Update, part 1 (10/23/2021)

First, sorry for the mess. I’d hoped to put up another game review today, but my mind hasn’t been in a good place for the last several days (or years really, if we’re stretching it out to the long term.) Between the increasingly apocalyptic mood here in the US and my own personal issues that I can’t seem to sort out, I’ve more or less given up on the future being anything other than a flaming fucking wreck, both for myself and for society as a whole. You might have guessed as much already if you’ve seen my griping on Twitter. As you can see above, I was too unmotivated to even give this post a proper title.

That’s nothing new for me, though. Outside of my writing here, I haven’t had any expectation of personal fulfillment for a long time now. I’m really just happy to finally have professional fulfillment, with a job I like well enough that I can cope with the amount of work I get piled onto me. And as for the rest of the world, since I have no control over it, I’m resisting all efforts on the part of the media to get me to worry about it (you know those articles you see all over the place — “Why you should be worried about x” where x is an actual problem but one individual people can’t do a god damned thing about — like we don’t have enough worries already. Is the point just to give me an ulcer? And then these are next to articles about self-care. Fuck off.)

There’s a reason I always use SZS screenshots in these posts: I identify with Mr. Despair more than any other character ever. I’m also completely open to the likelihood that my personal issues and negative mindset distort my view of the future.

There’s one aspect of the future I’ll never give up on, though, and that’s the salvation provided by art and entertainment. Since making it through the massive epics of Atelier Ryza and Yakuza 0, I’ve been taking it a little easier, but I still have games to complete that I need to get back to including NieR Replicant and a couple of visual novels I’ve had pending for a long time now. And anime series I need to catch up on like The Aquatope on White Sand, which I regret I’ve fallen behind on — but I will catch up. Hopefully this weekend.

However, there are also several new games and anime series I have already picked up or will be picking up in the near future when they come out, so I thought I’d also provide an update on those. For today let’s start with the games, and with the two I’m currently playing:

Atelier Sophie: The Alchemist of the Mysterious Book

It’s confirmed now that Atelier has taken over my life. This is the fifth game in the series this year I’ve taken up (and the sixth Gust-developed game adding in Blue Reflection, and there will be more to come; read on for that.) I’m about ten hours into the PS4 remaster of Atelier Sophie already, so this entry will be a kind of very short first impressions post.

And my first impression of Sophie is that I like it. The game feels like a return to some of the simplicity of the Arland series, with a very slice-of-life style, only without that damned time limit that you had to mess around with in the Arland games. So in that sense, Sophie is even more relaxed than those — I’d say it’s the most relaxed and comfortable Atelier game I’ve played so far.

Well, mostly. Fuck this irritating cauldron puzzle alchemy system.

Luckily, comfortable and relaxed is just what I needed at the moment. The plot so far is very light, just about our cute alchemy girl protagonist (as usual) Sophie Neuenmuller doing alchemy and spending time with her friends around her idyllic old European-looking hometown of Kirchen Bell. One of these friends just happens to be a talking book containing the soul of another girl named Plachta, who knows a lot about alchemy and forms an informal mentor-student relationship with Sophie.

The character interaction so far is nice and enjoyable, especially between Sophie and Plachta. There are even a couple of very familiar faces in the game like Pamela (who was also in the Arland games, but she’s been around since Atelier Judie all the way back in 2002) and Logy (from Atelier Escha & Logy, of course, but this is apparently a totally different Logy who just looks and acts exactly the same as his alternate universe self in the Dusk series. I wonder if Escha will show up as well?)

I’m also a fan of the art and character designs — Atelier always does well in that regard.

Remember all those stupid 90s/00s high school movies where the nerdy girl takes her glasses off and suddenly she’s “attractive”? Fuck all of them, every single one, without exception. Glasses are hot. But to be fair, I think society has finally acknowledged that somewhat at least.

The only real criticism I can make so far is that I’m not much of a fan of the puzzle box alchemy mechanic Sophie uses, though that’s really more of a personal issue. I’ll just have to get used to it.

Yakuza Kiwami

I think I already mentioned that I’ve started Kiwami in my Yakuza 0 review. I’m still only in Chapter 1, partly because I’ve spent more time lately playing through the post-game Premium Adventure phase of 0 as part of my relaxation regimen.

But I can already tell that Kiwami is going to be interesting. The setting so far is familiar, the same Kamurocho I spent so much time in during 0 with more or less the same map, though many of the storefronts have changed with the passage of time, which makes sense. It’s also nice to see that protagonist Kazuma Kiryu is still just as stoic and unmovable as he was before. It’s impressive just how much shit this guy is willing to put up with for the sake of his ideals. I can see why people like him so much (well, I could already in 0.)

Not much more to say about Kiwami at the moment, since I’m not far enough in to even give proper first impressions beyond what I’ve already written. But I will be playing through it, if only because I need to know how Kiryu’s story continues. Also to see whatever wacky shit he gets pulled into on the side, because those were some of my favorite parts of 0.

I will, and same to you, Majima-chan!

Aside from those games already mentioned, there are a few I have preordered, two of which are coming out next month, so you can probably look forward to something about those in the near or not-so-near future depending. Starting with:

Blue Reflection: Second Light

Yes, the Blue Reflection sequel is finally almost here, coming out in NA on November 9. While I felt the original game had some flaws, I liked it and looked forward to whatever might come next. And shortly after I posted that review, Second Light (or Tie in Japan) was announced.

Second Light seems to be a continuation of the story told in Blue Reflection with a new central cast of characters, though the first game’s protagonist Hinako is back in some capacity. The all girls’ high school setting is back as well, of course, along with the social sim element from the original.

Best of all, both Mel Kishida (artist/character designer) and Hayato Asano (composer) are back, and their contributions were the best parts of Blue Reflection — for whatever flaws that game had, the art and music largely made up for them. I do hope there are some improvements to Second Light, but even if it’s similar in quality to the first game, I won’t be too put out if it looks and sounds just as beautiful.

Shin Megami Tensei V

Yeah, this one was expected, wasn’t it? SMT V is released next month, and I have it preordered as well, though unfortunately I won’t be able to play it right away because I don’t yet own a Switch.

Now you might ask — why the hell would you buy a game for a console you don’t own? Firstly, because SMT V is a Switch exclusive, and there’s no hint that it will be ported to any other console or to PC anytime soon, and secondly, because I was waiting for this god damn game for several years and I’m sure as hell buying it on release. I do plan to get a Switch sometime soon as well. Even if it’s a cheap secondhand one with half the buttons missing — I’m not particular as long as I can play SMT V.

In any case, there’s no way I can’t be excited for this game. It really looks excellent, with everything you’d expect from a mainline SMT title. Again, not much more to say at the moment, but I’m looking forward to getting into the game once I get my hands on a Switch (and by the way, if anyone knows any good deals, please drop me a tweet or leave a comment if you like. But not an email, because my MSN account is clogged to hell with garbage. Incidentally, my apologies if I’ve missed anything you might have sent there — please let me know if so.)

Atelier Sophie 2: The Alchemist of the Mysterious Dream

Yeah, why not. I figured since I’ve liked Atelier Sophie 1 so far, I may as well preorder the recently announced sequel. It’s set to come out in February 2022, probably among the last of the PS4 releases. Though it’s also coming out on the Switch as you can see to the left, and also on the PC.

I figure that at the rate I’m playing Atelier games, I might very well be finished with the Mysterious trilogy by the time I get Sophie 2 in four months, so it’s pretty good timing all things considered. There’s also a deluxe form of Sophie 2 out for preorder with a giant cloth poster, bonus soundtrack, and some other nice-looking stuff included, though that’s a bit too expensive for me — I’m sticking with the standard edition. I’m not quite enough of a rabid fan to buy those special editions. Remember when bonus mini-soundtracks came free with these games as a matter of course? I still have the five or six-track CD I got with the original Persona 3 release. Maybe this one is a full soundtrack instead, I don’t know.

Oh well, enough complaints from me. I might make an anime version of this post in a few days, following the pattern I set a couple of months ago. I hope I’m not being too lazy with these, but I feel like I’ve earned some laziness since writing two proper game reviews in a month, something I haven’t done for years now probably (or ever?) Until next time.

A review of Yakuza 0 (PS4)

This month is now officially dedicated to game reviews only. I have quite a few of them to clear out, and it helps that I binged on games that I’d been stuck on for a while recently, finally getting through them substantially. Not at 100% completion, and not even close in the case of this post’s subject, but enough to get more or less the full experience of them.

And certainly, today’s subject is a massive game, though not in the same way as most other games usually described as “massive” are. I’m not sure that makes sense yet, but keep reading and maybe it will. No, I’m not sleep-deprived, why do you ask. Well, not extremely sleep-deprived anyway. Depending on how loosely you define “extremely.”

Kiryu Kazuma in the opening sequence of Yakuza 0

The city never sleeps, and neither do I. Kiryu does, though; he looks after his health pretty well as long as you ignore the cigarettes.

Yakuza 0 is a game more or less everyone knows at this point if they’ve spent at least five minutes on the internet. Released in 2015 in Japan and 2017 everywhere else on PS3/4, PC, and Xbox One as a prequel to the long-running Yakuza action series, it’s been played by most everyone and meme’d to hell in its few years of existence — if you’ve ever heard Baka Mitai, you already know something about this game even if you didn’t realize it. And as always, I’m late to the party.

Now on to the business, because there’s a lot of that to get into. Yakuza 0 features two protagonists, the first of whom we meet is the stoic-looking guy above. Kazuma Kiryu is a young yakuza member in the Kazama family headquartered in the Kamurocho ward of Tokyo, a unit of the larger Dojima family, which is itself a subsidiary of the Tojo Clan (this shit gets complicated pretty quickly, so it may help to create or refer to a chart.) Kiryu is indeed a stoic guy, aiming to emulate his direct boss and mentor, the Dojima family captain Shintaro Kazama. Unfortunately for both Kiryu and his fellow Kazama family member/best friend/sworn brother Akira Nishikiyama, Kazama is doing time in prison, and the three lieutenants of the Dojima family below him are all aiming for his job.

So it’s maybe not a great surprise when the murder of a debtor that Kiryu roughed up but certainly didn’t kill is pinned on him. Kiryu and Nishikiyama realize that this puts both of them and Kazama himself in the crosshairs of the higher-ups, and Kiryu takes an extreme step to try to protect the Kazama family from its enemies by asking big boss Dojima to let him take the fall by expelling him from the yakuza.

Kiryu Kazuma faces a group of thugs in an early chapter of Yakuza 0

Not the standard staff meeting

After first being required to beat the shit out of nearly every man in the Dojima family office up to and including one of its lieutenants, Kuze, Kiryu is allowed to leave the family (and Kuze is left less a pinky finger for his loss, classic yakuza-style.) But matters aren’t quite so simple. As Dojima says, Kazama is still on the hook with regard to his responsibility for Kiryu. And of course, Kiryu is also still wanted by police in connection with the murder he’s been framed for.

After going back to Kamurocho and wondering what the hell he should do now that he’s just about fucked, Kiryu is met on the street by a wealthy real estate developer named Tetsu Tachibana who takes him in. Tachibana claims to know and to be working with Kazama for a greater goal and says he needs Kiryu’s help to carry out his plan, which involves tracking down the unknown owner of the “Empty Lot”, a tiny patch of land in the middle of Kamurocho that the Dojima family is after in order to complete their Monopoly same-color property line and start a highly lucrative rebuilding project.1 The murder victim Kiryu is being framed over just happened to be roughed up and later shot dead in the Empty Lot, complicating matters for everyone involved.

Kiryu Kazuma and his friend and sworn brother Nishikiyama

Talking it over with Nishikiyama back at Kiryu’s dumpy apartment. Apparently the yakuza is basically politics with more openly violent tendencies? Maybe that’s true of all organized crime.

Kiryu is naturally suspicious about the new arrangement, but he opens up slightly after Tachibana gives him a keepsake from Kazama, one that he couldn’t possibly have without the connection he claims. After doing his own research into Tachibana’s company the next day (involving more punching, of course, because that’s how you usually solve problems in this game) Kiryu decides to accept Tachibana’s offer and joins his company as a real estate agent, going on the straight and narrow — for now, at least. Tachibana’s massive wealth and influence can temporarily protect Kiryu from the police and from the Dojima family he’s now openly antagonizing in order to support Kazama, but for how long?

Goro Majima in Yakuza 0

A good maxim to keep in mind

Meanwhile, in the Sotenbori district of Osaka, our other protagonist Goro Majima is hard at work as the manager of the Cabaret Grand. Majima is known around the popular entertainment district as Sotenbori’s “Lord of the Night” for his great success as a club manager (which we get to see a bit of in maybe the flashiest character introduction in a game ever created.)

Despite this achievement, Majima’s life is pretty lousy. We soon learn that he’s an ex-yakuza who was held for a year in confinement, tortured (hence the missing eye — it didn’t go missing by accident) and then expelled from his family for disobeying his boss in support of his sworn brother. Even so, Majima is desperate to re-enter the Shimano family, his old yakuza association, and so he works to make them money as a “civilian” at the Grand.

Unfortunately, he’s so good at his job that his old boss doesn’t want him going anywhere — in fact, Majima is constantly watched to make sure he never leaves Sotenbori, his “gilded cage.”

Majima and Sagawa talking in Yakuza 0

But soon enough, an opportunity comes up for Majima when his yakuza handler Sagawa communicates an order from his boss: a hit on someone named Makoto Makimura. He’s told this Makimura is a guy who deceives and draws unwilling women into sex work, so he doesn’t really have to feel too bad about putting an end to him. Better still, if he kills this guy, Majima rejoins the family, no more bullshit civilian work required.

He’s never killed before, but Majima accepts the job and is determined to perform it properly. However, when he discovers the true identity of Makoto Makimura, he finds himself unable to carry out the hit. Can Majima deal with his personal feelings and ideals while also avoiding getting killed by his old family for disobeying orders once again?

Getting into a fight on the street with thugs in Sotenbori, Yakuza 0

And what in the fuck is “HAIR MESSAGE LOVESONG”?

Before going any further, I should note that this is my first Yakuza game. Before playing Yakuza 0, I was just aware of the series’ existence but didn’t take much interest until I heard enough good things about 0 that I finally caved and went for it. At the time, I had a vague idea that this was something like “GTA but in Japan” — probably the same idea a lot of first-time players had. Makes sense, since both series are mainly action games set in large cities that center on organized crime.

But it was the wrong idea, because Yakuza 0 (and I’m assuming the rest of the series probably) isn’t much at all like GTA. Aside from the surface similarities, the two take such different approaches to both gameplay and story that they can’t really be compared. The first obvious difference is that there’s no Auto in Yakuza 0 — there is a bit of driving in the story, but you’re not the one doing it, and almost all the action is confined to the streets of Kamurocho and Sotenbori that are open exclusively to pedestrian traffic.

Nighttime in Sotenbori, Yakuza 0

The settings themselves provide another example of this difference. Kamurocho and Sotenbori are called “cities” in the game’s translation, but they’re more like districts or wards than cities in themselves, both parts of the massive metropolises of Tokyo and Osaka. Based on the real-life entertainment/red-light districts of Kabukicho and Dotonbori, both are relatively small in comparison to the entire cities featured in GTA games. But despite their comparatively small sizes, these two districts offer just as much if not more entertainment than the cities in GTA, packed as they are with clubs, bars, restaurants, shops, arcades, and various other entertainment for Kiryu and Majima to enjoy.

And I don’t mean that just in a general sense, but specifically: many of these spots offer the player healing in the form of food and drink and distractions through minigames. These diversions include but are not limited to (because I couldn’t put a complete list here even if I wanted to): pool, darts, mahjong, shogi (which I still can’t figure out how to play), bowling, poker, blackjack, baccarat, roulette, cee-lo (which I only know from Kaiji, and this one has some extra weird rules I wasn’t aware of), cho-han, underground no-holds-barred fighting, and perhaps most absurd and frustrating, racing tiny cars on a track against a bunch of children.

Kiryu Kazuma on the dancefloor in Yakuza 0

There are also dancing minigames, the only time/place you’ll ever catch me dancing.

In addition to these diversions, Kamurocho and Sotenbori are filled with side characters the player can interact with. Some of these characters have their own stories that Kiryu or Majima can get involved in, usually either by helping them out with a problem or getting roped into a bizarre situation that they have to resolve.

A lot of games feature sidequests that may just feel thrown in as a matter of course, because they’re expected by the player or to fill out time. The side stories in Yakuza 0, however, aren’t simply thrown in — all those I’ve played so far are so entertaining that they’re well worth the time spent. You don’t really have to go seeking them out, either; for the most part you’ll run into all these citizens and hear their problems out while exploring Kamurocho and Sotenbori.

A sidequest about stolen pants in Yakuza 0

One example of the many problems you can help fellow citizens with

Many of these side stories involving using your fists to solve problems as is so often the case, but not all of them — sometimes, you’ll need to find the right words instead. A lot of the character of both Kiryu and Majima come out in these stories: Kiryu as the ultra-stoic but also somewhat naive guy, and Majima as also serious but sarcastic (quite a change from his character in successive games.2) The side stories feature a nice mix of everyday mundane life problems and bizarre/absurd situations, with mostly pretty memorable NPCs, some of whom can even show up later to help Kiryu/Majima out with their own ventures.

Kiryu watches a dominatrix and her client in the street, Yakuza 0

This side story is up there with Majima’s cult infiltration as one of my favorites.

Speaking of those ventures, not only are there a load of minigames and side stories to enjoy in Yakuza 0, but also two business simulations for each protagonist: Kamurocho Real Estate Royale, in which Kiryu has to take ownership of prominent businesses in various neighborhoods of Kamurocho piece by piece, and Sotenbori Cabaret Club Czar, in which Majima is tasked with taking a small failing nightclub and propelling it to the top club in town just as he did with the much larger Cabaret Grand. These simulations are sort of extended side stories in the sense that they also involve a lot of talking to people around town, sometimes having to find the right words (more in Majima’s case) and sometimes having to beat down hired muscle from rivals (more in Kiryu’s, but also in Majima’s.)

Kiryu buys property with a suitcase full of cash, Yakuza 0

How Kiryu buys real estate. No need for a lawyer or a closing or any of that shit. Just flash a suitcase full of money while standing in front of the place.

And of course, with all this running around and fighting, you’ll have to get into the combat. If you strip all these extra elements away (not that you’d want to, though) Yakuza 0 is a beat-em-up game at its core. Throughout both the central plot and the side stories, you’re required to beat the shit out of hundreds to thousands of men who come at you. Many of these are yakuza grunts going after either Kiryu or Majima, controlled by a higher-up who you may also have to take on in a boss fight. The very first super-extended fight sequence at the end of Chapter 1 is a good example of this arrangement, with Kiryu having to fight through all of Dojima HQ, even taking on a recurring mid-boss sort of character before beating on the lieutenant Kuze.

Kiryu and Majima each have a few fighting styles they can learn and switch between freely in combat, ranging from slower and more powerful to quicker and lighter. Some styles allow the player to pick up and use certain objects like chairs, tables, crates, and even bicycles and motorcycles to smash enemies with. Beating on these guys also raises the player’s Heat bar, and at a sufficient Heat level Kiryu/Majima can unleash their true power with finishing moves — a large variety of them, many involving those objects you can pick up or certain weapons you can take off of fallen enemies or buy at stores.

Fighting thugs in the homeless park in Yakuza 0

This is by far one of the most satisfying beatings you give out in the game.

Yakuza 0 isn’t a difficult game, or at least not on its normal or hard modes. Kiryu and Majima have plenty of ways to deal with any situation they might find themselves in, even when surrounded by many enemies at once. Hell, that’s just when they get started — especially Majima when using his Breaker style, which turns him into a breakdancing human tornado. And if there’s a motorcycle anywhere near Kiryu, every one of those enemies will be on the ground within just a few seconds after he rips through that crowd with it.

The game also allows you to stock up on healing items. You get plenty of inventory space as well as an unlimited item box to send extra items to storage. Your item box stuff can only be accessed at certain save points, but that’s not a problem — as long as you have a full supply of energy drinks to raise your health and your Heat meter, you should be able to rip through the long plot-related battles without a problem, even if you’re shit at action games like I am. You can even cheese the boss fights by pausing to recover from the beating you’re taking, though I subscribe to the idea that if the game lets you do it, it’s not really cheating.

Yakuza guys threaten Kiryu, Yakuza 0

If these dumb assholes had also gone by the drugstore on the way here to stock up on Staminan Royales, they probably could have killed me pretty easily. Not my fault they failed to prepare.

Of course, you can also play the game in a more serious way by actually trying to block, dodge, and use tactics instead of just going all out offensive in every fight. Legendary Mode also unlocks as an option once you’ve gotten through the final chapter, so those who want a second, more difficult swing at Yakuza 0 might enjoy that. Either way, I wouldn’t suggest playing on Easy, given that Normal (the mode I played my first run through) is already pretty easy, though it’s an option as well if you just want to have a good time with the story and with Kamurocho and Sotenbori in general.

No worrying about money, either: it’s all over the fucking place. In addition to end-of-chapter monetary bonuses, you can also literally beat money out of people who very stupidly pick fights with you on the street (and I mean literally in the actual sense of the word; banknotes fly out of them when you beat them.) You also have the ability to pick fights with packs of jerks trying to mess with or extort money from law-abiding citizens — a task that’s well worth you time, as you’ll always get a reward for your good work, ranging from a healing item to a million-dollar diamond-encrusted plate. Not bad for a minute’s work.

Playing blackjack in Yakuza 0

Piss it all away at the Sotenbori casino; there’s always more. Too bad money isn’t so easily gotten in real life.

As for that central plot, it feels perfect for a gangster story like Yakuza 0. Some players might expect a simple “rise up the ranks” kind of story, especially considering that this is a prequel to the main series, but that’s not quite what this one is. While both Kiryu and Majima are working towards “professional” goals (if you can call being a yakuza professional anyway; the various clans and families in the game do seem to operate like corporations with hierarchies and division of duties) they’re really much more about Kiryu and Majima figuring out what their ideals are and how to live according to those ideals while still surviving in the dangerous world they’ve been brought up in.

Majima defending a girl from criminals in Yakuza 0

This isn’t part of the central story, but it is another very satisfying beatdown involving the strong ideals of our protagonists.

It works, too; in contrast with all the bizarre/surreal/goofy parts of Yakuza 0, the plot does get quite serious at times, but the tonal shifts weren’t a problem at all for me. I’m not sure whether this trend continues after 0 (or before it, I guess, since the next game in line is Yakuza Kiwami, the remake of the PS2 original) but here it provides a nice break from the main action if you need it. Maybe too nice, since I did stall out on this game for a long time playing through that side stuff.

I’m still playing the post-game “Premium Adventure”, the part after finishing the final chapter when Kiryu and Majima have free rein over their cities — makes it a lot easier to continue those business simulations without having the plot on my mind (not to mention without having streets blocked off for plot reasons or having to run away from those Dojima assholes out looking for Kiryu every so often.)

Playing OutRun in Yakuza 0

No matter how many times I play it, I still suck at OutRun. I did fill up the scoreboard with three-letter-adapted curse words in true 10 year-old fashion just like we used to at the arcade, though.

But though I haven’t stopped playing it exactly, I now feel safe in saying that Yakuza 0 fully deserves all the praise it’s gotten, and I’ll gladly pile onto it. This game gets my highest recommendation. Don’t be put off by the fact that it’s a prequel if you’re new to the series, either: I was new to it myself, and I understood everything well enough even if I’m sure there were references or maybe a bit of foreshadowing I missed out on.

I’ll see it in retrospect, maybe. Not sure how far I’ll get into this series, since there are several games that I expect are just as long as 0, but I have just started Kiwami, so we’ll see. I like the contrast I have between Yakuza and Atelier going right now, so I might continue with it. In the meantime, I’ll be coming back to 0 for more adventures in real estate empire-building, cabaret club management, and defending decent citizens from assholes and jerks.

Dominatrix Ayu-sama in Yakuza 0

I’ll be back for more punishment one day, I promise.

1 A little history here: Yakuza 0 takes place in 1988, right in the middle of the massive 1986-1991 real estate bubble that further heated Japan’s already hot economy. This is presumably why so much money is being thrown around in the game — you can even quite literally throw money with your “Cash Confetti” ability that lets you avoid unwanted fights; new combat skills can only be learned by “investing in yourself” with money, etc. In this context, it makes at least some kind of sense that these guys would be beating up and even killing each other over ownership of one tiny lot in the middle of a commercial district.

2 Though I was new to Yakuza when I started 0, I was already kind of vaguely familiar with “that crazy guy with the eyepatch.” Majima’s character shift still feels weird, even if an attempt to explain it was made at the end of the game. It feels a lot less like he’s actually crazy and more like he’s thought “well, this world is all fucked up and absurd, so I’ll be even crazier than everyone else” — I’ve heard from long-time fans that his treatment in 0 was basically a retcon. I do like the new (or old?) Majima, but I’ll have to get used to the change.