52 Games…1 Year…2022
  • I really liked the bosses in wisps.

    The second to last one was fun.
  • Moot_Geeza wrote:
    Didn't you play MGSV on PS3? That's going back a bit.

    Yep:
    MGSV - 2015
    Breath of the Wild - 2017

    Been a while now, just wish I had that much free time.
    オレノナハ エラー ダ
  • I don’t have much time for gaming either. I just made time specifically to Elden Ring. Last few weeks helped in that it’s Ramadan and not going to the gym or out socialising etc so save time there. And haven’t been reading anything or watching much stuff which I normally would.

    As of this weekend coming, I will be back to having little time for games.
    I am a FREE. I am not MAN. A NUMBER.
  • 65. Ghosts 'n Goblins Resurrection - Switch (5-6hrs)

    Quality sequel/rebake of both Goblins 'n Ghosts that appeared to a muffled fanfare last year.  If you're familiar with GnG the basic format remains unchanged - slowly edge towards the exit in crushingly difficult stages trying not to get hit by enemies, some of which spawn depending on your character's position on screen.  In doing so you'll learn the layouts and what's required of you for success, but you won't quite be able to memorise precise patterns like Wardner/Volgarr the Viking - or most similar games, in fact - as it throws variables at you on the fly and you'll spend plenty of time adapting to plans gone wrong, a hair's breadth from death.  There's often an element of RNG in the air, especially with certain enemy attack patterns, and it's what helps the game strike its balance between infuriating and incredible.  I'm not deep into game design, but this approach still feels like one of a kind, and it must be hell to balance properly.  Arthur isn't as nimble as most characters in modern games that set their stall out to be this difficult, so unless you're a fan of the series the controls may come as a shock.  Once he commits to a jump he's all in, for example, albeit with the ability to face backwards in mid air without affecting trajectory.  There's no double jump in this one, but you can fire upwards, or downwards while jumping.  Bosses are the best in the series by far, most levels are meticulously devilishly designed, and no section is nasty enough to impact on the the joy of success.  Once you find your feet this is peak GnG for the most part; there are some glorious little exams throughout.  Love/hate, pleasure & pain encapsulated.  Chef's kiss for the way the game starts with an option of a Goblins path or a Ghosts path for the first two stage too, before blending into an amalgamation of both.  A big win for fan service.

    It doesn't quite perfect everything.  Some of the stages rely too heavily on specific magic to progress through bottlenecks (stage 4 on Legendary/Knight difficulty without the Medusa spell?  Good luck).  A few of the enemies cross the exasperation line, even for Ghouls 'n Ghosts.  The disparity between weapons is harsher than it's ever been - up shit creek with the water/blue flame magic?  Tough - unless you're fortunate enough to be near a non-troll treasure chest - and some weapons are even less effective than that for certain segments.  Granted, a lot of these complaints are dependent on the difficulty setting.  The default is Legendary, but as Jon mentions that's just a nasty trick, attempting to lure you in with what amounts to 'come and have a go if you think you're hard enough'.  It's beyond the realms of possibility for anyone who values their sanity imo.  You only get two hits and the red checkpoints (known as Banners of Ruin) don't exist.  Nope.gif.  Yeah, that's how it was, but that's not how it is now, thankfully.  Knight mode is next, which allows you to take three hits and, crucially, adds a smattering of restart points throughout each stage.  You have to be careful with these though, as the cursor rests on 'restart area' when you die, and you have to manually scroll up to respawn at the most recent checkpoint.  That's beyond silly really, and the sort of oversight that should have been patched out sharpish.  I'm happy to say I never succumbed to it (even though I'm usually a death rage button hammerer), but I'm no less annoyed by the decision.  Squire mode reduces the amount of enemies and adds another layer of armour durability.  Page mode has the same enemy count as Squire but allows you to endlessly respawn on the spot (NB: Completing Page mode will not grant access to the post game stages).  So from Page up, I'd say the settings equate to baby mode, normal, too hard and moron.  I decided to see it through in Knight mode, but my faith was tested relentlessly.

    If the game gets too tough you can revisit earlier stages to find hidden umbral bees, which act as currency for the skill tree (which mostly consists of magic spells).  As mentioned, some of the spells can make all the difference, to the point where I'd argue they'll end up essential to all but the top 5% of players.  It's the sort of thing that modern games often include to extend their life and encourage replays, but I know the likes of @retroking1981 prefer the purity of 'win with what you've got'.  In this sense it's closer to Ultimate Ghosts 'n Goblins than any of its predecessors (although the unappreciated Master System version of Ghouls 'n Ghosts did have a smattering of permanent upgrades available). 

    Spoiler alert, maybe?  Don't read this bit if you don't want to know whether the game forces you to play through it twice.  Ready?  It doesn't.  The post-credits stages are basically SMB style dark world variants of the existing ones, and much like SMB they're very well done.  I've only finished one so far, but the visual shift was good and the layout tweaks were excellent.  From the get go there are new enemy types in each stage.  They also contain a ton of extra bees, necessary for the pricier skill tree perks/spells.  And presumably, some of those perks will be needed to make it through the even trickier extra tricky sections.  It's all woven together nicely and seems to strike a good balance overall, the format's maybe just a little too mean for one and done types on the top two difficulties.

    Anything else?  I wasn't keen on the visuals from trailers but I got used to them quite quickly - it's kinda nice to look at, just maybe not what I wanted.  The music is great and the rearranged nostalgia ticklers are welcome.  Is it better than Ultimate Ghosts 'n Goblins?  Maybe.  I reckon I'll go with yes, but YMMV.  There's not much in it either way, so if you liked that I expect you'll like this. [8], with an outside shot at a [9] depending on the rest of the post-game.  It's 34% off at the moment on Switch, and also on sale on Xbox I think, which takes the edge off the rather steep asking price.

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  • Yes. I don't recall relying on magic much, but I mostly stuck to Squire difficulty, so that may be why. But overall I feel it's one of the best pieces of recent retro reinvention outside of Streets of Rage 4, using the source material cleverly while adding plenty of new twists.
  • Best retro reinventions might be a threadworthy topic. There are some brilliant modernised retro titles out there.
  • Might as well moan in here. I'm trying to mop up a few things in GnGR before I'm satisfied. I hadn't played the second of the Ghosts stages from the split path (the one with the bouncing turtles), so I gave it a go today. Stage was fairly easy, boss was a pain. Got through in the end, then the map re-sketched stage 3, erasing all subsequent levels in the process. This has to be an oversight, surely? I could pick any level before going back on myself to clear the lone unfinished stage. I guess it's not that annoying as I think I'm done now anyway, but still. Odd.
  • 13. Guardians of the Galaxy - 20 Hours - 6/10 - Series X

    What a massive shame. Great little story. Captures the GotG vibe perfectly. Looks and sounds great. Plays pretty great. Even the abilities and managing your team and using them is handled well. But…after about an hour, the combat is so unbelievably boring that…it’s unbelievable.

    How they can get so much right, then make the billion combat sessions so unbelievably boring I doing know. And I love shooting and hitting stuff. Another massive gripe is until the last mission I have to tell Groot to build a bridge every-time, Rocket to open a door, Drax to smash a wall or Gamora to cut up some pipes, and every time it’s annoying. Then during the last mission they realise…they can just do it themselves. Way to get so much right, and then such a massive thing so terribly and boringly wrong.

    What a disappointment. Would have loved this to have deserved more. 6/10.
  • b0r1s
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    Can't complain about any of what you have said... yet I still really enjoyed it. Guessing the setting and characters trumped the repetitiveness for me.
  • It's been taking up space on my HD for a while now but I'm gonna delete it. I'm 95% sure I wouldn't like it.
  • b0r1s wrote:
    Can't complain about any of what you have said... yet I still really enjoyed it. Guessing the setting and characters trumped the repetitiveness for me.

    It’s tough as it is a good game. A great game in a number of ways, but Christ the combat for the last 5 hours or so at least was so unbelievably painful to navigate after merely disliking it for the 10 hours before that. The second to last boss taking 12 minutes of the same attacks over and over was just no joy at all. I even looked up a guide half way through thinking I must be doing something wrong…nope…just keep shooting, he’ll eventually die.
  • Vere is being too nice again.  It’s absolute turgid shite and is the second worst big name game I’ve played over the last couple of years.
  • Dying light 2, in case you’re all wondering.
  • Dying Light 2 really did suck…
  • 66. Spinch - Switch (4-5hrs)

    I'm probably going to be overly mean on this, as it's fundamentally a legit platformer that does many things better than the best-of-the-also-rans (such as Slime-San, Levelhead and Never Give Up), but design and performance issues give it an almighty punch in the dick that leaves it twitching on the canvas.  Currently down to £6.74, the cheapest it's been since launch, which equated to biting time on my watch list.  

    First impressions were not favourable.  Within a minute it was patently obvious it suffers from irredeemable framerate issues.  Everything chugs and hangs like my laptop trying to run Windows 10.  I assume the base level is 30fps, which is already pfffft territory for a checkpoint platformer, but the frame freezes and judders have a sizeable impact on the game's bread and butter.  The more I played, the more I realised what a sad state of affairs this is, as the controls and stage layouts are pretty tight.  Every time you die the framerate goes haywire for a few seconds.  Other than that there's no rhyme or reason for the hiccups; docked and undocked performance both get a double facepalm.  There are a set of ice levels halfway through (spoiler alert!), and the foreground pixel snowfall grinds the game down to an unlocked 20fps (or thereabouts). With solid performance this would be a genuinely decent game, so bear in mind that the closing score is for the Switch version, not the PC game (which I assume runs properly, but who the hell knows - it's not like the overclocked DS visuals are testing the Switch in any way, unless VIBRANT COLOUR makes it shit the bed).  It's unacceptable and absolutely baffling.  

    Another oddity is the fact that titular hero Spinch has a hidden double jump that seems to operate on a one in six chance of execution.  Technically there is no double jump, and yet....there is, because occasionally it'll just work. Barmy.  Stages are mostly learn 'em up prolonged exam types, albeit with increasingly scarce checkpoints, to the point where the final stages are just irritating.  Imagine a decent Super Meat Boy bandwagon boarder, with an identity of its own, but roughly 12% of its difficulty comes from constantly fighting the performance issues and glitches.  The trickiest stage in the game - a whopper that took me nearly an hour to get through - also has a 'stuck in the scenery' issue, where Spinch becomes glued to the spot at random intervals.  The game shouldn't have been released in this state, but as that's the way of the world these days a patch would have been acceptable.  If this has had any post launch updates I'll eat monkey's uncle's hat.  It's a punt and run if ever I've seen one.  Unless...this is the patched version?  Headsplode.gif

    I could type more, but no-one really gives a shit about this game's idiosyncrasies, do they?  Suffice to say it does some interesting things here and there.  In a nutshell it's an annoying but well designed platformer that puts its foot in its mouth and shoots it.  Last boss went on so long in all its staccato slowdown glory I'm giving it a [4].  A real shame; the thrust of the air dash and lenient biting point on jumps mean that it's genuinely fun to play a lot of the time.  It also has the best underwater controls of any 2D platformer for ages - you really have to fight with it to alter momentum and it feels great.   

    Give me a Switch 2 asap pls.  There's a chance my OG model is just fucked, hence the fact that it now struggles with Net Yaroze/Apple Jack level stuff, but either way it's time to freshen those (deteriorating) specs up.  

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  • 12. Chinatown Detective Agency [6]
    A well-written cyberpunk point and click which tests your Googling skills to find the real-world answers to its puzzles. It's a shame it ends up feeling unfinished, with bugs and undeveloped mechanics, after starting strong.

    13. Dorfromantik [7]
    I don't know what counts as finished with this, but I played it quite a lot. A relaxing puzzle game where you place hexagonal tiles, trying to match the environmental features on each edge, and in the process construct an idyllic countryside view. After a while, each game starts to take over an hour, which is a bit much, but it is relaxing, and a good one to plod along with while listening to a podcast.

    14. Hush: Crane
    This barely counts. It's an interactive movie with touchscreen controls that lasts about 10 minutes per run. The touch video tech is quite clever, and makes for a more involved experience than the average FMV job, but not exactly a game changer yet.

    15. Trek to Yomi [6]
    It looks and sounds fantastic, but story, combat and exploration are very ordinary.
  • Still looking forward to Yomi, reviews suggest it's a good fit for Game Pass though. I'm probably making a terrible mistake playing back to back with SIFU but that's the plan.
  • 67. SIFU - PS5 (3hrs 9mins)

    I hammered this in three sessions today.  I'm still fighting a lost battle against game downloads for non indies so had to wait for the physical release of this, which happened to coincide with an easier difficulty being patched in. A mode I found impossible to resist.  I've read a lot about this game since launch, and I think I made the right choice as it sounds a tad too annoying on default difficulty, but £39.99 for three hours of play is like two Stanley Parables territory.  So it's an odd one (for me) to judge really.  I absolutely loved it, but I'm not sure if I'll play it again or shift it on Ebay before the value takes a hit (after @acemuzzy's had a crack) as I may have had my fill.  I made my bed, but I don't have to wallow in it.

    Running the rule over it in baby mode might strike some fans as wude, but me do me, as they say.  With the lane bumpers up it's probably the best single player scrolling beat 'em up of all time, which could well be my favourite genre of all time (albeit my preference is to play with pals).  Whack it on student mode and you'll waltz through the stages like a one man tracking shot, but the beatdown buzz is nigh-on unparalleled.  It's a shame the easier setting is so easy, but complaining about what's effectively a story mode is pretty churlish.  Another level in between normal and easy wouldn't go amiss though.  Moar patches pls.      

    The combat is all the words you want it to be.  Visceral, balletic, weighty, smooth, intuitive, and most importantly - fun.  It's like the devs successfully smashed two of the greatest sequels ever together (The Raid 2 and Shenmue II, obviously) while adding almost Punch-Out!! level boss show and tell battles that feel fantastic to learn & overcome.  The ageing and upgrade systems don't really come into play on scrub mode - my highest age at any point was 39, I didn't even get to see a grey beard - but that didn't impact on my enjoyment.  From start to finish this was a straight [9] for me, in terms of gratification.  Even during the initial skirmishes it was plain to see they'd nailed the feel of the fight.  So why don't I fancy playing this on default difficulty like everyone else?  Because I don't want to get my arse handed to me for hours while making slow progress, tbh.  I didn't choose the way of the warrior, but I definitely chose the way of the shit eating grin.  Sometimes it's nice to just bash chumps about a bit, and that's rarely been more rewarding elsewhere.

    Super stuff, I'll give it an [8] to confuse Elf.  However you choose to play it's a win, but £40 is a bit steep for a five stage roguelite top players can speedrun (on non-moran mode) in half an hour.  Of course it probably takes thirty times that long to best it first time, but in terms of content it's still on the light side imo.  Isn't Elden Ring only a fiver more? That can probably be done in 20 mins or something though, because people are weird.  /Waffle. I'll check the SIFU thread in search of inspiration tomorrow, but for now I'm thinking this was one of the most glorious one-and-dones of all time and I had an absolute blast. 

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  • 68. Trek to Yomi - Xbox Series S (4hrs)

    Ridiculously sexy yet fairly basic streamlined samurai slice 'em up that punches so far above its weight I'm already convinced I'll struggle to explain why I enjoyed it so much.  Objectively speaking this is not a particularly good game.  The crux of the experience is the flat plane sword fights, which are exploitable, basic, constantly recycled and slightly unresponsive.  The rest of the game involves getting from A to B while occasionally deviating to C in search of ammo for secondary weapons, useless trinkets or health/stamina upgrades, with fixed (or occasionally roaming) Resi/Onimusha style camera angles.  It's a pretty lame way to design secrets really - in order to find them you just have to constantly not take the route you assume is the main path.  There are puzzles too - at least that's what I think the devs think they are - but they're not worth mentioning.  Strip away the glorious visuals and it's a [6] on a very good day.

    With that out the way, I'll try to explain why it's still awesome.  Actually I can't be bothered to beat around the bush; it's because of the graphics, general presentation and the whole revengeance windchimes samurai thing (the fact it's on Game Pass probably probably gets factored in somewhere too).  Remember when games mags would claim it's always all about the gameplay?  That's a great gaming motto, but it's not always strictly true.  I don't often back games built on creaky foundations, but by the end I was lapping up the repetition of the near-constant duels.  You'll fight on waterfalls, burning rooftops, bridges (lots of bridges, come to think of it), behind paper screens and between dancing light sources in caves, and it's breathtaking in places.  It's absolute madness that indie games can look like this these days.  Boil it down and it's not a hell of a lot more varied than Prince of Persia, but it always feels good when the killer blow slices through one of the handful of opponent types.  Combat is infinitely better than Unto The End (which isn't a million miles away from this in some respects), it's just not something I'd be happy describing as good.  Perfunctory yet moreish sums it up.  The main problem is the fact that the majority of your repertoire is too risky to bother with and therefore redundant in comparison to the two or three techniques that all-but guarantee victory

    I think I'll stop now as I'm finding it hard not to constantly steer this back to the game's shortcomings.  It's a triumphant win for style over substance and although I'm only going to give it a [7] I secretly enjoyed it enough to consider an [8].  Nowhere near the worldly I was hoping for but a journey worth taking, and a smidge better than Ghosts of Tsushima.  

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  • 69. Olli Olli World - Switch (5-6hrs)

    Clearly not done as I've only ticked off maybe 65% of the possible tasks (and extras opened up post credits), but I've reached Gnirvana/credits so it gets chalked up in here.  

    I knew I'd like this, it was just a question of how much.  Turns out it's definitely my GotY so far, elbowing Infernax, SIFU and Tunic aside without breaking sweat.  Aside from being a near perfect score chaser it's also astonishingly accessible.  You can play it as an auto runner, and if you do it's in the top tier.  This is how Tilly plays it (and how I played the last area), and it's ridiculous how adept she is a chaining grinds together just by reacting in the nick of time.  It's great fun as a casual experience and doesn't restrict progress with irritating gating requirements.  You can play it as a checklist mop 'em up, and some of the tasks are equal parts fiendish and superb.  Its ultimate form is probably as a legit leaderboard chaser, something that it excels at to the point where Trials might be the only series ahead of this one now.  

    Literally my only complaint aside from frame drops on the Switch port is the fact that the height gained on jumps occasionally feels like it's operating on hidden RNG rather than unwavering precision.  Yes, it's based on a number of variables you need to be in command of, but it also feels ever-so-slightly unreliable from time to time.  The flip trick controls, grinding, grabbing, spinning and manuals for trick chaining are all just about as perfect as you could possibly wish for, but the size of your leap as you leave the lip of a ramp just feels a smidge too exacting with its insistence on near-frame perfect execution (and/or just being a bit random, says the voice in my head).    

    That's it, otherwise it's pretty much a perfect game.  The execution of the 'play at your level' promise really can't be understated.  [9]

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  • Watching Tilly smash this is filling me with feels. She's over halfway through the checkpoints on the last level, and she hadn't even seen half the mechanics yesterday. I think she might actually be able to get through this stage. #WeirdProud.
  • She's done it, haha. Straight through the checkpoint that gave me grief, dear me.
  • She's just done that stage without using a checkpoint. This is the moment of my usurping, I tried that earlier and gave up.
  • 70. Tails of Iron - Switch (4hrs 20mins)

    2D Soulslike that fared quite well, Metacritically speaking.  It has an appealing visual style - kinda like a slightly less lush Wulverblade - which unfortunately isn't conducive to a precise fight system due in part to its animation style.  More on that later.  The world building is nice, with a Bastion-lite voiceover provided by Doug Cockle (who voiced the guy from those bathtub memes, apparently) and Clangers-esque whistles/twitterings between characters, which is preferable to dodgy voice acting in my book.  Questing is straightforward, taking the no-nonsense Foregone approach rather than anything metroguevania.  You'll need to travel between areas fairly regularly but there are only a small handful in the whole game.  It has a strong map, so it's unlikely you'll spend much time wondering what to do next.  

    There's quite a lot to like - and plenty of neat little touches - but unfortunately the sub-par combat was a constant irritant.  It's too annoying to be played properly, imo, and even on the recently added 'fairy tail' mode the methodical hack, parry and slash element is tedious.  The easy mode does what it says on the tin, so it's impressive that the fighting still manages to be annoying even as you saunter towards victory.  I would have binned this for sure if I'd died regularly - the characters look nice enough but there seem to be gaps in the animation that make it look like a weird stop motion cartoon at times, which really takes its toll on skirmishes with nippier enemies.  A few extra frames wouldn't have gone amiss here.  The weight system for item management didn't really do it for me, and the feel of the jumping/ledge hanging is floaty bobbins too.  

    Overall there are so many alternatives I can't really recommend this, despite it regularly threatening to be enjoyable in spite of the iffy combat.  Play Blasphemous instead, it's outstanding. A low [6]

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  • 71. The Turing Test - Switch (5hrs)

    Take the expertly crafted puzzle rooms of Portal but turn GLaDOS into the sort of future AI we used to have in the past and you've got this.  Instead of cake and singing turrets there's T.O.M, who dearly wants to say 'I'm sorry (D)Ava, I'm afraid can't do that' in every conversation with the player, but plays it straight throughout the slightly metronomic story beats.  The Weighty Moral Dilemma isn't as heavy as the game wants you to think, as the eventual outcome struck me as the only sensible way to drop the curtain.  The interactions are fine though, they just purposefully lack the sparkle of Portal and it grated on me after a while.  Logic vs emotion blahblah; it's not done badly, it just feels a bit played out.  

    The puzzles were great until the final third of the game, when extra mechanics are added and solutions start to feel like too much of a chore.  This is most likely my fault as I tend to glaze over when puzzlers flex their galaxy brain muscles, but imo it gets tedious from a particular point onwards.  So I ended up using a Youtube guide for the last eight or so rooms *shuffles lines of code and pretends to feel guilt*

    Another thing that irritated me were the optional puzzle rooms.  Immediately after entering the first one T.O.M said something like 'perhaps we can't solve this yet', which I took as subtle videogame code for 'you can't solve this yet', so I headed straight back out.  After consulting Youtube for the home stretch it turns out they were all solvable at any point.  I probably would have started ignoring them after one or two anyway but THAT'S NOT THE POINT.

    Overall this is good at what it does and hits its marks with the clever stuff, but as uncle said elsewhere it doesn't have an idea of its own and just lacks a bit of personality.  Kinda like someone you'd want to invite to a pub quiz but maybe not the pub (subtle videogame forum code for Muzzy).  [7]

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  • acemuzzy
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    What particularly hurts is I also suck at pub quizzes
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    1. (Finally!) Cyberpunk 2077 - PC (94 Hours)
    Finally got round to finishing this off after starting back in late 2020. Did most of the content, including all the NCPD jobs and cyberpsycho sightings etc. 
    Didn't come across any major game breaking bugs, though I did experience a few stupid ones, particularly early in the release.
    I don't think it could ever live up to the hype that was generated before release, but the city itself does legitimately look great, even if it doesn't really feel like a living city. For the enjoyment I got out of it, a generous [8]
  • 72. Castlevania II: Belmont's Revenge (Castlevania Collection, Switch) - 80mins

    Save state assisted push through what's apparently the best Gameboy Castlevania game.  I've not played many GB games - probably no more than a good handful to completion - but it's a fascinating machine when it comes to the difference between simpler and more advanced titles (much like the NES in that respect).  This was pretty good.  Bosses aside it felt easier than most other entries I've played in the franchise (taking things slowly takes most of the sting out of the difficulty), but there are still plenty of places for the uncautious player to come a cropper.  Two of the bosses wound me up (the bone snake that shifted between the ceiling and floor on a forced scrolling stage and the penultimate boss in particular), but not enough to take the shine off a decent 8-bit linear Castlevania.  The bits with the ropes that change direction were great, and the option to tackle the first four stages in any order is welcome.  84%   

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  • I had that one. Don’t think I finished it.
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    Thought I'd have a look on cex.

    £250 to buy.

    Hmm...

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