Several individual Final Fantasy games have garnered extra attention; some for their positive reception and others for their negative reception. Final Fantasy VII topped GamePro's "26 Best RPGs of All Time" list,[170] as well as GameFAQs "Best Game Ever" audience polls in 2004 and 2005.[171][172] Despite the success of Final Fantasy VII, it is sometimes criticized as being overrated. In 2003, GameSpy listed it as the seventh most overrated game of all time, while IGN presented views from both sides.[173][174] Dirge of Cerberus: Final Fantasy VII shipped 392,000 units in its first week of release, but received review scores that were much lower than that of other Final Fantasy games.[175][176][177] A delayed, negative review after the Japanese release of Dirge of Cerberus from Japanese gaming magazine Famitsu hinted at a controversy between the magazine and Square Enix.[178] Though Final Fantasy: The Spirits Within was praised for its visuals, the plot was criticized and the film was considered a box office bomb.[45][46][47][179] Final Fantasy Crystal Chronicles for the GameCube received overall positive review scores, but reviews stated that the use of Game Boy Advances as controllers was a big detractor.[117][180] The predominantly negative reception of the original version of Final Fantasy XIV caused then-president Yoichi Wada to issue an official apology during a Tokyo press conference, stating that the brand had been "greatly damaged" by the game's reception.[181]
In Final Fantasy games, players command a party of characters as they progress through the game's story by exploring the game world and defeating opponents.[3][74] Enemies are typically encountered randomly through exploring, a trend which changed in Final Fantasy XI and Final Fantasy XII. The player issues combat orders—like "Fight", "Magic", and "Item"—to individual characters via a menu-driven interface while engaging in battles. Throughout the series, the games have used different battle systems. Prior to Final Fantasy XI, battles were turn-based with the protagonists and antagonists on different sides of the battlefield. Final Fantasy IV introduced the "Active Time Battle" (ATB) system that augmented the turn-based nature with a perpetual time-keeping system. Designed by Hiroyuki Ito, it injected urgency and excitement into combat by requiring the player to act before an enemy attacks, and was used until Final Fantasy X, which implemented the "Conditional Turn-Based" (CTB) system.[3][23][83] This new system returned to the previous turn-based system, but added nuances to offer players more challenge.[19][84] Final Fantasy XI adopted a real-time battle system where characters continuously act depending on the issued command.[85] Final Fantasy XII continued this gameplay with the "Active Dimension Battle" system.[86] Final Fantasy XIII's combat system, designed by the same man who worked on X,[87] was meant to have an action-oriented feel, emulating the cinematic battles in Final Fantasy VII: Advent Children. The latest installment to the franchise, Final Fantasy XV, introduces a new "Open Combat" system. Unlike previous battle systems in the franchise, the "Open Combat" system (OCS) allows players to take on a fully active battle scenario, allowing for free range attacks and movement, giving a much more fluid feel of combat. This system also incorporates a "Tactical" Option during battle, which pauses active battle to allow use of items.[88]

However, the series has garnered some criticism. IGN has commented that the menu system used by the games is a major detractor for many and is a "significant reason why they haven't touched the series."[23] The site has also heavily criticized the use of random encounters in the series' battle systems.[168][169] IGN further stated the various attempts to bring the series into film and animation have either been unsuccessful, unremarkable, or did not live up to the standards of the games.[11] In 2007, Edge criticized the series for a number of related games that include the phrase "Final Fantasy" in their titles, which are considered inferior to previous games. It also commented that with the departure of Hironobu Sakaguchi, the series might be in danger of growing stale.[46]

Max is a female pilot with a rocket-fueled cardboard box. If Sky Chasers looks familiar, that’s because it draws from the classic Lunar Lander. Players must operate a pair of thrusters to soar through magical worlds. The inventive levels in Sky Chasers hark back to the days of retro platformers, with bombastic traps, twisting tunnels, and larger-than-life enemies. By earning coins in each world, players can unlock more than two dozen new spaceships, all of which have very distinctive designs.

The box then featured a pair of two-player titles. First up is Super Showdown by Touch Paper Press. The game is about the size of a paperback book, making it easy to pack up and take with you, and features graphics similar to the golden age of comics. The board itself is a square as long as a regular playing card. One takes the role of hero and the other villain as you take turns rolling dice and placing cards down to try and outsmart each other either with the highest card value during confrontations, being the only one at the center of Mayhem or trying to bust your opponent’s card total in a battle of wits. The game just takes a few minutes to learn and set up, and only 10 minutes to get an entire game in, meaning it’s great to use to pass a few minutes, or to use while waiting for the latest hero movie to start.

This can make sense from a business point of view, but it is unfortunate in any event.  I am guessing part of the problem was getting the news of the product to its target audience.  Local gaming shops, for the most part, aren’t going to recommend essentially buying games from someone else, even if it is cheaper.  Gamers like myself with a large library (not to mention having to pay overseas shipping) are worried about spending big money on games we already have – it’s a bit of a hit and miss scenario.

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Writers for Board Game Quest are occasionally asked to evaluate a product that we might not be the main consumers for. In the case of a board game subscription service, receiving a monthly drop of board games is something we’re familiar with as a matter of course. For gamers out there paying for this type of service, you probably want to know what to expect.
We were too full for dessert, but when the server said "cake in a can" and that we could take it home I said "yes please!" It is exactly as described. A blueberry sour cream cake in a soda can. It's packaged at the same place that their beer is brewed and is pressurized, so make sure to refrigerate until you are ready to eat it and eat it quickly because it is perishable. We ate later that day so it was totally safe and "uuuuuuuuuuu".

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Second is value.  Even if you went with Amazon prices instead of retail this is still a very good price for what you get. The games included this month are rated on board game geek ranging from 6.5-7.3 which is above average and way above what they could have put in the box, especially in a pop culture box. When you sign up  there is a one month plan for $50 or a 6 month plan for $45 a month. If you enjoy things such as loot crate or many of the other boxes that are out there or if you like to be surprised with games every month (i know i would like games to show up every month at my house) than this is for you.

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