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Resident Evil Requiem review: Entertaining nostalgia slop

I love Resident Evil. That wasn’t always the case. I’ve mentioned in past reviews that growing up, I hated scary video games. One of my core memories is my cousin trying to get me to play Resident Evil 2 and failing spectacularly — he couldn’t even get me past the opening because the zombies terrified me and I didn’t understand how tank controls worked (I still don’t, if we’re being honest). Years later, I had weeks of nightmares after watching a 10-minute preview of Dead Space late at night on my great-grandmother’s on-demand cable. I was not built for this genre.

All that to say: for years, I tried to work up the courage to play horror games and always bailed. Then, during my freshman year of college in 2017, I stumbled onto Resident Evil 7: Biohazard the day it launched, which permanently altered my brain chemistry. I’ve been chasing the high of wandering through the Baker house ever since. Only a handful of games have even come close to scratching that itch, but RE7 was the spark.

Plus, RE7 didn’t just convert me, it saved the series. The Resident Evil franchise had been languishing after the mixed reception to Resident Evil 6, which leaned hard into bombastic action and drifted away from its survival horror roots. But RE7 marked the beginning of what I think of as the “RE Engine Era”: a creative resurgence powered by a new engine and a renewed commitment to dread. That era gave us Resident Evil Village and the stellar remakes of Resident Evil 2, 3, and 4.

Which brings us to the ninth mainline entry — and what I see as the culmination of everything the RE Engine Era has been building toward: Resident Evil Requiem.

With protagonists Leon S. Kennedy and newcomer Grace Ashcroft, the daughter of Alyssa Ashcroft from Resident Evil Outbreak, Requiem wears its intentions on its sleeve. As the title suggests, it’s a “token of remembrance” — a playable elegy for everything that came before. Specifically, it frames itself around the Raccoon City Incident from 1998’s Resident Evil 2, the singular catastrophe that detonated the series’ lore, set the next 28 years into motion, and forged Leon into the wisecracking, trauma-scarred super agent we know today.

Across the roughly 13 hours I spent with the main campaign, Requiem swings hard at reinvention. It tries to thread the needle between pure survival horror during Grace’s sections and the slick, action-horror bombast that defines Leon’s. Sometimes it finds that balance, however, it doesn’t always stick the landing. But I’d be lying if I said I didn’t have a good time. That said, man, does it lean on nostalgia.

Resident Evil Requiem is an elegy for the dead, nightmare for the living

Image of young woman with blonde hair

Meet new series protagonist, Grace Ashcroft.
Credit: Capcom

Thanks to Capcom, I received early access to Requiem, though embargo restrictions prevent me from discussing the game’s back half. The setup is straightforward: Grace Ashcroft, an FBI intelligence analyst, is investigating a string of deaths at the Wrenwood Hotel — the same place her mother, Alyssa, died years ago — when she’s kidnapped and imprisoned inside the Rhodes Hill Chronic Care Center. Meanwhile, Leon S. Kennedy is tracking the suspicious deaths of Raccoon City survivors, following leads tied to a former Umbrella scientist named Victor Gideon, which also brings him to the Care Center.

For most of the campaign, the two remain separated, and their gameplay styles reflect that split. Grace plays in first-person, similar to Resident Evil 7 and Village, while Leon sticks to the modern third-person style popularized by the remakes. Leon’s early Care Center sections are brief before the back half shifts focus back to Raccoon City.

Grace’s gameplay leans heavily into survival horror. Ammo is scarce, weapons are limited, and avoidance is often smarter than confrontation. She’s inexperienced and visibly shaken, still carrying grief and trauma, which contrasts with Leon’s hardened confidence and mirrors the rookie cop he once was in Resident Evil 2. As a new protagonist, Grace is serviceable — motivated by guilt and driven to protect Emily, a blind girl she meets in the Care Center — even if some of her decisions feel more plot-driven than organic.

Leon plays almost exactly like he does in the Resident Evil 4 remake, with the biggest addition being a hand axe that emphasizes melee combat. Unlike Grace’s breakable knives, Leon’s axe is permanent but dulls with use and must be sharpened. It’s satisfying, weighty, and absolutely going to inspire “axe-only” challenge runs. Character-wise, Leon is still the gruff, traumatized, slightly corny veteran we know — far removed from the naïve rookie of RE2, but still carrying decades of survivor’s guilt along with his one-liners.

Resident Evil Requiem brings a new story, same vibes

Lobby of a pristine care center

Doesn’t this look vaugely familiar.
Credit: Capcom

As I alluded to in the headline of this review, Requiem is peak nostalgia slop in a way that feels both intentional and a little exhausting. From the overall layout of the Care Center to the structure of its objectives, the return of familiar enemy types, and even another trip back to Raccoon City, the game is overflowing with callbacks to earlier entries, but it is especially obsessed with Resident Evil 2.

While exploring the Care Center as Grace, I constantly felt a sense of déjà vu from the Resident Evil 2 remake, because the building is laid out in a way that is almost beat-for-beat reminiscent of the Raccoon City Police Department. You have two main wings, East and West, each stretching across three floors, all connected by a large central lobby that acts as a temporary sanctuary from the monsters roaming the halls. There were multiple points where I genuinely stopped and thought, “This has to be lifted from RPD,” because the similarities go beyond homage and start veering into repetition.

It made me miss the simplicity and relative uniqueness of the Baker house in Resident Evil 7, which, at its core, was just a house. Yes, it had a freaky-ass basement and its fair share of locked doors and puzzles, but it was intimate and contained in a way that made it feel distinct. Compared to the sprawling Spencer Mansion from Resident Evil or the museum-turned-police-station grandeur of RE2, RE7 felt tighter and more focused, and in hindsight, that restraint worked in its favor. Requiem, by comparison, feels bigger but not necessarily fresher.


‘Requiem’ is peak nostalgia slop in a way that feels both intentional and a little exhausting.

Of the two primary antagonists, one serves mostly as a recurring boss encounter rather than a fully realized character, and the other comes off as a bargain-bin imitation of franchise antagonist Albert Wesker, lacking the charisma and presence that made him iconic. They’re serviceable threats, but they lack the kind of personality that lingers once the credits roll.

There is even what I’m fairly certain is a nod to Silent Hill 2 embedded in the level design — something I can’t spoil — that reinforces the broader impression that the developers are deliberately channeling late-’90s survival-horror iconography rather than pushing the series in a new direction. Leon’s sections in the back half of the game are where this becomes most noticeable, as the nostalgia factor gets dialed up to an almost distracting degree, and moments that are clearly meant to spark recognition instead risk feeling like the game is relying too heavily on past successes rather than confidently standing on its own.

Living through Blister Heads and bad decisions in Resident Evil Requiem

Pause menu showing crafting options


Credit: Capcom

If you’ve played Resident Evil Village or the recent remakes, you know the drill already. The twist here comes in Grace’s sections, where killing enemies is often the worst move you can make.

Like the original Resident Evil, zombies don’t always stay dead. In Requiem, some resurrect as Blister Heads, stronger variants that repopulate areas you’ve already cleared. Every corpse becomes a potential problem later, which is brutal for Grace and mostly manageable for Leon. Ammo is scarce, so combat as Grace is usually about stunning foes and running rather than finishing the job. Combat quickly becomes a calculation of risk versus reward, and more often than not, the smarter move is avoidance.

To deal with Blister Heads, you have a few strategic options. One approach is to simply let the problem become Leon’s later; since the two characters share the Care Center at different points in the campaign, you can theoretically clear zombies as Grace and deal with their evolved forms when you’re controlling the better-equipped Leon.

To permanently stop them, Grace can use her Blood Collector to gather infected blood and craft hemolytic injectors, which cause zombies to explode in a massive, permanent bloodbath. Resources are limited, though, so you have to carefully choose which enemies are worth eliminating for good, echoing the corpse-burning strategy from the 1996 game. It’s a smart system that reinforces her vulnerability and raises the tension.

Less successful is Grace’s stalker enemy, The Girl, who forces you into hiding-focused sequences that often feel more like padding than purposeful horror. That sense of bloat becomes my biggest issue with Requiem. My first run clocked in at nine hours, but it felt more like 13 because some objectives felt stretched.

The most frustrating examples comes near the end of Grace’s time in the Care Center, when the primary objective is to find three quartz stones to unlock a courtyard door. Each stone is hidden in the office of one of the facility’s former directors, locked behind identical puzzle boxes. The puzzle itself is straightforward; solving it is mostly about finding the clues hidden in each room to know the correct order of buttons to press. The issue arises with the final puzzle box, where the button icons have been removed and replaced with Braille. Now, Grace is repeatedly framed in promos as a “booksmart” FBI intelligence analyst, and given that the mechanism visibly shows which symbol corresponds to each button press, it’s not hard to imagine she could logically deduce the solution. Unfortunately for you, Grace (and the writers) think using Emily — the blind child who has been locked in a cage for most of the story — is the best solution for this puzzle. This requires you to carry her through the monster-infested East Wing so she can read the Braille and input the code while defending herself from the zombies.

While carrying Emily, you cannot defend yourself, and if you want to clear out enemies beforehand, you have to awkwardly shuttle her back to the security office, set her down, eliminate threats, and then return to continue the escort. It’s contrived and really insults my intelligence more than anything.

Resident Evil Requiem is disgustingly beautiful

Room covered in blood

Again, oddly familiar.
Credit: Capcom

Visually, Requiem is stunning and just as viscerally grotesque as anything the series has delivered before. The gore borders on vomit-inducing in the best possible way, with zombies tearing apart in horrifying detail as you unload into them. The hemolytic injector is the standout here; when used, enemies don’t just die, they erupt into a massive explosion of blood that coats nearly every surface in the room. What’s more impressive is that it lingers. Rooms where you’ve cleared enemies with injectors remain drenched in thick, dark red for the rest of your time there, turning previously neutral spaces into grisly reminders of what happened. It’s disgusting, excessive, and technically impressive all at once.


The gore borders on vomit-inducing in the best possible way.

From an audio standpoint, the game is equally strong. The gunplay sounds punchy and weighty, with each shot delivering a satisfying impact. Outside of the occasional safe room theme, the game is largely music-free, which leaves the ambient sound design to do most of the heavy lifting. Hallways creak, pipes groan, and distant echoes bounce through the Care Center’s walls. The most unsettling touch, though, is that these zombies retain fragments of their former selves. Instead of the usual collection of guttural snarls and raspy moans, they speak. Often it’s just broken phrases — lingering thoughts caught in a loop from the moment they turned. One zombie repeatedly mutters about keeping the lights dim because it’s “his job” to make sure the building isn’t too bright, as if he were mid-task when the infection took hold.

Character experiencing graphical glitch

That’s supposed to be the sling to Leon’s shotgun.
Credit: Capcom

Performance-wise, I played on PS5 and had very few issues. Aside from a couple of minor graphical glitches that were fixed by reloading the game, it ran smoothly throughout my playthrough. It continues to be impressive how consistently polished Capcom’s RE Engine titles are at launch, especially at a time when performance problems have become almost expected for major releases on PS5.

Is Resident Evil Requiem worth it?

Image of cratered city street and blasted out building


Credit: Capcom

Resident Evil Requiem is a very good game that occasionally gets in its own way. It delivers tense survival-horror with Grace, satisfying action-horror with Leon, some of the most disgusting gore the series has ever produced, and rock-solid performance on PS5. Mechanically, it builds confidently on the foundation laid by Resident Evil 7: Biohazard, Resident Evil Village, and the modern remakes, and in many ways, it feels like the cleanest refinement of that formula yet. I’d go as far as to say it’s stronger overall than Village, even if it never quite hits the same highs as 7 did for the franchise.

Because while RE7 wasn’t revolutionary in the grand scheme of horror games, it was transformative for Resident Evil. It felt bold. It felt risky. It dragged the series back into the dark and forced it to recalibrate. Requiem, by contrast, feels safer. Bigger, slicker, and more polished, but rarely daring.

Ultimately, Requiem is mechanically satisfying, visually incredible, genuinely tense in stretches, and packed with enough fan service to make longtime players grin, even if they occasionally roll their eyes. It may not reinvent the wheel like RE7 did for the franchise, but it proves that the RE Engine era still has plenty of gas left in the tank.


‘Resident Evil Requiem’ is a very good game that occasionally gets in its own way.

The nostalgia is the biggest culprit. The Care Center’s near one-to-one echoes of RPD, the constant visual and structural callbacks to Resident Evil 2, the return to Raccoon City, and the late-game fan service in Leon’s sections all make it clear that this entry is deeply in love with 1998. Sometimes that works. Sometimes it feels like the game relies on muscle memory rather than new ideas.

Even the title, Requiem, feels deliberately engineered to tug at that same thread. A requiem is a mass for the dead — a memorial —and this game treats the Raccoon City Incident like sacred text. It isn’t just revisiting RE2 thematically; it’s staging a funeral for it, constantly reminding you of what was lost there and how it shaped everyone involved, especially Leon.

Without spoiling anything, the ending strongly suggests that the series may finally be ready to move beyond Raccoon City and Umbrella as its narrative crutch and establish a new overarching threat.

The name frames the entire experience as an act of remembrance, which sounds meaningful on paper but, in practice, often translates into repetition. Instead of laying the past to rest, Requiem spends most of its runtime digging it back up.

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Abused Fans Lash Out Over Review Bombing Accusations, Hit The Wrong Target

By Jennifer Asencio
| Published

An article about Starfleet Academy has faced backlash from fans who were misled by its headline. The drama caused by the headline is almost worthy of its own Star Trek show, especially with Alex Kurtzman at the helm. The piece was a response to recent statements made by a Star Trek insider about the state of the show and its fandom.

Last week, franchise veteran Christopher Cushman made a post on X in which he implied that negative reviews of Starfleet Academy were made by a coordinated effort to sabotage the show. He also threatened that “negative review bombing of Academy likely to end the possibility of shows like Legacy as well put Star Trek into 10-15 years hiatus [sic].” By thus indicating that criticisms of the show are being made in bad faith, his claim is that all fans will be punished with no Star Trek at all.

In a That Park Place article by Marvin Montanaro, titled “Star Trek Artist Warns Fans That ‘Review Bombing’ Starfleet Academy Could End the Franchise,” the site called Cushman’s bluff, making the counterclaim that maybe a hiatus wouldn’t be so bad. He pointed to the long break between the original series and The Next Generation as evidence that a hiatus can give a franchise time to refresh while avoiding the fatigue of too much content from a single universe. He also highlighted that the show’s viewership reflects these negative reviews, despite its acclaim from critics.

The backlash stemmed from the use of the term “review bombing” in the title. Although it is in “scare quotes,” suggesting that the article is skeptical of this claim, many Star Trek fans dissatisfied with Alex Kurtzman’s guidance of the franchise and this show in particular thought the article agreed that the show was being review-bombed.

Creators Declare War On Their Own Viewers, Fans Revolt

This couldn’t be further from the truth, but the reaction is understandable. Starfleet Academy is not the only property to have accused dissatisfied fans of artificially inflating a show’s bad reviews, rather than acknowledging that maybe viewers don’t like the show.

After taunting Star Wars fans that The Acolyte would “make them cry,” show creator Leslye Headland blamed sexism and homophobia for the show failing to draw audiences. This ignored criticisms of significant changes to franchise lore that diminished the struggles of established characters. The show was also criticized for what viewers felt was forced inclusivity and overpowered female characters.

Legitimate Examples Of Review Bombing

In 2019, a review-bombing war broke out between fans of Battle Angel: Alita and Captain Marvel. Fans who liked the anime movie better were accused of sexism and attempting to artificially deflate the Marvel movie.

There is even a current review bombing war taking place between fans of A Knight of the Seven Kingdoms and Breaking Bad. When Breaking Bad fans left bad reviews of an episode of the Game of Thrones spinoff, so many Westeros fans review-bombed the older show that its IMDB rating for its pinnacle episode, “Ozymandias,” was reduced from a perfect 10 to a 9.5. The episode had held that rating for over a decade.

Review Bombing Accusations Are Used To Shield Creators From The Consequences Of Their Actions

It’s not that fans can’t be petty and leave bad reviews, but the idea that modern shows that perform badly are not being watched because of bad-faith reviews is a way of dismissing criticism rather than admitting a property isn’t connecting with fans. It’s a lazy way of handwaving what fans want, becoming increasingly common as more shows become about “the message” and “representation” than about story or characters. Many video games, books, and even music albums have also used the tactic of blaming negative reviews on bigotry rather than on fan dissatisfaction.

Cushman himself stated that he’d rather ignore dissatisfied fans. He finished his two-post tweet on X with, “…if you don’t like it, don’t watch!” Apparently, fans are supposed to simply stay silent about what they don’t like about a show rather than offer feedback about franchises and properties they love.

Fans Misunderstood That Park Place

However, the knee-jerk reaction of long-abused fans got it wrong when it comes to That Park Place. The site was not supporting Cushman’s notions about review bombing and listed several other reasons the show hasn’t succeeded. The backlash they received was from people who believed otherwise and criticized the site’s X account for allegedly claiming that the negative reviews were made in bad faith. It was clear these naysayers hadn’t read the article and only judged it by its title.

This reaction is an example of how sensitive viewers have become since their criticisms of unpopular properties are dismissed by producers and showrunners. Slop eaters will always enthusiastically promote their favorite bad shows, and plenty of entertainment is being served to them by creators who want their easy money. But viewers who are tired of slop are being decried, so studios can continue developing the content they want, not what audiences want.

It’s no wonder people reacted badly to a headline that sounded like it supports this callous view. Most fans are not reviewing these shows in bad faith, as their viewing numbers demonstrate. It’s condescending to be told that if we don’t like something, it’s because of our moral character and not a lack of quality in the product.



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How Star Trek Tried To Redeem Its Most Boring Character

By Chris Snellgrove
| Published

Pop quiz: Who do you think is the most boring character in Star Trek? The franchise is filled with annoying characters like Wesley Crusher and Neelix, but those characters were at least grating in memorable ways. Unfortunately, Voyager had one character whose lines, line deliveries, and plotlines were guaranteed to put you to sleep.

We’re talking about Chakotay, the former Maquis rebel leader who has all the personality of an unsalted cracker the moment he becomes Captain Janeway’s first officer. However, Voyager did their best to correct the problems with this character very early on. For example, the forgotten Season 2 episode “Initiations” was written largely to make Chakotay more interesting to audiences.

The Most Boring Man In Starfleet

Some quick context about the episode: “Initiations” begins with Chakotay (played by Robert Beltran) taking a shuttlecraft out to conduct a ritual honoring his father’s death. But he takes custody of a young Kazon before both are captured by a larger Kazon vessel. There, they are forced to escape in a rollicking adventure that gives these two very different characters plenty of time to discover more about each other’s respective cultures.

Incidentally, exploring Kazon culture was one of the goals of “Initiations” and Season 2 as a whole. But the episode was also written in large part to make Chakotay a more interesting character. As revealed in the sixth issue of Star Trek Monthly (remember magazines, kids?), the producers felt that Voyager had underutilized Chakotay in the first season.

Rebranding Chakotay As An Action Star

Episode writer Ken Biller understood the assignment because he agreed with the producers that Chakotay was a pretty weak sauce character in the rest of Season 1 compared to how he was portrayed in “Caretaker,” the series premiere. Biller told the Official Star Trek Voyager Magazine that Chakotay is “like a real action hero in the pilot” and that “I think we need to give him some action stories,” something he was hoping to do with “Initiations.” That’s why the episode features this first officer getting into multiple fights, escaping captivity, and even offering to let his newfound ally kill him.

Why was it necessary for the writers and producers to make Chakotay a more interesting character? The short answer is that early Voyager, like The Next Generation before it, was hesitant to feature much conflict between characters. Therefore, even though the show’s premise was that Starfleet officers would be forced to work with Maquis terrorists, everyone mostly acted like one big, happy family after the first episode thrust them together.

Facing Off Against The Entire Delta Quadrant

In “Caretaker,” Chakotay is a Maquis leader who tries to help his crew escape the pursuing Voyager. After both ships are transported to the Delta Quadrant, he proves himself in and out of battle, eventually becoming Captain Janeway’s first officer. This was a practical choice because of Chakotay’s skills and Starfleet experience, but it was also a symbolic choice that underscored the need for both crews to work together to survive.

This was a recipe for juicy conflict between these two very different characters, but that never happened; Chakotay quickly became little more than Janeway’s yes man in Season 1. The writers tried to make him more interesting in subsequent seasons, but this led to mixed results because Voyager increasingly relied on the fraudulent Native American consultant Jamake Highwater to craft Chakotay stories. At any rate, Chakotay actor Robert Beltran came to hate how his character was written, and he reportedly began phoning in his performances later in the show due to what he saw as poor scripts.

While Chakotay never became a very interesting character, “Initiations” remains a very solid episode full of action, adventure, and a cameo from Deep Space Nine’s Aaron Eisenberg. In helping to flesh out the Kazon, this episode lives up to the Star Trek mandate to seek out new life and new civilizations. Unfortunately for the fans and Beltran alike, though, Voyager would soon run out of strange new worlds to explore with Chakotay, who soon cemented himself as the most boring character in the entire franchise.


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R-Rated 90s Sci-Fi Actioner Is The Wildest RoboCop Ripoff You Never Heard Of 

By Robert Scucci
| Published

If you’ve ever found yourself watching RoboCop and wondering if there was a crappier version starring Billy Blanks, I’d point you to 1993’s TC 2000. That’s right, the Tae Bo guy leads a dystopian sci-fi action flick in which his partner becomes a ruthless killing machine with only fragmented memories of her past life. Cybersecurity is compromised, government buildings are leveled, and the fate of humanity hangs in the balance. Thankfully, we get enough montages involving flexed muscles and shadowboxing to reassure us that, after all is said and done, everything will be right in the world.

TC 2000, despite its sloppy mixed martial arts messaging, remains an entertaining entry in writer-director T.J. Scott’s filmography, and for his first feature-length project, it certainly has legs. Those legs belong to Billy Blanks, who unflinchingly steps up as the action hero nobody asked for and commits fully to the premise.

Humans Vs. Cyborgs Vs … Picasso?

TC 2000 1993

Set in an underground city in the year 2020, TC 2000 centers on an elite police force designed to protect the wealthy from the remaining surface dwellers, who are always looking for a way into their heavily fortified community. Jason Storm (Billy Blanks) and his partner Zoey Kinsella (Bobbie Phillips) work as Tracker-Communicators, or TCs, whose sole purpose is to keep the riff raff out of the compound. When the community’s force field is breached by common citizens who just want a safe place to rest their heads, Zoey suspects they were given intel from the inside, meaning the city is no longer secure.

Through exchanges between Jason and his superior, The Controller (Ramsay Smith), we learn that, with the help of his muscle man Bigalow (Matthias Hues), he plans to replace TCs with the next iteration of cybernetically infused enforcers known as TC-Xs.

TC 2000 1993

When gang leader Niki Picasso (Jalal Merhi) infiltrates the city with the intention of seizing whatever pre-collapse firepower is hidden within its walls, Zoey is killed and secretly converted into a TC-X by The Controller. He programs her to gain Picasso’s trust through seduction, intending to infiltrate another gang known as the Lifers, who guard a research facility he wants to claim.

Exiled from the force and framed for his partner’s murder, Jason needs a training montage to restore balance and properly confront The Controller. With the help of his mentor, Master Sumai (Bolo Yeung), Jason learns the facility was once owned by Zoey’s father to repair the environment, but has since been converted into a chemical weapons manufacturing plant. Now guarded by Zoey, who has been programmed to assassinate her former partner, breaching the factory seems impossible for anyone but Jason Storm.

A Martial Arts Showcase

Martial Arts TC 2000

While TC 2000 leaves plenty to be desired in terms of on-screen chemistry, special effects, truly menacing villains, and meaningful internal conflict between Jason Storm and his superiors, it more than makes up for its lack of depth with its fight sequences. Billy Blanks tries his hardest to be a leading man and action hero, and the effort is commendable, but he is just not that guy. He can throw hands and roundhouse kick as well as Jean-Claude Van Damme, but he lacks the charisma needed to carry the show alone.

As for the evil forces at play, Picasso may go down as one of the least threatening villains in cinema history. He listens to records and struts around like he is a badass, but if I am being honest, I kept waiting for him to clutch his pearls and yell “curses!” upon defeat. What I anticipated is not too far off from what actually happens in TC 2000.

If you head over to Tubi and fire up TC 2000, you might find yourself drifting during the expository scenes. When the fights ramp up, though, it is worth your time if you love a good old-fashioned cybernetic beatdown. It’s cheesy but it’s charming. It’s sloppy, but it’s fun. It’s best not to take this one too seriously, because it will ruin the experience. 


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