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Theatrhythm Final Bar Line

From Wikipedia, the free encyclopedia
2023 video game

2023 video game
Theatrhythm Final Bar Line
Developersindieszero
sAs
PublisherSquare Enix
Directors
ProducerIchiro Hazama
ArtistAtsuhiro Tsuchiya
Series
Platforms
ReleaseFebruary 16, 2023
GenreRhythm
ModesSingle-player,multiplayer

Theatrhythm Final Bar Line[a] is a 2023rhythmvideo game developed byindieszero and sAs and published bySquare Enix for theNintendo Switch andPlayStation 4. It is the fifth entry in theTheatrhythm sub-series of theFinal Fantasy series. Its gameplay is mechanically similar to prior entries in the series, involving players' timing inputs to various pieces of themed music.

As the titleFinal Bar Line indicates, it is the final installment in theTheatrhythm series. With a development period of approximately two years, the game was designed to appeal to both casual and hardcore players. It features 505 tracks, including themain and spin-offs ofFinal Fantasy titles and other Square Enix games. The game's design was influenced by previous entries in the series, includingNintendo 3DS titlesCurtain Call (2014) andTheatrhythm Dragon Quest (2015) and thearcade gameTheatrhythm Final Fantasy: All-Star Carnival (2016), with a focus on accessibility and engaging gameplay as well as an enhanced role-playing element.

Final Bar Line received positive reviews. Critics praised the idea of the fusion ofFinal Fantasy and rhythm gameplay and recommended the title to fans ofFinal Fantasy or rhythm gamers. The extensive and diverse track library was a highlight, and the beatmaps, which balanced accessibility for beginners and challenge for hardcore players, were particularly praised. However, the role-playing elements and the removal of the stylus control received mixed reviews.

Gameplay

[edit]
See also:Theatrhythm Final Fantasy § Gameplay
A Battle Music Stage (BMS) where notes move from left to trigger marks on the right. In the background,chibi-styled characters battle against enemies.

Theatrhythm Final Bar Line uses the same core mechanics as its predecessors in theTheatrhythm series. Players are tasked with inputting the correct commands when the colored circles, known as triggers, move across the screen and line up with the white stationary circles, known as trigger marks.[1][2][3] Each trigger requires different player input depending on their types: Red triggers demand a single press of any button; yellow arrowed triggers require an analog stick to be flicked in the direction of the arrow on the trigger; and green bar triggers require buttons with a sustained hold. If a green trigger is also attached to an arrow, it requires a button to be held alongside the analog stick in the arrow's direction.[1] As ahome console title onNintendo Switch andPlayStation 4,Final Bar Line no longer supportstouchscreen control originally implemented by itsNintendo 3DS predecessors;[4] instead, some new patterns, such as dual-button presses, were introduced.[5]

There are 385 songs in the standard release, with additional purchasable songs raising the total to 505. While predominantly from theFinal Fantasy series, including main titles, spin-offs, and mobile titles, with a portion from otherSquare Enix titles. Tracks—referred to as Music Stages[2]—are designed into three types: BMS (Battle Music Stages), FMS (Field Music Stages) and EMS (Event Music Stages).[6] The experiences in BMS or EMS are similar to those inGuitar Hero or other classic rhythm games, with notes scrolling from left to right or top to bottom along four fixed linear tracks.[7] FMS, while similar to BMS in that notes move from left to right, features only one track and special bar notes.[8] These bar notes shift up and down, requiring players to manipulate a joystick to follow these movements and simultaneously hold down a button.[9][7] In BMS and FMS, the backgrounds displayChibi-style characters and enemies, while EMS features avideo clip from the correspondingFinal Fantasy title.[4] Each song has three or four difficulty levels: while Basic, Expert, and Ultimate are for all songs, Supreme, the most challenging level, is available only for around a third of the tracks.[10][11] In addition to the Standard gameplay style, players can choose from two alternations: the Simple style, which converts all notes to single-button inputs, and the Pair style, where two players share notes incooperation.[12]

Final Bar Line also incorporates lightrole-playing game elements,[8] similar to those found inFinal Fantasy titles. Before playing a song, players can edit theirparty by assigning up to four characters fromFinal Fantasy titles. There are 104 characters from differentFinal Fantasy games, with each character having their owntype (such as physical, magic, and healing),level,statistics, and abilities, and every character can be assigned up to three abilities. During stages, the party automatically battles with enemies when notes are triggered. The damage value is related to how accurately players hit the note;[8] missing a note will cause the character to be attacked, resulting in a loss ofHP. If all characters lose all their HP, the track is aborted, and the result is failure. On the other hand, if the song is cleared, the party members earn experience points to level up, and players may receive variousitems that can aid in battles, as well as a collection card featuring characters, enemies, or scenes.[5][10] In addition, there are summonstones that can be equipped by the party, which can automaticallysummon a monster to deal significant damage to enemies.[13]

Final Bar Line featured three modes: Series Quests, Music Stages, and Multi Battle. Series Quests is the basic approach mode in which players unlock new elements.[9] A title contains multiple stages, with most having around a dozen. There are 29 titles corresponding to variousFinal Fantasy entries.[9] Each stage features quests, which players can obtain rewards for completing. Quests range from incorporating certain characters into their party, reaching enough scores, to defeating aboss. To finish the last type of quest, players may use tactical strategies, such as including a magic-type character to exploit the boss's weakness.[14][3][4][10] By clearing a title, players can unlock songs and characters and obtain a key to access other locked titles.[9] Songs that have been unlocked can be freely played in the Music Stages mode to achieve the highest scores.[12][6] Another mode is Multi Battle, where up to four players can be accommodated per room to achieve the highest score.[9]

Development and release

[edit]
Thedouble bar line, or final bar line, symbolizing the conclusion of a composition, appears in the game logo.[15]

Theatrhythm Final Bar Line was developed byindieszero and sAs.[16] As with previous titles in theTheatrhythm series, Ichirō Hamuza, a staff member ofSquare Enix, served as a producer; Masanobu Suzui, thepresident of indieszero, served as the series director and handled general supervision and liaison duties.[15][17][18] Tsukasa Okayasu, a veteran of the series development, served as the director and engaged in the development of battle system.[19][20] The project commenced in early 2021, around the time the Windows version ofKingdom Hearts: Melody of Memory, a rhythm game in theKingdom Hearts series, was finished. The development period spanned approximately two years, following indieszero's typical development cycle, though they had made some preparations.[17]

AlthoughTheatrhythm Final Fantasy: Curtain Call, the 2014 predecessor, hinted at being the last installment of theTheatrhythm Final Fantasy series,[21] the developer stated thatFinal Bar Line, true to its name, will be the finale of that. The titleFinal Bar Line was inspired by the design of theuser interface, which featuresfive-line staffs,[17][18] and was determined in the initial stages of development in consultation withTetsuya Nomura, aFinal Fantasy director. Unlike its predecessors, the term "Final Fantasy" was removed. This decision followed Nomura's suggestion to avoid having two "final" words; on the other hand, despite predominantly featuring songs from theFinal Fantasy series, the developers believed it was time to establishTheatrhythm as its brand.[17] As the final installment in the series, the developers expressed their hope that it "can be enjoyed for a decade."[17][15]

Design

[edit]

The developers noticed the engagement from players with the 2014Nintendo 3DS predecessor,Theatrhythm Final Fantasy: Curtain Call, especially in its versus mode. Based on the development experience with the 2016arcade titleTheatrhythm Final Fantasy: All-Star Carnival, the developers recognized that although arcades excel at showcasing rhythm elements, they are less suit for supporting role-playing experiences. Drawing from their experience with the 2016 arcade titleTheatrhythm Final Fantasy: All-Star Carnival, they recognized arcades are good at showcasing rhythm elements while less adept at supporting role-playing experiences. While developingMelody of Memory, they also gained proficiency in developing rhythm games using theUnity engine. Additionally, the team received petitions from players requesting a home console version of theTheatrhythm series. Consequently, the developers concluded that it was time to develop a home console title ofTheatrhythm.[17]

A black DualShock 4 controller
A Nintendo Switch console with JoyCons in blue and red respectively
Leveraging the dualjoysticks of PlayStation 4 and Nintendo Switch controllers,Final Bar Line features a mechanic that allows simultaneous flipping.

Curtain Call featured touchscreen and button controls, whereas the arcade version andMelody of Memory only supported button controls. The developers referenced both the 3DS and the arcade title to adapt: incorporating simultaneous pressing or two-direction triggers fromAll-Star Carnival while ensuring the accessibility forCurtain Call players. FMS inFinal Bar Line is also based on the arcade game, but wave long bars were also adjusted with reference toCurtain Call.[22] There was an initial consideration forFinal Bar Line to retain the touchscreen, though the idea was eventually dropped. Unlike thepressure-sensitive touchscreen of the 3DS, it is a challenge to distinguish between touch and swipes on the Nintendo Switch'scapacitive touchscreen.[17] There is a significant change regarding the EMS inFinal Bar Line. In its predecessor on the Nintendo 3DS, the trigger mark follows variable-speed movement like a conductor's wand, which received criticism. ForFinal Bar Line, the developers drew inspiration fromTheatrhythm Dragon Quest andMelody of Memory, where notes drop directly from top to bottom.[23]

While positioned as a sequel toCurtain Call,Final Bar Line is also designed to appeal to hardcore players of the arcade title. To ensure enjoyment for both novices and enthusiasts of rhythm games, the difficulty of the musical scores was designed to span a wide range.[24] Beatmaps for Basic or Expert difficulty levels are designed with "easy to play" in mind, with strategies such as holds instead of presses, minimizing simultaneous actions, and ensuring ample spacing between notes.[25] While for the technical charts of Ultimate and Supreme difficulty levels, designers approach the task with the concept of "carving out the score from the music". For instance, placing an up or down arrow note when the melody ascends or descends—even simply pressing is challenging enough—or incorporating double taps or flips during the climax or conclusion of a piece.[26] Initially, the charts created by the team tended to be challenging due to their familiarity with rhythm games. However, during the later stages of development, team members less experienced in rhythm games highlighted this problem. Consequently, the developers reviewed and revised the charts accordingly.[24]

While role-playing elements allow players who are less skilled in rhythm games to progress by strengthening their character party and pairing the skills of their characters,[17] the developers aimed to further enrich the role-playing elements of the game.[20] This includes displaying damage values, adding elemental properties such as fire or water, assigning resistances and weaknesses to enemies, and introducing abnormal statuses that affect both players and enemies. The design of strong bosses and an endless mode encourages players to level up their characters to face these challenges.[20] Moreover, they introduce occasional battles in FMS to recall the emotions of players as they wander in the world of the original title.[22]

The game features characters and monsters inchibi style, which were drawn by Monster Octopus, the veteran character designer of theTheatrhythm series.[27] The design process for the enemy characterArdyn fromFinal Fantasy XV left a strong impression on the artist, as understanding the structure of Ardyn's clothing was challenging, while balancing the visual impact of the character and his weapons took an amount of time.[28] While the logos of previousTheatrhythm titles were designed by Monster Octopus, the logo forFinal Bar Line was illustrated byYoshitaka Amano, the primary logo designer for theFinal Fantasy series. The developer commissioned Amano to design a logo featuring aMoogle violinist performing and surrounded by characters playing various instruments, along with a backdrop of a five-line staff with musical notes. After several months, they received the completed artwork.[29]Final Bar Line is the firstTheatrhythm title to feature an opening movie. With the video's massive transitions matching the fast-paced music, Suzui aims to boost players' motivation and attract the interest of store shoppers and online video viewers. The ending movie adheres to the series' formula; it features a skit that showcases a variety of characters and monsters.[30]

Track library

[edit]

Including edition-exclusive tracks anddownloadable contents (DLCs),Final Bar Line featured a collection of 505 tracks. Among these are 385 standard songs, 15 numbered titles and their sequels, as well as spin-offs likeType-0 and mobile titles such asMobius andRecord Keeper.[9] In terms of numbers, this is 167 more than its predecessor,Curtain Call.[31] 27 tracks, including "Eyes on Me" fromFinal Fantasy VIII and "To Zanarkand" fromFinal Fantasy X, are exclusive to theDeluxe editions.[32] 93 songs are downloadable, which include other Square Enix titles such asSaGa,Live A Live,Mana,The World Ends with You,Nier,Chrono,Octopath Traveler, andXenogears,[33] as well asFinal Fantasy XVI, which was released afterFinal Bar Line. Initially, information indicated that there were 502 tracks, but three were later added to theFinal Fantasy XVI package.[32]

The team compiled an extensive list of tracks and subsequently deliberated on selecting the track library.[24] The order of consideration is as follows: first the mainFinal Fantasy titles, then theFinal Fantasy spin-offs, and the latest Square Enix titles.[34] Factors such as popularity, recency, suitability for rhythm gameplay, and equilibrium among titles were taken into account during the selection process.[24][35] Additionally, the team referenced survey data from the arcadeTheatrhythm title.[23]Final Fantasy XIV, anMMORPG with a decade of operation and a thousand tracks, significantly contributed 33 tracks to the song library.[34] When selecting songs for downloadable content, around two-fifths of the candidate songs were from theSaGa series, partly due to staff's preferences. For each pack in the DLCs, there is at least one brand-new song that was not included inCurtain Call orAll-Star Carnival.[35] Regarding the absence of the Square Enix seriesDragon Quest andKingdom Hearts, the developer stated that the two have their games to focus on.[34] Due to the worldwide release ofFinal Bar Line, copyright concerns were a consideration. Negotiations for the copyright of "Eyes on Me" byFaye Wong took a year,[24] and some other tracks could not be included due to unresolved copyright issues.[23]

Release and marketing

[edit]

Final Bar Line was revealed inNintendo Direct on September 13, 2022, as a title for the 35th anniversary ofFinal Fantasy.[36] The game was scheduled for release on February 16, 2023, for theNintendo Switch andPlayStation 4,[37] aligning with the anniversary of theoriginalTheatrhythm.[15] The demo version was released on February 1, 2023. Players can access 30 tracks with all difficulty levels and use 30 characters, each with limited experience levels. The play record can be transferred to the full version of the game.[15] Suzui explains that for a game that without a story, it is beneficial to shorten the time between its unveiling and its release. Releasing a demo version just two weeks prior is an effective strategy to maintain player interest.[23]

The title was released on February 16, 2023. On February 18, Square Enix hosted a livestream event featuring gameplay by Hamuza and commentary by Suzui. They were accompanied by guests, includingFinal Fantasy composersNobuo Uematsu,Yoko Shimomura, andMasayoshi Soken, as well as producerYoshinori Kitase, to chat about the music in the series.[38]

There are three editions ofFinal Bar Line: the standard edition, theDigital Deluxe Edition, and thePremium Digital Deluxe Edition. There are threeseason passes, each containing several song packs. These packs, each containing several songs, were released approximately two to three weeks apart.[39] The first pack was released with the launch of the game. The last addition, theFinal Fantasy XVI pack from season pass three, was released on November 1, 2023.[40] The developer said that there are no further season passes planned. Regarding the business model, the developer stated that while a subscription model similar to that used byJust Dance is modern, they believe console games are intended for one-time payment. Players who enjoy the game have the option to purchase downloadable contents.[34]

Reception

[edit]
Reception
Aggregate scores
AggregatorScore
Metacritic(NS) 87/100[41]
(PS4) 87/100[42]
OpenCritic95% (critics recommend)[43]
Review scores
PublicationScore
Destructoid8.5/10[14]
Famitsu35/40[44]
Game Informer9/10[4]
GameSpot8/10[7]
Hardcore Gamer4/5[9]
IGN9/10[12]
Nintendo Life9/10[6]
Nintendo World Report9.5/10[8]
Push Square8/10[45]
Shacknews9/10[31]
TouchArcade5/5[5]
VG2474/5[46]

Theatrhythm Final Bar Line received "generally favorable" reviews according toreview aggregator websiteMetacritic;[41][42] and got a 95% recommendation rating fromOpenCritic.[43] In Japan, four critics fromFamitsu gave the game a total score of 35 out of 40.[44] The overall idea, the fusion ofFinal Fantasy with rhythm gameplay, was acclaimed by reviews.[31][14][6] WhileGameSpot described the gameplay system as "approachable yet deceptively challenging",[7]Destructoid praised it for doing "a fantastic job of translating songs from the ears to the fingers".[14] Reviews recommend theFinal Bar Line to fans ofFinal Fantasy, rhythm games, or both.[12][47][45]The Gamer called the game "the platonic ideal of fanservice",[47] whileVG247 found it to be a serviceable title with a risk-averse nature.[46]

The design of track charts was generally well received. Reviews found that the beatmaps were precise.[14][48]Game Bonfire's review noted that in most songs, the notes are precisely synchronized with the track's rhythm, resulting in a feeling of satisfaction and excitement.[48] Reviewers also highlighted that the game was accessible to both newcomers and hardcore players: beginners could easily clear songs in Simple Style, while dedicated players could challenge themselves with the newly introduced Supreme difficulty.[12][48]Nintendo Life praised the game's accessibility setting, including adjustable note speed, background animation dimming, and an alternative color scheme for colorblind players.[6] The reception of the new EMS format was mixed:VG247 praised the new gameplay, stating it was ideal for enjoying background video clips;GameSpot, while agreeing with this, wished the game had retained the unique scattered note design of its predecessors.[46][7]

Reviewers ofFinal Bar Line noticed the absence of touch functionality, a feature available in its Nintendo 3DS predecessors. Several critics complained about this omission, particularly the use of the sticks for managing the up-and-down movement of long bars.[49][45][46]Push Square described the control with sticks as being either "boring" or "awkward", whileVG247 liked the conductor-like feeling of using a stylus.[45][46] However, other reviewers found that the control scheme could be adapted, and that this shift might even make the game better than its predecessors.[4][9][48][50]Nintendo Life believed that "it can take some getting used to", and "once the controls clicked for us, we felt like a maestro".[6]The Gamer agreed with this, and echoingIGN, stated that the use of the second stick made the game more challenging.[47][12]

The introduction of the Series Quests mode was generally acclaimed by reviewers.Game Rant called the mode the "main attraction", and said that although the unlocking mechanics initially restrict players' song choices, this limitation ultimately encourages them to explore a variety of songs.[51] Reviews also called the mode a "nostalgic journey", offering a "fun trip through the series' history".[51][45]Nintendo Life andGame Bonfire further stated that quests pay homage to the corresponding titles, evoking empathy in players. For example, the task inCrisis Core's "The Price of Freedom" requires players to defeat 30SOLDIER enemies, similar to whatZack does in the finale of the original game.[6][48] However,IGN was dissatisfied with the fact that "there isn't a story or anything beyond the music itself to keep you hooked".[12]

Reviewers commented on the light role-playing elements. Several reviewers considered this system to have a strategic impact on gameplay, giving it aFinal Fantasy flavor.[31][48][45]IGN believed that the strategic arrangement of party members could determine the success in both quest completion and multiple battles.[12]Game Rant explained that, although character skills may initially appear useless, they eventually helped players defeat bosses before the song finished.[51]The Gamer stated that the role-playing elements provide players with the motivation to unlock characters and are essential for Endless Mode.[47]Push Square, said that while the role-playing elements could be ignored, they makeFinal Bar Line aFinal Fantasy game.[45] However, some critics deemed this automatic and passive feature not crucial, even "superficial".[7][11][9] WhileNintendo Life noted it's "not an essential" but "fun",[6]Destructoid commented that "once you have a healer or two in your party, there's no real reason to think about that system ever again".[14]

Reviewers praisedFinal Bar Line for its extensive track library,[4][6] especially noting its significant addition to the previous titles.[14][31][9]Destructoid remarked that, in comparison toCurtain Call's 221 songs andMelody of Memory's143 tracks,Final Bar Line has an "absurd amount of content".[14] The coverage and diversity of tracks were also commended by critics, ranging from popular and famous songs to lesser-known titles such asMystic Quest orMobius, as well as remixes and adaptations of "Final Fantasy" songs.[4][47][6][12]GameSpot additionally praised the game for its inclusion of a song byThe Star Onions, the band ofFinal Fantasy composerNaoshi Mizuta,[4] whileThe Gamer noted that there are five different versions of "Battle on the Big Bridge".[47] However,Game Rant expressed their dissatisfaction and commented that repetitive songs were too similar, resulting in a tedious feeling. The reviewer also felt that a lot of great music was absent, andMystic Quest, which was outstanding in music, received only a minor proportion.[51] Some reviews felt it odd that there was a lack ofFinal Fantasy XIV: Endwalker orFinal Fantasy Tactics Advance music.[9][47] Critics also complained about the commercial strategy, as iconic tracks like "To Zanarkand" are exclusive to theDeluxe edition.[48][14][9]

The Nintendo Switch version ofTheatrhythm Final Bar Line was the sixth bestselling retail game during its first week of release in Japan, with 11,565 physical copies sold. The PlayStation 4 version sold 3,610 physical copies across Japan during the same week, making it the sixteenth bestselling retail game of the week in the country.[52]

Notes

[edit]
  1. ^Japanese:シアトリズム ファイナルバーライン,romanizedShiatorizumu Fainaru Bā Rain

References

[edit]
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  32. ^ab"『FF16』の楽曲が『シアトリズム ファイナルバーライン』にやってくる。追加DLC『FINAL FANTASY XVI パック』11月1日に配信決定" [“FF16” songs are coming to “Theatrhythm Final Bar Line”. Additional DLC “Final Fantasy XIV Pack” to be released on November 1st].Famitsu (in Japanese). September 4, 2023.Archived from the original on July 6, 2024. RetrievedJuly 6, 2024.
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  34. ^abcd"《THEATRHYTHM FINAL BAR LINE》開發團隊訪問:以系列最後一作的心情來製作" ["Theatrhythm: Final Bar Line"—Development team interview: Made with the mood of the final game in the series].4Gamers (in Chinese).Archived from the original on May 28, 2023. RetrievedJune 30, 2024.
  35. ^abSuzui, Masanobu (March 8, 2023)."【開発ブログVol.7】楽曲の選定" [(Developer Blog Vol. 7) Chosen Songs].Square Enix (in Japanese).Archived from the original on July 8, 2024. RetrievedJuly 8, 2024.
  36. ^"FF35周年タイトル「シアトリズム ファイナルバーライン」が2023年2月16日に発売へ" [FF 35th anniversary title “Theatrhythm Final Bar Line” will be released on February 16, 2023].4Gamer.net (in Japanese).Archived from the original on July 9, 2024. RetrievedJuly 9, 2024.
  37. ^"『シアトリズム ファイナルバーライン』2023年2月16日発売決定。『FF』楽曲に加え、DLCで『サガ』『ニーア』『ライブアライブ』などの曲も【Nintendo Direct】" [“Theatrhythm Final Bar Line” will be released on February 16, 2023. In addition to "FF" songs, DLC songs such as "Saga", "Nia", and "Live Alive" (Nintendo Direct)].Famitsu (in Japanese). September 13, 2022.Archived from the original on January 9, 2023. RetrievedJune 30, 2024.
  38. ^Akasaka (February 10, 2023)."植松伸夫氏や下村陽子氏らゲストによるFF音楽秘話も。「シアトリズム ファイナルバーライン」の発売記念生番組が2月18日15:00より配信に" [Behind-the-Scenes of FF Music with Nobuo Uematsu and Yoko Shimomura. Live Broadcast Celebrating Theatrhythm Final Bar Line Launch at 15:00, February 18].4gamer.net (in Japanese).Archived from the original on August 4, 2024. RetrievedJuly 6, 2024.
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  46. ^abcdePeppiatt, Dom (February 14, 2023)."Final Fantasy Theatrhythm Final Bar Line review: Long-awaited Switch and PS4 ensemble strikes a chord".VG247.Archived from the original on May 15, 2023. RetrievedJune 30, 2024.
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  48. ^abcdefg"《节奏剧场 Final Bar Line》篝火评测:献给 SE 粉丝的豪华盛宴" ["Rhythm Theater Final Bar Line" Bonfire Review: A luxurious feast for SE fans].gouhuo.qq.com (in Chinese).Archived from the original on July 20, 2023. RetrievedJune 30, 2024.
  49. ^"シアトリズム ファイナルバーライン (PS4)のレビュー・評価・感想" [Reviews and Reflections on Theatrhythm Final Bar Line (PS4)].Famitsu (in Japanese). March 15, 2023.Archived from the original on March 1, 2023. RetrievedJune 30, 2024.
  50. ^Williams, Jerry (March 4, 2023)."Theatrhythm Final Bar Line".RPG Fan.Archived from the original on July 8, 2024.
  51. ^abcdVenter, Jason (February 28, 2023)."Theatrhythm Final Bar Line Review".gamerant.com.Archived from the original on August 2, 2024. RetrievedJuly 6, 2024.
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