, solid puzzler with a wonderful sense of humour, great characters and a brilliant finale. The last act of the game is [REDACTED TO AVOID SPOILERS] and really had me caring about the apps/NPCs I had met along the way. A recommendation from me for a great little game at a very fair price.
One of the most important video games made (according to me) has just seen a re-release. When Rare officially announced that GoldenEye 007 was ‘coming soon’ to modern consoles, pretty much everyone assumed that ‘coming soon’ meant coming soon. That announcement was back in September of 2022 and it was finally released on the 27th of January 2023, over 4 months after that original ‘coming soon’ announcement. Given the totality of time, I guess 4 months is technically ‘coming soon’.
Anyway, I knew that I had to get my hands on this newly re-released GoldenEye 007, it was one of my most played games on my N64 back in the late 90s. I wanted to not only play the game again, but also see if it has held up since its release just over 25 years ago. But before I do get into this review, a brief history of how and why this could be really disappointing.
Just for the record, as I write this bit, it is the day before GoldenEye 007 is released. So, I have not yet played this re-release. But before I do play and give my view, I want to cover how I think this could be a disappointment.
First, it has been just over 25 years since this game was released back in 1997. Some games do age like wine and are just as great now as they were decades ago. Some don’t and I have a feeling that GoldenEye 007 will be one of those titles that are better left in the past. Then, I have to cover the biggest disappointment. This is just the N64 game with a slight bit of polish. A while back, it was revealed that Rare had developed a full remaster of this game, to be released on the Xbox 360. The only problem was that Rare didn’t have the rights to the Bond license and loads of messy behind-the-scenes stuff involving Nintendo meant that the remaster could not be legally released. Fast forward a few years and at the start of 2021, the remaster was leaked onto the Internet, confirming that it did indeed exist.
Much like how Rare remastered Perfect Dark a few years back, the GoldenEye 007 remaster looked really damn good. When it was announced that this legal re-release was coming, many assumed that it would be the leaked remaster and given a bit of a tidy-up. But no, we are getting an N64 port instead. Why? Nobody really knows. Well, nobody outside of Microsoft, Rare and Nintendo know. There is most probably some kind of ‘legal thing’ stopping Microsoft and Rare from releasing the remaster. I have no idea what that is. If this re-release is okay, then why not the remaster? It can’t be an MGM/Eon/Danjaq productions/licencing issue because if it was, then surely that issue would still be there with the N64 version… right? It must be something between Microsoft and Nintendo and I don’t know what.
This is obviously a joint venture between Microsoft and Nintendo because the game is only being released on their platforms. I would assume this is due to the fact that, when the game was originally released in 1997, Rare was owned (or mostly owned) by Nintendo. So, the original source code for the game is still owned by the Big N, I think. This is why Rare have not been able to release the game before due to all the messy behind-the-scenes legal crap. Nowadays, Rare is owned by Microsoft and somehow owns some kind of stake in the original game because one of their (now) studios made it, even if Nintendo own the source code.
Still (as mentioned), Perfect Dark was remastered by Rare a while back and that was made while Rare was under Nintendo. It even uses the same game engine as GoldenEye 007, slightly modified. So, if Nintendo had no problem with Rare remastering and releasing Perfect Dark, why the issue with GoldenEye 007? This does make it sound more like an issue with MGM/Eon/Danjaq as the rights holders of James Bond. But as I previously said, if it was a Bond rights issue, then surely this version would also stumble at that same hurdle.
None of this explains why the Xbox 360 remaster can not appear on both the Switch and the Xbox. Surely it’s the same game, just with nicer graphics. Though is it suspected that it is Nintendo being difficult and that they are the ones preventing the remaster from being released. Why could Nintendo and Microsoft reach an agreement to release the N64 version but not the Xbox 360 remaster? Or even better, why not both the original N64 and the remaster in one package? Best of both worlds and everyone wins. You’d think that these two multi-billion dollar companies could reach an agreement and put a smile on GoldenEye 007 fan faces. Plus, having a share of some profits from the game must be better than having a share of nothing.
Anyway, this is why I feel the disappointment could set in early, because this is not the very well-received remaster (which is still playable, if you know how). Then, there are two different versions of the same game. The Switch version has online play but the Xbox version doesn’t. However, the Xbox version gets a 4K upscale and framerate upgrade, as well as (much-needed) improved controls, I think. Look, this whole thing is a fucking mess. Why could there just not be one version of the game with all the same features on both the Switch and Xbox and more to the point, why couldn’t that one version be the remaster?
And with all of that out of the way, let’s see if GoldenEye 007 still holds up a quarter of a century later. Oh just for the record, I’m playing the Xbox version. I’m not going to do a traditional review, play the game and offer my opinion. Instead, I’m just going to load this up and scribble down my thoughts as I play. A ‘first impressions’ kind of thing.
Just from the title screen, I’m taken back to 1997 and a tsunami of nostalgia has just slapped me in the face. Some minor adjustments aside (copyrights, etc), it is exactly the same. Well, it would be as this is the N64 game ported over. The music, the intro and so on, all put a smile on my face that I honestly was not expecting. There are no bells and whistles here, just the game as it was, with some minor refinements. Moving that red crosshair around the screen feels much more natural on the Xbox than it did on the N64 using its controller. Right then, let’s play this thing and ready myself for some bitter disappointment.
Of course, starting out on the Dam level. It looks just like the original N64 game (because that’s exactly what it is), but just that little bit smoother. Now in glorious native widescreen too and from the off, those improved controls are wonderful. I’m not a hater of the N64 pad, but it was a tad awkward to use, especially with GoldenEye 007. Having to hold down a button to bring up the crosshair so you could aim and use those yellow buttons to strafe/look up and down. You don’t have to do that anymore as this new control scheme is more like a modern FPS game. Move with the left stick, aim with the right, simple stuff. Though you can hold down the left trigger and ‘aim down the sights’, which does bring up that classic red crosshair. But, you don’t control the crosshair around the screen as with the N64 original. Like a modern shooter, the crosshair stays in the middle of the screen as you aim. I wasn’t expecting this but the controls are great and work very well.
I’ve not played this game in 15+ years, so the old memory is a little hazy. But I still remember most of the level layouts and objectives. Oh and I’m playing this on the easy Agent difficulty, just to see how it plays. I do remember how playing on harder difficulties gave you more mission objectives to complete. I also remember how the game didn’t hold your hand (as with modern games) and left you to work out exactly what needed to be done.
Ha! I actually forgot about the start to the second level and crawling through the air duct and taking out the guard in the toilet, like in the film. “Sorry, forgot to knock.”. It was impressive how close this followed the film, while still doing its own thing. A lot of the levels looked like scenes in the film, just N64ed. I think this is one of the main reasons that the game is so loved and celebrated, it was a movie tie-in that followed the film and did it justice. I have noticed the really stupid AI though. Things have advanced somewhat since 1997 in that regard. The enemies here are willing to just run right at you and directly into the line of fire.
Speaking of the enemies, that awkward side-jump they do brings back memories. The fact that they had various hit areas was pretty impressive for the time too. Shoot them in the leg, arm, etc and they react. Yeah, the AI is terrible, but I have to admit to enjoying this more than I thought I would. The improved Xbox controls are definitely a much-needed addition. You can aim and move at the same time now, couldn’t do that on the N64. That should make unlocking some of the secrets a bit easier.
Some, well pretty much all, of the graphics have dated badly. That’s not something exclusive to GoldenEye 007 though, pretty much all 3D games of this era have dated like rotting meat. I’ve gotten a bit lost on some of the missions as I had forgotten quite a lot of the game, I’d totally forgotten some of the levels even existed. I need to brush up on and refresh my GoldenEye 007 knowledge. But the music, even 25 years later, the soundtrack kicks some serious bum-cheeks. Of course, the pause menu music is amazing. All of the music for this game is iconic and worth listening to on its own. One of the finest game soundtracks ever and it is so damn good to hear it again. I think this game has one of the best renditions of the James Bond theme that even most of the film composers can’t beat.
I had to quit and up the difficulty to Secret Agent, as Agent was just too damn easy and the combination of the bad AI and improved Xbox controls made it even easier. Plus, I get to remember how I’ve forgotten most of the other mission objectives now too. Yup, just as I remembered, no hand-holding, no objective markers. You have to explore the levels, read the mission objectives and work things out for yourself. The AI is still pretty stupid, but just that little bit tricker to take out. It was fun playing on Agent difficulty, but a whole lot better now I’ve moved up to Secret Agent.
I have to be honest, I was expecting myself to play this for an hour or so and conclude that this is better left in the past. I’ve just played through the entire game in one sitting and loved it. Of course, the graphics still look very N64 and are not appealing to the eye for the most part. But then again, they’re also charming in their own way. Just before publishing this, I thought I’d take a look at the general consensus on the Interwebs. There’s a lot of negativity about the graphics. I have no idea what people were expecting, this is an N64 game from 25 years ago and it’s going to look like an N64 game from 25 years ago. The main backlash seems to be about the controls though, on the Switch. See, the Switch version doesn’t have the updated control scheme that the Xbox version has. I can see this being a major issue as even in 1997 and when using the N64 pad, GoldenEye 007’s controls were awkward. I can only imagine that is magnified in 2023 and when using a controller that is not the N64 pad. It seems that, despite the lack of online multiplayer, the Xbox is the best version to play. I think the lack of online play but better controls is a fair trade-off.
Playing on Xbox, I’ve really enjoyed this far more than I thought I would. The controls work brilliantly and the slight upscaling of the 25-year-old graphics is basic, but ‘better’ than not having it at all. Still, the main thing, the core gameplay is great. I think that GoldenEye 007 is as playable now (if not more so) than in 1997, at least on the Xbox. I’ve now played through this on Secret Agent setting and really enjoyed it. I still want to go back and 100% it too, unlock all the cheats, finish on 00 Agent difficulty and so on. I have four new games in my review pile to get through and yet here I am, playing a game that is just over a quarter of a century old instead.
Yes, I’m still annoyed that they can’t work out a deal to bring the remaster to us fans, but I’m not overly disappointed that we got this version instead, as I thought I would be. I can only hold out hope that this re-release is being used as a test to see if putting the remaster on the market is worth it. Microsoft, Nintendo, MGM/Eon/Danjaq productions, if you read this… yes, yes it is worth putting the remaster on the market. £20 a pop, you’ll make a fucking fortune. GoldenEye 007 is available on Xbox as part of Game Pass, or free if you own the digital version of Rare Replay. You can pick this up on the Switch for Nintendo Switch Online + Expansion Pack members. Though Interwebs talk suggests that it’s really not worth it, as the Switch version is a bit poo.
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