
作者彙整: Kyle Hilliard
Looking Back At Zelda: Link’s Awakening With Its Director Takashi Tezuka

The Legend of Zelda is celebrating 30 years this year, which is as good a reason as any to look back at one of the stranger entries in the series: The Legend of Zelda: Link’s Awakening. This feature originally appeared in issue 269 of Game Informer magazine.
Link’s Awakening for the Game Boy was more than just a handheld offshoot of a popular franchise. It established important Zelda staples in terms of story, humor, and a focus on character development that the series still uses to this day, all while carving an identity that remains distinct more than 20 years later.
Link’s Awakening was the first Zelda to feature fishing, allow Link to grab cuccos, and highlight musical instruments as more than just another item in Link’s inventory. The game also had extended side quests, like the mission to find all the secret seashells and a trading game with the world’s inhabitants. Link’s Game Boy adventure was a huge success for Nintendo, dramatically boosting handheld sales in 1993 and selling more than 5 million copies over its lifetime. It sits comfortably at number three on Game Informer’s top 25 Game Boy games of all time list, and also cracked the top 100 on our Top 200 Games of All Time list.
For players who grew up with the Game Boy instead of a home console, Link’s Awakening was the entry point into one of Nintendo’s most important and popular franchises. But in many ways the game was meant to be a strange love letter to the Zelda games that came before it. In an Iwata Asks interview with Nintendo – where the company’s late president and CEO Satoru Iwata shared stories with the creators of its most successful games – Link’s Awakening director Takashi Tezuka said that during development it felt like the team was making a parody of a Zelda game, as opposed to a true Zelda entry.
“When we say parody, I’m not sure where that word comes from because maybe there are translation issues,” Tezuka told us when we asked what he meant by that comment. “With Zelda games we usually plan them out, every detail is considered. With Link’s Awakening, we were working on that after our other work was done. Kind of like a club of people who loved Zelda and got together to make it. It has a different feeling for that reason.”

The original plan for Zelda’s first Game Boy adventure was to bring a modified version of Link to the Past to the handheld, but that idea fell by the wayside. Instead, Link’s Awakening started as an unsanctioned after-hours passion project for members of the Link to the Past team. “The main programmer wanted to challenge himself to create a Zelda experience on a portable system to see what he could do, and I was into the idea. We just had a passion to try and do something interesting,” Tezuka says. “We didn’t really have permission to do it necessarily. We were just playing around.”
It didn’t take long for the game to become more than an after-hours experiment. “Once we got it to a certain level of creation and completion that we wanted to show, then we took it to the company and got permission to continue developing it,” Tezuka says. “But initially it was just a little pet project of ours. Because we started it that way – just making a game we wanted to make – it may defy Zelda conventions. It might have interesting characters and situations we may not have had otherwise.”
Link’s Reawakening
Two versions of Link’s Awakening exist. The original released on the Game Boy in 1993. In 1998, Nintendo followed up with Link’s Awakening DX for the Game Boy Color. This version added a new dungeon and compatibility with the Game Boy Printer, allowing players to print out in-game photos after visiting a camera shop. The expanded DX version of the game is available on Nintendo’s eShop for the 3DS.

At the time of development, Twin Peaks was at the height of its popularity. The show’s dreamlike world and focus on a small cast of characters in a small town were elements Tezuka wanted represented in the game. As a result, Link’s Awakening was one of the first Zelda games to have a stronger focus on story. Link built relationships with NPCs with more dialogue interactions, had extended conversations with Marin (the girl who found him washed up on shore after his boat crashed), and was guided along his journey periodically by an owl (who would later make an appearance in Ocarina of Time). “I wanted to make something that, while it would be small enough in scope to easily understand, it would have deep and distinctive characteristics,” Tezuka said during his Iwata Asks interview. Link’s Awakening was about more than just solving puzzles, fighting enemies, and saving Zelda. Koholint Island was far different from Hyrule, and its characters were charming and mysterious. This was why many callouts from other Nintendo games made their way in.
Link’s Awakening featured strange scenarios that served as the platform for cameos from Mario, Yoshi, and Kirby, as well as Mario enemies like goombas and chain-chomps. Reminiscing about the game with his boss during the Iwata Asks interview, Tezuka admitted he wasn’t even sure if he got official permission from Kirby’s creators, HAL Laboratory, to include him in the game.
Alongside Majora’s Mask, Link’s Awakening continues to be among the stranger entries in the Zelda series. With its Twin Peaks influences, myriad outside Nintendo references, strange characters, and surprise ending, the game stands out despite its limited visuals and smaller world. It was the first Zelda game for many young players, and will retain its legacy for years to come even as handheld gaming technology moves forward at a brisk pace.
Ballad Of The Windfish
Many think the events of Majora’s Mask are the product of a dream, much like they are in Link’s Awakening. One hint of this is the presence of the song “Ballad of the Windfish” in Majora’s Mask. The song serves as an important plot element of Link’s Awakening. “It really came down to a decision by the sound team,” says Zelda series producer Eiji Aonuma. “They were looking for inspiration, something that would fit the theme, and since Link’s Awakening was about collecting instruments it made sense that you would want to use this for a band in this case. For us, really, it was just a playful choice that referenced a previous game and nothing more than that.” 閱讀全文
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Rad Review – Exciting Abilities With Random Frustrations

Publisher: Bandai Namco
Developer: Double Fine Productions
Release:
Reviewed on: PC
Also on:
PlayStation 4, Xbox One, Switch
PlayStation 4, Xbox One, Switch
Rad is a rogue-like taking place in a world that has suffered two apocalypses thanks to mistakes made by The Ancients and additional follow-up mistakes by The Menders (who only made things worse). As a teenager growing up in the post-post-apocalypse, the burden falls on you to explore the procedurally generated wasteland and bring life back to the world. Sometimes it goes well, and you get all the best mutations to help you complete your mission. Sometimes you sprout useless wings, take damage from health items, you lose all your currency, and you wonder what you’re doing with your life.
Highs and lows like this are typical of the rogue-like genre, and in many ways Rad sticks close to the rogue script, but it does manage to set itself apart with its leveling mechanics. Combat takes place from an overhead perspective, with the action playing out as a cross between a melee action game and a twin-stick shooter. As you defeat enemies, you build up experience that eventually causes you to mutate. These Exo Mutations are all unique, and even after successful runs and plenty of hours, I still saw new ones. You might sprout a cobra head and be able to perform venomous long-distance strikes. You might gain a tail that lets you lay eggs that birth helpful spiders. The mutations change your appearance and your approach to combat, and you can earn three on a single playthrough, so the combinations go a long way in making each run feel different. I was always excited to see what mutation I was going to get, but some (like the wings mentioned above) are a sign that the current run is a lost cause, which is a bummer.
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Along with the Exo Mutations, you also find Endo Mutations, which offer significant passive boosts like imperviousness to fire, faster running speed, or one that makes your long-distance mutations (like a boomerang arm) fly farther. You don’t know what they will be until you activate them and they’re automatically equipped. Coming across these Endo Mutations is also exciting, but sometimes it doesn’t seem to take your loadout into account. Gaining the ability to throw long-distance attacks farther is great, but if your random mutations are all close-range, it feels like a waste.
You can also come across negative Endo Mutations, which is an interesting idea, but they’re all so damning that I learned to avoid them at all costs, even with the chance of getting something good. One I came across turned my screen orange making it harder to distinguish items and enemies and just generally made everything look bad. That mutation was active the first time I made it to the final boss, so I didn’t even get to see what it really looked like until I got there again on another run. When the negative outweighs the positive so heavily, it discourages you from rolling the dice at all.
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I like the look and sound of the world, but the layout can sometimes be frustrating, thanks to the procedural generation. Underground hallways filled with enemies sometimes turn into boring dead ends without rewards, and above ground, necessary switches might be difficult to find or reach. The later stages are particularly labyrinthian; I had one run where I killed every enemy and was just trying to find the exit while outrunning frequent lightning strikes, which eventually caught up with me and killed me. It just felt unfair. I never ran into game-breaking procedural generation, but the annoyances were enough to make me pine for hand-crafted levels.
One random element I enjoyed was the world-building. Occasionally, as you find new items or areas, a young woman’s voice narrates a random snippet describing what you found, giving you little factoids about what happened and who the various survivors you run into are. These little story moments are short and sweet and don’t interrupt gameplay, but they make the world of Rad feel like a real place with history.
The rogue-like is a difficult genre to nail as it relies on balancing challenging action and myriad random elements. The trick is making sure the frustration meter isn’t higher than the fun meter, and Rad generally walks that line well. I certainly had my attempts where I felt like the game was working against me, but when I had a good run with mutations that worked well with my playstyle, I enjoyed myself and was thoroughly proud of my accomplishments.

Score: 7.25
Summary: Frustrating lows and and exciting highs are typical of the rogue-like genre, and in many ways Rad sticks close to the rogue script, but it does manage to set itself apart with its leveling mechanics.
Concept: Explore a rogue-like post-post-apocalypse while earning game-changing mutations as you defeat enemies and explore
Graphics: The neon-drenched setting is an enticing, overgrown apocalypse obsessed with ‘80s arcade culture
Sound: The music all sounds like synthy ‘80s songs and it’s great. The infrequent voice announcing various achievements is charming without being obnoxious
Playability: The twin-stick and melee controls work well, though slowdown during rain makes dealing with lots of enemies unnecessarily difficult
Entertainment: Frustrations related to random abilities and level layout can be annoying, but the overall aesthetic is inviting. Successfully completing a run is always an exciting achievement
Replay: High
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Replay – Metal Gear Solid 2: Sons Of Liberty

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This week’s episode of Replay marks a new era for our weekly show. Replay is now live, and for the first episode we decided to play a classic as voted by you, our viewers.
What game should we play on our first LIVE episode of Replay? Vote below, then watch tomorrow on https://t.co/NLV7RfLMPm at 2 PM Central!
— Game Informer (@gameinformer) August 8, 2019
We also decided to play a whole lot longer than we usually do. We played Metal Gear Solid 2: Sons of Liberty for two hours, making it beyond the tanker and onto Big Shell. Join Andrew Reiner, Joe Juba, Leo Vader, and me as we talk about why Hideo Kojima is a genius, cut to the all-important ice cam, and just generally appreciate one of our favorite games.
Let us know what you think of the new format in the comments below! And if you want to know more about what the future of Replay will look like, check out last week’s episode where we laid it all out!
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Picross Lord Of The Nazarick Review – Puzzle-Solving With Purpose

Publisher: Jupiter Corporation
Developer: Jupiter Corporation
Release:
Rating: Teen
Reviewed on: Switch
Picross has quietly become a staple of Nintendo’s handheld platforms that is consistently fun, but rarely strays too far from its comfort zone. Lord of the Nazarick tries something new and changes up the formula, but only slightly, by partnering with the anime and novel property, Overlord, to deliver a picross experience that has a little bit of storytelling. The main draw still remains picross, though, even if the occasional cutscene appears.
Picross is a number-based, picture-drawing style of puzzle that has more in common with Sudoku than something like Tetris. Looking at a grid lined with numbers, you have to use logic to figure out which squares to fill in and which ones to mark with an X. After filling in all the appropriate squares you are left with a pixelated image. Tapping away at a grid to ultimately create a picture is always a rewarding finish line to a puzzle. This element of picross has mostly been the same since the puzzle’s inception, but Nazarick adds a few wrinkles, some welcome quality-of-life options, and a narrative.
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The story, which is the element that separates this picross from the games before it, is minor. The Overlord anime (and novels) follows Ainz, a player obsessed with an online video game called Yggdrasil. At the start of the story, Yggdrasil’s servers are shutting down, but Ainz stays online anyway, and he is transported to a new reality based on the game making him an ultra-powerful overlord in a fantasy world. The idea behind Lord of the Nazarick is Ainz is trying to restore documents (by solving picross puzzles) in order to figure out what has been going on in the world prior to his arrival. If you’re familiar with the source material, you get a chance to see conversations between Ainz and familiar characters, but newcomers will likely be confused about what is happening; it doesn’t do a very good job even setting up the base plot. The story elements end up being middling, but on the plus side, the character interactions are short, and I liked even having a small conceit for completing puzzles. Usually in picross you’re just handed a long list of puzzles and that’s it.
To see the full story you only need to complete the standard picross puzzles, but a number of optional additional puzzle types are available. Color Picross is a new type of puzzle that plays by picross’ normal rules, but adds color. Color Picross forces you to rethink your normal picross tactics and rewards you with a more interesting picture. I initially struggled with Color Picross, but came to enjoy it once I wrapped my head around it.
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Clip Picross isn’t new to Nazarick, but is a welcome addition. These puzzles are made of smaller picross puzzles that eventually come together to create one large picture, which is a lot of fun and always has been. Mega Picross puzzles, which change the way numbers are displayed on the grid, are also available, but they’re totally optional (and even somewhat hidden in the menu), which I am thankful for because I have never enjoyed this style of puzzle.
When it comes to solving any of the puzzles, you can now hold down the R button to help you count out squares. While this admittedly sounds like a small addition, it makes the whole process of solving puzzles more convenient and accurate and if it does not appear in future picross games, I will sorely miss it.
Combining picross with a relatively obscure anime (and not even using the anime’s name in the title) is a weird choice, but if you’re looking for more picross, you can’t go wrong here. The quality-of-life improvements are good, the Color Picross mode is fun, and having a little bit of story is a nice change of pace, even if the plot doesn’t have much to it.

Score: 7.5
Summary: Combining picross with a relatively obscure anime (and not even using the anime’s name in the title) is a weird choice, but if you’re looking for more picross, you can’t go wrong here.
Concept: Loosely tie a large collection of picross puzzles to the anime Overlord
Graphics: The art from the anime looks sharp as do the menus housing various picross puzzles, but nothing stands out as being visually exceptional or noteworthy
Sound: The quiet music, subtle sound effects, and lack of voice acting means playing this game on mute is a viable option
Playability: The typical, functional picross controls all exist here, but a new option to hold down the R button to help you count squares is incredibly helpful
Entertainment: Having even a little bit of story context for why you’re solving picross puzzles is nice, but the main draw here is more picross puzzles, Color Picross puzzles, and some added control options
Replay: Moderately high
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Meet Moze The Gunner And Her Mech Iron Bear In The Latest Vault Hunter Trailer
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The Top 10 Game Boy Games

Today marks the 30th anniversary of the North American release of Nintendo’s first handheld gaming device, the Game Boy. Released in 1989, the Game Boy was a successor of sorts to the hugely successful NES, but was completely handheld. To commemorate the occasion we decided to debate our 10 favorite games released for the original handheld. You could argue the Game Boy and its successor the Game Boy Color were essentially the same system, but in order to keep this list as close to the original Game Boy as possible, we decided not to include great Game Boy Color games like Pokémon Gold & Silver (which was playable on the original Game Boy, but released with the Game Boy Color logo on its spine) and Color-exclusive games like Metal Gear Solid (Metal Gear: Ghost Babel in Japan). We also skipped games that received simultaneous Game Boy/NES releases, like Dr. Mario. With those caveats in place, we hope you enjoy debating our list as much as we did!
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Thatgamecompany’s Sky On iOS Reminds Me Of Community’s Sixth Season

I am a longtime fan of the television show Community. I watched the pilot when it premiered because I was a fan of Donald Glover’s Derrick Comedy work, and at the time I had never seen someone I liked from YouTube make the transition into television comedy. That’s right – I liked Community and Donald Glover before it was cool. Feel free to leave your comments about how impressed you are with me below.
I was a dedicated viewer after that, and I did my best to convince others to watch when it was clear the show wasn’t getting the eyeballs it needed. I witnessed it get canceled and uncanceled and was surprised, but happy when the search engine website Yahoo announced it was going to pick up the sixth season. I even took this dumb picture at the San Diego Comic Con where Yahoo spent a whole lot of money on advertising around the area and show floor to remind everyone it was the show’s savior. Airing the next season of the show on Yahoo was weird, but I was eager to watch it on a new platform.

The night the first episode premiered, I was ready. I plugged my laptop into my TV, sat down on the couch, and navigated to Yahoo.com to witness the future of television! And it was a huge bummer. The content of the show was fine, maybe even great. Most of my favorite characters were on screen and it didn’t look any different from the previous seasons, but it just wasn’t working on a technical level. The video was constantly buffering, forcing me to pause frequently, the video quality was all over the place, and it was ruining the timing of punchlines and just generally hindering the overall experience. I was excited to watch new episodes of Community, but not like this.
Maybe the technical issues were overcome after the first episode, but I never found out. I didn’t tune in for episode two. It just wasn’t how I wanted to watch one of my favorite shows. I waited a few years until the full show came out on DVD and watched the sixth season then. For what it’s worth, it was a good season, and I will always be thankful it exists.
Playing thatgamecompany’s Sky on iOS is giving me flashes of that experience.

Like most people who think way too much about video games all the time, I love Journey. It is an emotional experience I have played multiple times. I love how its simplicity of gameplay lets you focus on how you feel, and it still looks phenomenal even seven years later. As a result, I was excited for thatgamecompany’s follow-up, Sky.
Starting it for the first time, I was surprised by how much it feels like a direct follow-up to Journey both in look and gameplay. You explore a beautiful world as a mysterious caped wanderer while a stirring soundtrack accompanies the experience. You can read Matt Miller’s review of the game here where he speaks positively and in depth about those elements and its unique social mechanics. My experience has differed from Matt’s, however, and I can’t help but feel like I’m playing the game on the wrong platform. I like the content of the game, but playing on my iPhone is not how I want to experience Sky.
Playing with the touchscreen is problematic, as is the case with any dual-analog touchscreen game. It generally works well enough, but it doesn’t change the fact that my thumbs are covering up a huge portion of the screen real-estate and it severely hinders the impact of the visuals.

Imagine playing Journey like this.
Being on the mobile platform also, for some reason, necessitates free-to-play mechanics and currency, which much like my thumbs covering the screen, violently rips me out of the experience. Playing Sky, I have an idea of what the game is trying to achieve: a sense of community (which is not meant to be a pun, so please don’t take it that way) and soaring beauty, but the moment I see a number next to something that I need to acquire or spend, it reminds me that this is a video game.
The thing I loved about Journey was how easy it was to forget you were playing a game. You were just part of this grand adventure with other silent adventurers, and it let you fully absorb the sound and visuals until you were a blubbering mess and you couldn’t even explain why to your wife.
I see that experience hiding behind my thumbs in Sky and I am disappointed that if I want to try and get that experience now, I have to do it with a number of asterisks and caveats. Like the title of this feature implies, it reminds me of watching the sixth season of Community on Yahoo.com. It’s just not the right platform.
Thatgamecompany has confirmed Sky is planned for other platforms beyond iPhone and an upcoming Android release. Speaking with game director Jenova Chen on a recent episode of The Game Informer Show, he said home console and PC versions of Sky will obviously have better visuals, but he also hinted that the free-to-play mechanics in the mobile game may be approached differently for those platforms. With another version of the game potentially available in the future, I think I am going to approach Sky in the same way I approached Community‘s final season and wait until I can experience it on a different platform. I want to play Sky on a big screen and hopefully, like the sixth season of Community, I will be happy to eventually play Sky, but right now, the game just doesn’t feel right.
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Stranger Things 3: The Game Review – Unearned Nostalgia

Publisher: BonusXP
Developer: BonusXP
Release:
Rating: Teen
Reviewed on: Switch
Also on:
PlayStation 4, Xbox One, PC
PlayStation 4, Xbox One, PC
Stranger Things is a well-executed throwback to classic ‘80s nostalgia that follows a group of kids in a small town as they solve world-threatening mysteries and try to grow up at the same time. A 16-bit callback video game is well-suited to tap that same viewership vein. The aesthetic makes the game feel like it should have been released for the Super Nintendo, but the simple action gameplay holds it back from being a worthwhile companion to one of Netflix’s biggest hits.
In Stranger Things 3: The Game (which is confusingly the second Stranger Things game), you control the main cast from an isometric perspective to explore the town of Hawkins, Indiana, and beat up monsters and bad guys as you play through the events of the third season. The story beats are identical to those of the show, but the dialogue is truncated. Playing an adaptation like this is nostalgic in its own right, as direct video game adaptations of popular media are rare these days. I enjoyed that element, but it does nothing to expand the lore, dig deeper into the characters, or show interesting beats happening outside of the main story.
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The main missions are hampered by their need to hew close to the source material. They’re all fetch quests, or arbitrary moments where the characters proclaim it’s time to talk to Steve at Scoops Ahoy, or agree they should all meet at Mike’s basement. I felt I was moving around in a circle as I traveled point to point with simple puzzles and enemies serving as hurdles. A handful of sidequests exist, but they tasked me with doing boring things like killing rats in a basement, delivering pizza, or finding hidden gnomes and the payoffs were disappointing.
You play as two characters at all times, swapping between them whenever you want. You unlock additional characters every few missions, and each of the 12 has different abilities. Mike and Hopper are up-close brawlers, for example, while Will is a ranged fighter and Max’s special ability drops healing items. I enjoyed trying different combinations, but also appreciated that you can use whoever you want at any time, even if it doesn’t fit with the story. That freedom extends up to the end boss, when I was forced to use a pair of characters I had learned early weren’t for me.
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Despite having different strategic options available with various characters, the moment-to-moment combat is bland. Depending on your attack range, you just press the attack button a bunch and then move to the next enemy. When lots of enemies are on-screen you use your special ability, but that’s about it. I didn’t find blocking useful until the end boss, when it was forced upon me as a necessary mechanic. The geometry of the levels often made it harder to attack enemies than it should have been. I would get stuck on corners or they would be out of reach when they didn’t appear to be.
The upgrade system disappoints, only giving you five upgrade slots shared among the 12 characters. I switched characters often, so I didn’t like equipping upgrades that benefited single characters. I ended up using the ones that granted universal bonuses, like extra health or extra walking speed, which were consequently the most boring ones. You craft the various upgrades by finding items in the environment or buying them from shops and vending machines, but I always seemed to be short on items and money, despite destroying every breakable item in every location.
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No online multiplayer options are available, but local co-op exists. Playing with a friend is functional, but it splits the screen as opposed to letting both players control their character on a single screen. The scrunched screen makes it more chaotic, but having the option to play with a friend is always welcome, even if caveats exist.
As someone who enjoys Stranger Things, walking around a pixelated version of Hawkins’ familiar locations with characters from the show is enjoyable. Outside of the sightseeing, however, the game does little else to garner excitement. The combat doesn’t ask much of the player and the mission structure underwhelms. If you want to experience the events of Stranger Things’ third season, you’re better off sticking to the source material.

Score: 6
Summary: The combat doesn’t ask much of the player and the mission structure underwhelms. If you want to experience the events of Stranger Things’ third season, you’re better off sticking to the source material.
Concept: Take the plot and characters of the third season of Stranger Things and adapt it into a pixelated, old-school action game
Graphics: The pixel art characters and environments recall the 16-bit era in a fun way, but each character only has a few animations
Sound: Much like the show, the synthwave soundtrack sets the mood well, but the number of tracks is disappointingly small
Playability: The characters move slow (even with upgrades), combat is too simple to be interesting, and lining up attacks can sometimes be needlessly difficult
Entertainment: The video game adaptation of the popular show emulates the ’80s aesthetic well, but the action is boring and the missions rarely push you to do more than move from point A to point B
Replay: Low
分類: IT 資訊科技(信息技术), Reviews, 熱門新聞 標籤: android, App, apple, Apple Watch, ASUS, Aws, digital game, Facebook, Galaxy, game, game footage, Game Reviews, Games, Google, Huawei, iMac, IPad, iPhone, macbook, Mobile, news, online game, Phone, PlayStation, reviews, Samsung, smart phone, Technology, Video, video game, Xbox 360, Xbox 360 Game, youtube game footage, 多人电子游戏, 手机游戏, 电子游戏, 电子游戏机, 电竞计算机, 超級任天堂, 遊戲, 電競 在〈Stranger Things 3: The Game Review – Unearned Nostalgia〉中留言功能已關閉
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Replay – Castlevania: Lament Of Innocence
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