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Does the fox die in Rime? (Spoiler warning)

Fair warning: This post is going to contain some pretty significant spoilers for Rime. Proceed at your own risk.

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Rime screenshot

Fair warning: This post is going to contain some pretty significant spoilers for Rime. Proceed at your own risk.

Does the fox die in Rime?

This may seem inconsequential to you. The fox is, after all, just a collection of pixels and polygons – albeit coloured orange and arranged into an adorable animal form – in a video game. It’s a work of fiction. You could argue that it doesn’t matter.

But there are some sensitive souls out there, myself included, who really don’t like things where the animal dies. Seriously, there’s a whole site dedicated to it. It used to be called doesthedogdie.com – now it’s an animal-specific category at movieswhere.com – and it allows you to check out whether the dog (or other beloved creature) dies in a work of fiction, so then you can decide if you want to put yourself through the trauma or not.

But video games aren’t all that well-represented in these circles, which is strange, because you can grow a lot more attached to a companion creature in an interactive work of fiction. This is where we step in: we’ve already covered if Trico dies in The Last Guardian, and how to prevent the wolf – who absolutely can die – from meeting his maker in Until Dawn.

And today, it’s the turn of Rime, the platform puzzle adventure game from Tequila Works with an adorable, magic orange fox, woken from his island slumber by activating four fox statues in the game’s opening chapter.

But first, some images from the game, to bump the spoiler-filled content well down the page, so nobody can stumble upon it by accident if they’d rather not know.

Final warning: There will be many spoilers about the content and ending of Rime. Proceed at your own risk, folks.

Rime screenshot

Rime screenshot

Rime screenshot

Rime screenshot

Seriously, this is your last warning: Only proceed if you’re prepared to have the whole of Rime spoiled.

Does the fox die in Rime?

Yes, the fox does die in Rime.

And so do the spindly, lady-legs eye robots that the kid befriends in the tower.

But it doesn’t matter, because…

I’m going to elaborate on that in a moment, but first, another spoiler warning, and more images to bump the spoilers down the page: I’m now going to spoil the hell out of Rime’s story and it’s ending, because it really rather upset me and I couldn’t adequately express it in my spoiler-free review. You have been warned.

Rime screenshot

Rime screenshot

Rime screenshot

Seriously. Turn back now if you don’t want to have the ending of Rime spoiled.

… it doesn’t matter that the fox and the lady-legs eye robots die, because none of it’s real, and the kid’s fucking dead the whole time anyway.

Confused? Allow me to elucidate.

What’s going on with the ending to Rime?

Rime is one of those puzzle box games, where figuring out what’s going on is more challenging than the actual puzzles in its gameplay. It’s a game with no exposition, no spoken dialogue, centring on a very confused child following a bright orange fox, ultimately chasing a shadowy figure in a red cape to find an answer to who they are and why they came to be stranded on this island.

We learn through flashbacks that the child was caught in an accident, their small boat whipped up in a violent squall on the ocean. That’s how they came to be washed up on the shore. But the child wasn’t alone on the boat, and further flashbacks – combined with the ever elusive red cloaked figure – lead us to believe that the child’s parent was washed overboard. The red cloth the child wears as a cape is a piece torn from their parent’s cloak, as the child tried desperately to haul them back overboard.

At this point we’re all probably assuming that the red cloaked figure isn’t really present on the island, rather, that they’re a figment of the child’s imagination. So far, so distressing, but at least the child is alive and they’ve got friends, in the form of a magical orange fox and the lady-legs eye robots awoken from their slumber in the tower.

The lady-legs eye robots are the first to go. After forming a bond with one of them, combining to solve puzzles and escape the bowels of the tower, the child and their robot friend wake several more robots, and they go on a purposeful march towards the endgame. As they trudge through the rain, they come up against doors that can’t be opened without a giant key; a familiar motif we’ve seen throughout the game.

Then, one by one, the robots step into the keyholes in the doors, sacrificing themselves to allow the child to progress, until just our child, the fox, and the first of the robots is left. The child tries to stop the robot from going, clutching vainly at its legs, but the robot is fulfilling its purpose. This is what it was put on this world to do and, as the fox consoles the child, the robot is ripped in two as the door opens.

Then we find ourselves in a wide open courtyard, filled with the Dementor-like creatures who tried to kill the child by sucking out its soul in the tower (shortly after the segment of the game where the child was terrorised by a giant bird of prey; did I mention that Rime gets really dark?). It’s been a rough journey, but here, the Dementors aren’t particularly interested. They seem lost, confused, impotent.

Four bright shafts of light pierce the sky, guiding the child where to go next. Upon finding the first one, you’re joined by your fox buddy, who barks at the shining statue, encouraging the kid to do the same. The child complies, and the fox, visibly looking tired, curls up for a little rest.

When I found the second statue, I instantly realised what was going on. These are four statues of small children, mirroring the four statues of the fox from the opening chapter. I activated four fox statues in the opening created the fox, and now, the fox is activating four child statues, looking visibly weaker with each bark.

If I wasn’t reviewing the game, I would have stopped there. I knew the fox’s number was up and – like my wife, who can’t watch the last twenty minutes of Marley and Me because it’s too upsetting – I would’ve just turned the console off and stopped playing. The fox can’t be dead, if you don’t see it die.

But I was writing a review and I had to persevere to the end. I activated the fourth statue, and the fox died in my arms. Then the child’s skin turned pitch black, like the Dementors, and I was faced with one final tower puzzle as they loomed in a doorway, preventing me from leaving.

Cut back to that sequence, that memory from the boat, of the parent going overboard. Only this time, we’re in the shoes of the child’s father, and it is the child who goes overboard. The father clutches, plaintively, coming away with a strip of red cloth. The child’s cloak from their time on the island. This is the terrible truth of Rime.

Now we’re the child, atop a great tower, staring down into the void. The Dementors are throwing themselves down into the blackness, but I cannot move away. Like the sequence in Final Fantasy VII where Sephiroth is making Cloud attack Aerith, no matter how hard you fight it, the only thing I can do is to dive over the edge, into the abyss.

The child is gone.

Cut back to the parent, in their home by the sea, and the father unlocks the child’s bedroom, clearly empty and still, absent of joy and laughter since they were lost at sea. The father leans towards the window, with the scrap of red cloth in his hand and – like the dive into the abyss – all I can do is let it go, into the breeze.

The father is letting go of their lost child, and the journey is complete.

So what the hell does all that mean?

There are, broadly speaking, three interpretations of the ending of Rime that I can come up with:

  1. The child’s journey through the island is a literal passage into the afterlife.
  2. The child’s journey through the island is the light at the end of the tunnel, and is the child dreaming their passage into the afterlife as they die.
  3. The child’s journey through the island is the child’s father dreaming, of their child’s passage into the afterlife, as a means for them to let go.

I don’t think it’s the first one, because that’s pretty literal, even for a medium as oft-unsubtle as video games. It could feasibly be the second one, but the child wouldn’t be wearing the shred of red cloth they left with their father, and it doesn’t follow that the parent letting the red cloth go coincides with the end of the child’s dream journey.

So, by process of elimination, it must be option three. It’s the only thing that makes sense. The child’s letting go and diving into nothingness is inextricably linked with the parent letting go of the red cloth. The father is letting his child go, releasing his grief and allowing his child into the afterlife, and into peace.

Which could be fine. Not all stories have to have a happy ending, and you could argue that a parent being able to let go of their grief could be seen as a good ending, but not here. Not like this.

Why would the child’s journey into the afterlife be so painful? Why would the kid die over and over, plucked by terrifying birds or bled dry of their soul by faceless demons? Why would, in reaching the afterlife, everyone the child knew and loved in their final moments be taken away from them? I appreciate that the game needed some challenge and conflict to function as an actual game, but after a beautiful start the journey was so grim, and the ending so painful, it left me feeling hollow and sick.

The robots gave their lives to allow the child to pass through doors. The fox used up all his energy to allow the child to pass into the abyss, dying in the child’s arms. The child passed over alone, and afraid, with a leap into the darkness.

If this was all the parent’s dream, their imagination of where their child went after they died and how they got to the next life, shouldn’t it have been less fucking harrowing?

Wouldn’t a better arrival in the afterlife have been the child having a jolly nice time on an island, chasing seagulls and baby humbug pigs, with a spritely fox companion and lady-legs eye robots by their side for the rest of eternity?

Couldn’t they at least have left the child and the fox together?

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Tom is an itinerant freelance technology writer who found a home as an Editor with Thumbsticks. Powered by coffee, RPGs, and local co-op.

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The big list of every replacement E3 event in summer 2020

The E3-shaped hole in the 2020 video game calendar has been filled by multiple digital events, livestreams, and festivals  Here’s our guide.

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E3 2020 replacement events
ESA / Thumbsticks

The E3-shaped hole in the 2020 video game calendar has been filled by multiple digital events, live streams, and festivals  Here’s our guide to every confirmed E3 2020 replacement taking place this summer.

In the absence of E3 2020, publishers, media groups, and, erm, entrepreneurs, have stepped in to ensure that there’s a steady stream of information on this year’s new video games and next-gen consoles.

However, keeping track of every event is increasingly difficult. Many publishers are showing games on multiple channels, as well as holding their own live streams. To help you make sense of it all, here’s our guide to every confirmed event.

We’ll keep this page updated over the summer, so why not treat your web browser to a new bookmark.

E3 2020 replacement events

Summer Game Fest

Dates: May – August, 2020

Geoff Keighley and iam8bit wasted no time in pitching up the Summer Game Fest tent on the grave of E3 2020. The festival is a four-month-long series of live streams and announcements from publishers and platform holders including 2K, Activision, Bungie, PlayStation, and EA. The festival concludes with Gamescom Opening Night Live in August.

In addition to individual game reveals, other events are also being held under the Summer Game Fest banner. We’ll list these separately below.

Visit: Summer Game Fest

Guerrilla Collective Live

Dates: June 6- 8, 2020

The Guerrilla Collective Live is a three-day indie focused event from The MIX, who run one of the most reliably excellent ancillary E3 events. It’s produced with help from the Kinda Funny team and hosted by Greg Miller. Confirmed exhibitors include 11 Bit Studios, Thunderful, Paradox Interactive, Raw Fury, and Coffee Stain Studios. The event promises game announcements for every platform.

Watch here: Twitch

IGN Summer of Gaming

Dates: June 2020

IGN’s Summer of Gaming will feature announcements from a host of big-name publishers and indies. Confirmed participants include CD Projekt Red, Deep Silver, Devolver Digital, Sega, Ubisoft, Blizzard, and Xbox. The PC Gaming Show is also part of the lineup.

Watch here: IGN

Indie Live Expo 2020

Dates: June 6, 2020

Indie Live Expo 2020 will deliver an “information-based live stream for indie games, developers, and gamers.” Sony’s Shuhei Yoshida is among the industry figureheads delivering personal messages.

Watch here: Indie Live Expo

Future Games Show

Dates: June 6, 2020

GamesRadar is fronting the Future Games Show, an hour-long show which promises “exclusive trailers, announcements, and deep dives on existing AAA and indie games.” All that in one hour. Impressive.

Watch here: Twitch

Gamescom Opening Night Live

Dates: August 24, 2020

Gamescom Opening Night Live returns for its second year and is once again hosted by the ever-present Geoff Keighly. We’re not sure if there will be any games left to announce by August, but the event acts as a lead-in to this year’s digital-only Gamescom expo.

Watch here: Gamescom

GameSpot’s Play for All

Dates: June, 2020

Gamespot’s Play for All features a familiar lineup of companies with Bethesda, Larian Studios, Bandai Namco, and Square Enix all promising content. The event runs across all of CBS Interactive’s gaming channels, including GameSpot, Giant Bomb, and Metacritic. Kinda Funny’s Greg Miller and NoClip’s Danny O’Dwyer will also be on hand to flesh out over 100 hours of content.

Watch here: YouTube

Kinda Funny Games Showcase

Dates: June, 2020

The Kinda Funny Games team are continuing their daily video games coverage throughout the summer. They are also producing the three-day Guerrilla Collective Live event in collaboration with The MIX, and will host another Kinda Funny Games Showcase in June.

Watch here: YouTube

The MIX

The MIX is one of our favourite indie game shows. The organisers always curate an eclectic collection of games, many of which become hits and GOTY contenders. This year, The MIX is behind Guerrilla Collective Live.

PC Gaming Show

Dates: June 6, 2020

The annual PC Gaming Show is sometimes overlong, but it usually contains a few gems that would be otherwise overlooked in the E3 hubbub. (Say hello, Maneater.) This year’s show is also included as part of Guerrilla Collective Live and the IGN Summer of Gaming schedule.

Watch here: Twitch

Steam Game Festival: Summer Edition

Dates: June 9 – 14, 2020

Valve’s Steam Game Festival highlights PC games due for release within the next year. Free limited-time demos and short playable experiences are planned, alongside some exclusive developer interviews. Naturally, every game can be added to your Steam wish list.

Visit: Steam

Publisher Events

2K

Dates: May 19 / TBC

The Mafia Trilogy has already been announced and two-thirds released. 2K is also participating with IGN Summer of Gaming, Summer Game Fest, and Gamespot’s Play For All.

Activision

Dates: TBC

On a recent earnings call, Activision promised “several remastered and reimagined experiences” for release in 2020. We can also expect news on the next Call of Duty and a brand new Crash Bandicoot game. Keep an eye on the Summer Game Fest for more details.

Bandai Namco

Dates: TBC

Bandai Namco is showing new products via IGN’s Summer of Gaming and Summer Game Fest.

Bethesda At Home

Dates: Ongoing

Bethesda is broadcasting  Bethesda At Home live streams weekly throughout the season. Additional announcements will also be released via Summer Game Fest.

Watch here: Twitch

Capcom

Dates: TBC

At the time of writing, we have no news on Capcom’s plans. Watch this space.

Devolver Direct

Dates: June, 2020

We’re hopeful that Nina Struthers will once again front Devolver Digital’s annual presser. A recent tweet from the company said: “Devolver Direct 2020 is happening but we’re not sure when due to THESE UNCERTAIN TIMES. Should be a good one though.” Devolver’s output also forms part of IGN’s summer offering.

Watch here: Twitch

EA Play Live

Dates: June 11, 2020

Will FIFA 21 and Madden NFL 21 feature a “behind closed doors” mode? Discover that – and much more – at EA Play Live. It’s rumoured that we’ll get our first look at the next Dragon Age game and Anthem‘s big revamp.

Advertisement – Support Thumbsticks on Patreon to disable ads

Watch here: EA Play

Epic Games

Dates: Ongoing

Epic Games has already confirmed that Fortnite is coming to PS5 and Xbox Series X at launch. The company also unveiled Unreal Engine 5 with an impressive real-time PS5 demo. More announcements will come via Summer Game Fest and IGN throughout the summer.

Watch here: Twitch

CD Projekt Red (Night City Wire)

Dates: June 11, 2020

Cyberpunk 2077 developer CD Projekt Red will broadcast a Night City Wire live stream on June 11. Expect new gameplay footage from one of the year’s most anticipated games.

Watch here: Twitch

Paradox Insider

Dates: June 6, 2020

Paradox Insider will be broadcast as part of Guerrilla Collective Live. Look forward to more information on Vampire: The Masquerade – Bloodlines 2.

Watch here: Twitch

PlayStation State of Play

Dates: Ongoing

The first PlayStation State of Play of the season was focused on upcoming PS4 release, Ghost of Tsushima. We expect more editions over the summer via Sony’s own PlayStation channels and Summer Game Fest. We might even get to see the PlayStation 5 at some point.

Watch here: YouTube

Nintendo

Dates: TBC

It’s rumoured that the Nintendo Direct for planned June has been delayed due to the impact of Covid-19. Nonetheless, we should get regular updates from the House of Mario over the summer. Paper Mario: The Oragami King was recently announced out of nowhere, and a collection HD remasters on Switch is rumoured to celebrate Super Mario’s 35th Anniversary.

Sega

Dates: TBC

Sega of America and Sega of Europe are confirmed to be participating in IGN’s and Gamespot’s events.

Square Enix

Dates: TBC

Square Enix has reportedly abandoned plans for replacement E3 press conference. Instead, the company is focussing on individual game reveals via Summer Game Fest, IGN’s Summer of Gaming, and Gamespot’s Play For All.

Stadia

Although there’s no confirmation of a summer Stadia Connect broadcast, we wouldn’t spill our porridge if Google tries to give its game streaming platform a bit of a relaunch. The Stadia Pro giveaway in April was a good start.

Tennocon 2020

Dates: July 11, 2020

Digital Extreme’s dedicated Warframe conference is going all-digital and included as part of the Summer Game Fest programme. Paid conference packs are available, each including in-game cosmetics or physical gear. A portion of all ticket proceeds will support Autism Ontario London and The Alzheimer Society London.

Visit: Tennocon

Ubisoft Forward

Dates: July 12, 2020

Expect Ubisoft’s summer presentation to have a familiar feel with more details expected on Assassin’s Creed: Valhalla, Gods & Monsters, Rainbow Six: Quarantine, and Watch Dogs: Legion. We might even see Skull & Bones again. A brand new game is also promised.

Watch here: YouTube

Xbox 20/20 (Inside Xbox)

Dates: Monthly from May

Although the first look at Xbox Series X ‘gameplay’ went over like a lead balloon, there’s still plenty to get excited about. July’s Xbox 20/20 promises more on titles in development at Xbox Game Studios such as Halo: Infinite, Hellblade 2, and – dare we speculate – a new Fable? Xbox content is also included as part of Summer Game Fest, IGN’s Summer of Gaming, and GameSpot’s Play for All.

Watch here: Mixer

WB Games

Dates: TBC

Will WB Games ever reveal the Batman game they’ve been teasing? We hope to see that, and more from Lego Star Wars: The Skywalker Saga. WB Games is participating in Summer Game Fest.


As you can see, it’s a busy summer with multiple events all vying for attention of gamers. We’ll endeavour to keep this page as up to date as possible, but let us know via Facebook or Twitter if we’ve missed something.

E3 is dead. Long live E3. We didn’t think we’d miss it.

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How to defeat Rude and Reno in the Final Fantasy VII Remake

You’ll fight Rude and Reno at several points in the Final Fantasy VII Remake, both individually and as a pair. Here’s how you defeat them.

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Reno Rude Final Fantasy VII Remake
Square Enix / Thumbsticks

You’ll fight Rude and Reno at several points in the Final Fantasy VII Remake, both individually and as a pair. Here’s how you defeat them.

Rude and Reno are two members of the Turks, the shady secret police employed by the Shinra Corporation in the world of Final Fantasy VII. They’re responsible for recruiting new members of Solider, but they also get their hands dirty. Very dirty. You’re far more likely to find them involved in espionage, sabotage, and assassinations at the behest of President Shinra.

As Cloud and the crew run into the Turks throughout the Final Fantasy VII Remake, you’ll find them engaging in all of those things. They’re not bad people, but sometimes they have to do bad things, according to Rude. (Reno, meanwhile, is more anarchic and seems to enjoy the work. Also, the dude needs to fasten a couple more buttons on his shirt. Just saying.)

Given that you cross paths with them at several points, that means you’ll also need to fight them. Sometimes you’ll fight them singly. Other times, they’ll come as a pair. Here’s how you defeat Rude and Reno in the Final Fantasy VII Remake.

How to defeat Reno in the Final Fantasy VII Remake

When you use the Assess Materia on Reno, it won’t show up any specific weaknesses. There’s no one spell you can use to stagger him, no one element that he’s susceptible to. That might make it seem like he’s tough to beat, especially as he’s lightning-fast and, as it happens, is mostly immune to lighting magic. (The only spell that’s guaranteed to hit a moving target.)

There is a technique to beat Reno, however, and it’s simpler than you’d think: block his attacks.

Up until your first fight with Reno in the Final Fantasy VII Remake, it’s possible to have survived that far without using the block button one. You can dodge-roll out of the way of big attacks and, if you’re generous with potions and curative magic, defending is mostly optional. For those of us who are used to the original Final Fantasy VII, where defending is something you only do while you’re waiting for something, then it feels weird.

But blocking in the Final Fantasy VII Remake not only reduces damage incurred from incoming attacks; it also increases your ATB charges. And in Reno’s case, it will also increase your chance to stagger him. Block his attacks, hit him when you’ve got an opening, and make sure you avoid – or destroy – his electro-shock mines or they’ll immobilise you.

How to defeat Rude in the Final Fantasy VII Remake

Unlike Reno, Rude does have a specific weakness: wind magic and elemental attacks.

Your best bet is to attach Wind Materia to your weapon – in a linked slot, along with the blue Elemental Materia – and hit him with both physical attacks, augmented with that wind element, and with powerful Aero/Aerora/Aeroga spells. If you’ve got the Chocobo and Moogle summon Materia, the wind element of that attack will also help.

Co-ordinate that with your team and you’ll quickly stagger Rude. This will allow you to deal massive damage while he’s stumbling around. (And if you hit him enough, you break his sunglasses, which is fun.)

Watch out for his wrestling moves, though. If you’re blocking he can still grab you and throw you around the arena, including into other party members for additional damage. Bit of a cheese move from fighting games if you ask us.

What about both of them together?

When you’re fighting Rude and Reno together, their individual strategies and weaknesses still apply, with a couple of specific extras.

Reno’s new weapon is Pyramid, a manifested magical pyramid that traps one of your party members. It’ll stop them from moving and continually damage them until you free them. The way to do that? Target the Pyramid directly. It’ll appear as an “additional” enemy on the field for you to murder.

Rude, meanwhile, spends some time up in a helicopter, supporting Reno from the air and firing down with a cannon. This means that only ranged party members (like Barret) can deal him physical damage, but a good lightning spell will upset the helicopter’s mechanics.

Once Rude’s on the ground, like Reno, the tactics revert back to their original, solo strategies.


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Found it interesting, entertaining, useful, or informative? Maybe it even saved you some money. That's great to hear! Sadly, independent publishing is struggling worse than ever, and Thumbsticks is no exception. So please, if you can afford to, consider supporting us via Patreon or buying us a coffee.


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How to get every K.K. Slider song in Animal Crossing: New Horizons

Want to get every K.K.Slider song in Animal Crossing: New Horizons? Here’s the full tracklist and collector’s guide.

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Animal Crossing: New Horizons - K.K. Slider songs
Nintendo / Thumbsticks

Want to get every K.K. Slider song in Animal Crossing: New Horizons? Here’s the full tracklist and collector’s guide. Nothing shredded, nothing gained.

One of Animal Crossing’s most beguiling characters is cool-cat musician K.K. Slider, who’s a dog. His urbane, nonchalant demeanour has made him a fan favourite since he first appeared in Animal Crossing on Nintendo GameCube.

K.K.’s design is based on long-time Nintendo composer, Kazumi Totaka. Also, his Japanese name is Totakeke, which is a contraction of Totaka K. It’s a groovy tribute that we really dig. (Though Totaka-san, also a cool cat, is not himself a dog.)

Once your town reaches 3-star status in Animal Crossing: New Horizons (speak to Isabelle for details on that), K.K. Slider will make a guest appearance outside Resident Services. He will then perform once a week from 6 pm on Saturdays.

Here’s the full list of K.K. Slider songs and our guide to collecting them. Pull up a chair.

How to buy and request K.K.Slider songs

One random song can be purchased every day for 3,200 Bells from the Nook Shopping terminal in Resident Services. Once you purchase 100 items – of any type – you’ll unlock the Nook Shopping app on your NookPhone. This lets you buy a song from anywhere you like. Ah, the magic of online shopping.

Tracks can also be obtained by watching K.K. Slider perform live. Just request a song from the list below and K.K. will slip you a copy after his performance.

Some songs can only be obtained at a live performance. At the time of writing these are confirmed as being Animal City, Drivin’, and Farewell. You will also receive a copy of K.K. Birthday on your birthday, and the game’s title theme, Welcome Horizons, the first time you watch him perform.

How to watch K.K. Slider perform

K.K. pitches up in the town plaza every Saturday. You can speak to him throughout the day while he soundchecks, but he’ll only take requests from 6 pm. If there’s an event running – such as a fishing tourney – he’ll visit on Friday instead.

K.K. will play any song of your choosing or a random tune based on your mood. He’ll give you a copy of the track right after the gig, or mail it to your home if you have guests. You can ask him to play as many songs as you like, but you’ll only get a copy of the first. The only way to get Animal City, Drivin’, or Farewell is to request them.

The full K.K. Slider song list

When you request a song, make sure you enter the title correctly or it will be considered an invalid. Here’s the complete list.

  1. Agent K.K.
  2. Aloha K.K.
  3. Animal City
  4. Bubblegum K.K.
  5. Café K.K.
  6. Comrade K.K.
  7. DJ K.K.
  8. Drivin’
  9. Farewell
  10. Forest Life
  11. Go K.K. Rider
  12. Hypno K.K.
  13. I Love You
  14. Imperial K.K.
  15. K.K. Adventure
  16. K.K. Aria
  17. K.K. Ballad
  18. K.K. Bazaar
  19. K.K. Birthday
  20. K.K. Blues
  21. K.K. Bossa
  22. K.K. Calypso
  23. K.K. Casbah
  24. K.K. Chorale
  25. K.K. Condor
  26. K.K. Country
  27. K.K. Cruisin’
  28. K.K. D&B
  29. K.K. Dirge
  30. K.K. Disco
  31. K.K. Dixie
  32. K.K. Étude
  33. K.K. Faire
  34. K.K. Flamenco
  35. K.K. Folk
  36. K.K. Fusion
  37. K.K. Groove
  38. K.K. Gumbo
  39. K.K. House
  40. K.K. Island
  41. K.K. Jazz
  42. K.K. Jongara
  43. K.K. Lament
  44. K.K. Love Song
  45. K.K. Lullaby
  46. K.K. Mambo
  47. K.K. Marathon
  48. K.K. March
  49. K.K. Metal
  50. K.K. Milonga
  51. K.K. Moody
  52. K.K. Oasis
  53. K.K. Parade
  54. K.K. Ragtime
  55. K.K. Rally
  56. K.K. Reggae
  57. K.K. Rock
  58. K.K. Rockabilly
  59. K.K. Safari
  60. K.K. Salsa
  61. K.K. Samba
  62. K.K. Ska
  63. K.K. Sonata
  64. K.K. Song
  65. K.K. Soul
  66. K.K. Steppe
  67. K.K. Stroll
  68. K.K. Swing
  69. K.K. Synth
  70. K.K. Tango
  71. K.K. Technopop
  72. K.K. Waltz
  73. K.K. Western
  74. King K.K.
  75. Lucky K.K.
  76. Marine Song 2001
  77. Mountain Song
  78. Mr. K.K.
  79. My Place
  80. Neapolitan
  81. Only Me
  82. Pondering
  83. Rockin’ K.K.
  84. Señor K.K.
  85. Soulful K.K.
  86. Space K.K.
  87. Spring Blossoms
  88. Stale Cupcakes
  89. Steep Hill
  90. Surfin’ K.K.
  91. The K. Funk
  92. To the Edge
  93. Two Days Ago
  94. Wandering
  95. Welcome Horizons
  96. Wild World (Can’t be obtained)

How to play K.K. Slider songs

If you have music player furniture – anything better than a radio, basically – you can register the tracks you own and take a closer look at the glorious sleeve art. Songs can be played one at a time or set to shuffle. Enjoy that K.K. Dirge with the volume high.


More Animal Crossing from Thumbsticks

Read our round-up of five useful Animal Crossing websites and our guides to catching elusive insects and visiting friends. You can also follow Thumbsticks on Facebook, Google News, Twitter, and Flipboard.

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How to get the yellow materia from the Sector 5 church in the Final Fantasy VII Remake

There’s a piece of yellow materia that’s tantalisingly unreachable in the Sector 5 church in the Final Fantasy VII Remake. Here’s how you get to it.

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Final Fantasy VII Remake church
Square Enix

There’s a piece of yellow materia that’s tantalisingly unreachable in the Sector 5 church in the Final Fantasy VII Remake. Here’s how you get to it.

Warning: This post contains minor spoilers for the Final Fantasy VII Remake, but nothing too serious if you’ve played the original.

While the game fills in a lot of the gaps and fleshes out in-between moments from the 1997 original, the Final Fantasy VII Remake (mostly) retreads the same path.

That means that, after the bombing raid on the Sector 5 Mako reactor, Cloud will be separated from Barrett and Tifa, just as he was in the original. The Air Buster explodes and Cloud falls (apparently) to his death into the slums below the plate, as Barrett drags a distressed Tifa to safety.

But Cloud doesn’t die. He crashes through the roof of a church in Sector 5 and is reunited with Aerith, the flower seller he met earlier. But this charming and iconic moment is, just like before, spoiled by the arrival of Reno, the open-shirted jackass from the Turks, Shinra’s secret police.

After a battle against Reno, Aerith and her new bodyguard, Cloud, escape through the rear of the church. They’re seemingly assisted in their escape by some of the hooded spectres that are so prominent in the Final Fantasy VII Remake.

As you head for the stairs in the rear of the church, you’ll see an orb of yellow materia through a doorway, but it’s shielded by a flying wall of spectres. You may as well give up. There’s no way to get to it. At least, not at this time.

How to get the yellow materia from the Sector 5 church

After the rooftop escape scene – which is just lovely, by the way – Cloud and Aerith find themselves in Sector 5. You’ll have to take a detour from the station to the centre of the slum, but once you’re there, it opens up into a hub world, just like Sector 7.

With Aerith playing agent for Cloud, just like Tifa before her, you can undertake mercenary missions to help the people of Sector 5. Once you’ve done the requisite main quests and have the run of the place to complete side quests, you’ll be able to head back out to the Sector 5 station.

Follow the path from there, retreading the path from the station – which is a lot quicker when you do it all at ground level – and you’ll find yourself back at the Sector 5 church. Head inside, being careful not to step on the flowers, and go through the doors into the back of the church.

You’ll find that the swirling wall of spectres has dissipated, and you can now grab that yellow materia.

What is the yellow materia in the Sector 5 church?

It’s Chakra. Materia you’ve already got at this stage.

That’s not very exciting, after all that frustration and backtracking, is it?


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Can you kill Nemesis in the Resident Evil 3 Remake?

He’s deceptively quick for a big lad, but can you kill Nemesis in Resident Evil 3?

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Resident Evil 3 remake
Capcom / Thumbsticks

He’s deceptively quick for a big lad, but can you kill Nemesis in Resident Evil 3?

Nemesis is ever-present in the Resident Evil 3 Remake. Much like Mr X in last year’s Resident Evil 2 Remake – and, of course, the original Nemesis from 1999 – he’s a relentless killing machine who stalks Jill Valentine through Raccoon City.

Unlike Mr X, though, who is fairly slow and predictable, Nemesis is much more dangerous. While Mr X has that “I don’t need to run after you, I’ll catch you eventually” horror movie villain thing going on, Nemesis is surprisingly fast.

He runs, jumps, and has massive reach. He lurks outside and pops up from unexpected places, like a giant, mutated Cato from Pink Panther. He can even spawn other enemies and is practically impervious to anything you can throw at him.

Question is: Can you kill Nemesis in the Resident Evil 3 Remake?

Can you kill Nemesis in Resident Evil 3?

The short answer is: no, you can’t.

The best you can hope for is stunning or knocking down Nemesis, affording you a few moments to run away and regroup. If you catch him off guard and hit him with something heavy, like the grenade launcher or magnum, then you might knock him down.

If you do stagger him, don’t waste any more time – or more importantly, ammunition – on trying to finish him off. You can’t kill Nemesis in the Resident Evil 3 Remake… at least, not until you’re meant to. (But we won’t get into that, because spoilers.)

The longer answer is that, in open play, he’s totally indestructible. (He wouldn’t be that scary an omnipresent beast if he weren’t.) But once you get to a certain point later on in the game, Nemesis switches from the ever-present stalker to a more standard boss to fight. And it’s then, when he becomes a boss monster, that you’ll get an opportunity to take him down.

But before then? Don’t waste your ammo trying to kill Nemesis. Just run.


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Found it interesting, entertaining, useful, or informative? Maybe it even saved you some money. That's great to hear! Sadly, independent publishing is struggling worse than ever, and Thumbsticks is no exception. So please, if you can afford to, consider supporting us via Patreon or buying us a coffee.


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