Parasite Eve II

Parasite Eve II (パラサイト・イヴ2 Parasaito Ibu Tsū) is an action role-playing survival horror video game released for the PlayStation. The game was developed by Square and published in Japan in 1999 and in both North America and, unlike the previous game, in PAL regions in 2000. It is the sequel to Parasite Eve and the second game in the series of the same name.

Parasite Eve II is set several years after the events in the original game. The protagonist from the first game, Aya Brea, also features in this game as the playable character. She becomes involved with another outbreak of Neo-Mitochondrial creatures. Gameplay diverges from the previous game: battles take place in real time and the area of action is less restrictive. The approach is more typical of traditional survival horror games, although some role-playing elements are retained. The title was written and directed by Kenichi Iwao, who wrote Resident Evil (1996).

The game was well received by critics, although it was criticized for using a control system that was seen as being outdated.

Parasite Eve II
Parasite Eve II Coverart
Developer(s)Square
Publisher(s)
Director(s)Kenichi Iwao
Producer(s)Yusuke Hirata
Artist(s)Tetsuya Nomura
Fumi Nakashima
Writer(s)Kenichi Iwao
Composer(s)Naoshi Mizuta
SeriesParasite Eve
Platform(s)PlayStation
Release
  • JP: December 16, 1999
  • EU: August 25, 2000
  • NA: September 12, 2000[1]
Genre(s)Action role-playing, survival horror
Mode(s)Single-player

Gameplay

Parasite Eve II is an action role-playing survival horror video game. Character control is accomplished in a traditional survival horror manner: Aya is able to move forwards, backwards, and pivot left and right. Camera movement is limited, generally being confined to a single view of a room or area, and cannot be altered by the player.

Unlike Parasite Eve, there is no Active Time Bar that governs the order of actions during a battle. Battles take place in real time, so the player is free to act as they see fit. Another contrast is the absence of the 'range dome' seen in the first game, allowing the player to shoot at off-screen targets and engage targets from a safe distance. There are also no random battles; enemies will be found wandering in plain view, hence allowing the player to avoid confrontations and plan strategies. Aiming, as with most other games of this genre, is accomplished by cycling through the various 'lockable' targets within Aya's range.

Equipment can be obtained through various methods, including finding, purchasing and 'creating' items such as body armor, weapons, ammunition and tools. Unlike most other survival horror games, ammunition is almost never in short supply. While Aya can only carry limited amounts of equipment with her, inexhaustible ammunition boxes exist in most areas and can be revisited as often as required for a top-up. This encourages the player to fight rather than run, which is essential to the gameplay as it is the only way to gain experience and thus for Aya to become powerful enough to succeed. While equipment follows the original game's concept of being customizable, in general the weapons and armor are quite limited in the alterations available. Armor, which not only reduces damage but also affects the amount Aya can carry, has the option of adding extra item slots up to a limit of ten. The Parasite Energies are divided into four areas: the offensive Fire and Wind elements and the defensive Water and Earth elements.

Once the game has been completed, bonus items become available for the player should they choose to redo the game in Replay mode. Other modes also become available, such as Bounty Hunter and Scavenger which are more difficult for the player to complete. The most difficult mode "Nightmare" only becomes available after completing the game in Scavenger Mode.

Plot

The game opens to reveal Aya Brea, the protagonist of the original Parasite Eve game, who is now an FBI operative in their Mitochondrial Investigation and Suppression Team (MIST) being dispatched on an urgent mission in central Los Angeles, where there have been reports of NMC sightings. The first chapter in the game puts Aya in the position of investigating the Akropolis tower where she finds a slaughtered SWAT team and an NMC infestation. She soon discovers that the NMCs can take on human form, and eventually encounters a different type of creature; a humanoid Artificial Neo-Mitochondrial Creature (ANMC) called Golem No. 9. She encounters this ANMC three times in the game. Golem No. 9. destroys the tower, but Aya along with her colleague Rupert, who has been at the scene before she arrives, escape in a police helicopter.

After a brief interlude, the next chapter finds Aya in the desert town of Dryfield. It is nothing more than a truck-stop on a seldom used highway, with a motel, garage and diner but little else. Upon arriving, she finds that Dryfield too is infested with NMCs. She later encounters a survivor (Mr. Douglas) and his dog, Flint, who will act as her source of news and equipment for much of the game. She later rescues Kyle Madigan, a private investigator who claims he is on a mission similar to Aya's. He tells her about "The Shelter", a nearby underground facility that may hold the answers to the recent outbreak of NMCs.

After spending some time in Dryfield, Aya and Kyle find an entrance to the shelter located in an abandoned mine. They part company and she proceeds to investigate the shelter alone. As Aya explores the shelter she discovers that the ANMCs are the result of genetic engineering in an attempt to artificially create superior life-forms, and that in some way she is closely involved. The game's storyline unfolds through various animated cut scenes that appear at regular intervals when plot points are triggered; one of these reveals that the ANMCs were created from her own DNA.

Eventually Aya discovers the game's fourth and final area, the Neo-Ark (Shambala in the Japanese version), the entrance to which is concealed in the shelter. She finds out that the Ark facility was intended to be a showcase of ANMC technology, divided into different habitats, with zoo-like visitor commentaries and viewing platforms throughout the area. Habitat containment has broken down and the ANMCs are loose. This area is now infested with the creatures too. The goal in this area is for Aya to disable the power generator, which allows access to an area that could not be reached in the shelter. Returning to the shelter, and reunited with Kyle, Aya rescues a girl that has been manipulated into controlling the hostile NMCs. She also finds out that the girl, Eve, was created from her own DNA, making her, in a sense, Aya's daughter. Eve is later kidnapped by No. 9.

Returning to the shelter entrance, Aya encounters a small army of Golems, but is rescued by the US Marines, who have been alerted by Aya's contacts at MIST. She later receives a gift from Mr. Douglas, via Flint, of supplies. She decides to use Flint to help her find Eve, giving him Eve's bear to let him track her scent. He leads her back into the shelter. Aya tracks Eve down to a room containing an enormous cocoon, to find No. 9 incorporating Eve into it. Kyle is there as well; apparently helping No. 9. Kyle eventually turns on No. 9, preventing him from placing Eve into the cocoon. After a cut scene showing a satellite weapon being fired per the President's orders, and Dryfield being wiped off the map, Aya and Kyle find themselves separated by a hole that has penetrated all the shelter's floors. She looks down to see Eve hanging onto a piece of debris on the edge of one of the lower levels.

Eventually, the cocoon breaks open having been dislodged by the impact of the weapon, revealing the largest NMC in the game. After defeating this creature, Eve herself transforms into a very fast and powerful winged NMC that resembles Melissa Pearce-Eve's second to last form from the first game. Again Aya must fight. Once this final battle is concluded, various cut scenes are shown depending on the actions of the player during the game. The good ending being Aya adopting Eve as her sister with help from MIST. One year later, Pierce gives them 2 tickets to the American Natural History Museum in NY where they meet Kyle Madigan again.

Development

Development of Parasite Eve II was handled by Square, developers of the original Parasite Eve. The game was originally intended to be a spin-off of the first game with Kyle as the main protagonist; this was the main reason for the shift in genre and gameplay, which was based on survival horror series such as Resident Evil. During development, it was decided to turn the game into an official sequel to Parasite Eve, making Aya the main protagonist and removing Kyle as a playable character.[2] The character of Aya had been designed in the prequel game by Hironobu Sakaguchi, the producer for Parasite Eve, and designed by Tetsuya Nomura. Her design in Parasite Eve II was to have been handled by a different artist, using her original design as a template. While most of the design was finalized, the designer quit halfway through the game's development, and Nomura was called in again. As the in-game model had already been created, he preserved what had already been done while adding touches of his own.[3]

Music

The score for Parasite Eve II was composed by Naoshi Mizuta and arranged by Hiroshi Nakajima. It took Mizuta a year and a half to compose the soundtrack.[4] He states he was given quite a bit of freedom in his composition, and drew most of his influence from watching the game's already completed scenario.[4] The game's music is depicted as being much more ambient than its predecessor. The sound effects of Parasite Eve II were influenced by futuristic and sci-fi themes.[5][6] The 66-track two-disc Parasite Eve II Original Soundtrack was released by DigiCube on December 20, 1999, in Japan. The soundtrack was released in North America by Tokyopop on September 12, 2000.[4][7]

Release

Parasite Eve II was released in Japan on December 16, 1999.[8] It was released in North America on September 12, 2000, and in Europe on August 25, 2000. The game sold over 220,000 copies in Japan during 1999.[9] It broke the one million unit sales mark by February 2004, with 0.43 million sold in Japan and 0.66 million sold in the rest of the world.[10] In late 2000, the game was re-released as part of the Square Millennium Collection along with a figure of Aya and a portrait of her character model, Yumiko Shaku.[11] The game was re-released as part of the PSone Books best-seller line by Sony in Japan in 2002.[12]

In early September 2010, posts made on Twitter in relation to the spin-off title The 3rd Birthday suggested that Parasite Eve 1 and 2 would be added to the PlayStation Network's game download service. On October 28 these rumors were proven to be correct, with Parasite Eve being given a November 4 release date and Parasite Eve 2 arriving on the PlayStation Network in Japan on November 24. Parasite Eve II was released on the North American PlayStation Network on August 23, 2011.[13]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic79/100[14]
Review scores
PublicationScore
AllGame2.5/5 stars[15]
Edge4/10[16]
Famitsu30/40[17][18]
GamePro4/5 stars[19]
Game RevolutionB−[20]
GameSpot7.3/10[21]
IGN6.9/10[1]
OPM (US)4.5/5 stars[22]
Play89%[23]

Parasite Eve II received "generally favorable" reviews, according to review aggregator Metacritic.[14]

References

  1. ^ a b Zdyrko, David (2000-09-12). "Parasite Eve II". IGN. Retrieved 2013-12-11.
  2. ^ "Special Interview". パラサイト・イブ2 公式完全最終攻略 [Parasite Eve 2 Final Complete Strategy Guide] (in Japanese). Kadokawa Shoten. 2001. ISBN 4-9250-7571-3.
  3. ^ 『ザ・サード バースデイ』開発者インタビュー【その3】――衝撃のラスト。キーワードは... .... Famitsu. 2010-12-24. Retrieved 2014-09-09.
  4. ^ a b c "RocketBaby's interview w/Naoshi Mizuta". RocketBaby.net. 2000. Archived from the original on 2001-08-30. Retrieved 2009-04-14.
  5. ^ Chudah. "Parasite Eve II Original Soundtrack". Chudahs-Corner.com. Archived from the original on 2007-10-11. Retrieved 2008-12-07.
  6. ^ Crowder, Dean (January 1, 2000). "Parasite Eve II Original Soundtrack". SoundtrackCentral.com. Archived from the original on 2013-04-04. Retrieved 2008-12-07.
  7. ^ IGN staff (September 14, 2000). "IGN: Tokyopop Announces More Videogame Soundtracks". IGN.com. Archived from the original on 2011-08-07. Retrieved 2009-04-14.
  8. ^ "パラサイト・イヴ2 [PS] / ファミ通.com". www.famitsu.com. Retrieved 2018-11-15.
  9. ^ "1999年ゲームソフト年間売上TOP100" [1999 Game Software Annual Sales Top 300]. Famitsū Gēmu Hakusho 2000 ファミ通ゲーム白書2000 [Famitsu Game Whitebook 2000] (in Japanese). Tokyo: Enterbrain. 2000.
  10. ^ "February 2, 2004-February 4, 2004" (PDF). Square-Enix.com. Archived from the original (PDF) on 2012-02-13. Retrieved 2008-12-07.
  11. ^ IGN Staff (November 8, 2000). "New Square Millennium Collection Images". IGN. Retrieved 2008-12-07.
  12. ^ "PSone Booksシリーズ発売タイトル一覧". SCEI.co.jp. Archived from the original on 2015-12-22. Retrieved 2008-12-07.
  13. ^ SCHLOTHAN, NATHAN (August 22, 2011). "Parasite Eve II Coming to PSN". RPGamer. Retrieved August 22, 2011.
  14. ^ a b "Parasite Eve II for PlayStation Reviews". Metacritic. Retrieved 2013-03-19.
  15. ^ Knight, Kyle. "Parasite Eve II - Review". Allgame. Archived from the original on 2014-11-17. Retrieved 2013-12-11.
  16. ^ Edge staff (October 2000). "Parasite Eve 2". Edge (89).
  17. ^ "プレイステーション - パラサイト・イヴ2". Famitsu. 915: 22. June 30, 2006.
  18. ^ Kennedy, Sam (December 9, 1999). "Latest Weekly Famitsu Scores". GameSpot. Archived from the original on 2011-01-30. Retrieved 2008-12-08.
  19. ^ Tokyo Drifter (2000-10-03). "Parasite Eve 2 Review for PlayStation on GamePro.com". GamePro. Archived from the original on 2005-01-11. Retrieved 2013-12-11.
  20. ^ Liu, Johnny (September 2000). "Parasite Eve 2 Review". Game Revolution. Retrieved 2013-12-11.
  21. ^ Kasavin, Greg (2000-01-12). "Parasite Eve II Review". GameSpot. Retrieved 2013-12-11.
  22. ^ "Parasite Eve II". Official U.S. PlayStation Magazine: 50. November 2000.
  23. ^ "Parasite Eve II". Play. 2000.

External links

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Alexander O. Smith

Alexander O. Smith (born February 8, 1973) is a professional English–Japanese translator and author. While his output covers many areas such as adaptation of Japanese novels, manga, song lyrics, anime scripts, and various academic works, he is best known for his software localizations of Japanese video games including Vagrant Story, Phoenix Wright: Ace Attorney, and Final Fantasy XII. He currently resides in Kamakura, Japan, where he operates his own contract localization business, Kajiya Productions, and is co-founder of a translation and publishing company, Bento Books.

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List of Square video games

Square was a Japanese video game development and publishing company founded in September 1986 by Masashi Miyamoto. It began as a computer game software division of Den-Yu-Sha, a power line construction company owned by Miyamoto's father. Square's first titles were The Death Trap and its sequel Will: The Death Trap II; they sold over 100,000 copies, a major success for the time. In September 1986, Square spun off from Den-Yu-Sha and became an independent company officially named Square Co., Ltd. While its next few games sold poorly, 1987's Final Fantasy sold over 500,000 copies, sparking the company's flagship series.Square was best known for its role-playing video game franchises, which include the Final Fantasy series. Of its properties, this franchise is the best-selling, with total worldwide sales of over 100 million units. During its existence, the company developed or published dozens of titles in various video game franchises on numerous gaming systems. On April 1, 2003, Square merged with video game publisher Enix to form Square Enix. This list includes retail games developed or published by Square during its existence.

List of best-selling PlayStation video games

The best-selling video game of all-time on Sony's original PlayStation console is Gran Turismo. A sim racing game developed by Polyphony Digital, Gran Turismo was originally released in Japan on December 23, 1997, and went on to sell 10.85 million copies worldwide. The second game in the series, 1999's Gran Turismo 2, sold 9.37 million units to become the third best-selling PlayStation game of all-time. The second best-selling title on the console is Final Fantasy VII, which sold just shy of 10 million units. Tekken 3 is the fourth best-selling PlayStation game, with over 8.3 million units sold, while Harry Potter and the Philosopher's Stone is fifth.A total of 113 PlayStation games have sold one million units or more. Of those, 41 titles were published in one or more territory by Sony Computer Entertainment (SCEI). Other publishers with multiple million-selling games include Electronic Arts (13 games), Namco (ten games), Capcom (nine games), and Eidos Interactive (seven games). The developer with the most games to sell a million copies or more is Square, with ten titles in the list of 113. The most popular franchise on PlayStation is Tomb Raider (25.9 million combined units), followed by Final Fantasy (24.15 million units), Crash Bandicoot (21.79 million units) and Gran Turismo (20.22 million units).

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Music of the Parasite Eve series

The music of the 1998 role-playing video game Parasite Eve, based on the novel of the same name by Hideaki Sena, was composed by Yoko Shimomura, and was one of her early popular successes. The music for its 2001 sequel Parasite Eve II was composed by Naoshi Mizuta and arranged by Hiroshi Nakajima. The 2010 spin-off title The 3rd Birthday was composed for by Shimomura, Mitsuto Suzuki and Tsuyoshi Sekito. Shimomura's work was described by herself as experimental, and incorporated multiple musical genres including opera music. The score for Parasite Eve was recorded at the Andora Studios in Los Angeles. For Parasite Eve II, Mizuta spent a year and a half on the project, using the game's scenario and visuals as references and taking inspiration from multiple film genres. It was Mizuta's first project after transferring from Capcom to Square Enix (then Square). For The 3rd Birthday, Shimomura worked with Suzuki and Sekito to create a score reminiscent of Parasite Eve, while Japanese rock band Superfly provided the theme song "Eyes on Me".

The original Parasite Eve Original Soundtrack album was released in May 1998 through DigiCube. Shimomura also produced an arrange album, Parasite Eve Remixes, which was released through DigiCube in July 1998. The soundtrack album for the second game, Parasite Eve II Original Soundtrack, was released through DigiCube in December 1999. It also released in North America through Tokyopop Soundtrax in September 2000. The third game's soundtrack album, The 3rd Birthday Original Soundtrack, released in December 2010 through Square Enix's music label. The first two game's original soundtracks were reissued through Square Enix in January 2010 due to popular demand, and a limited edition combined album titled Parasite Eve I & II Original Soundtrack Box was released alongside them. While some albums have received mixed responses from critics, the music of the Parasite Eve series has generally received positive reviews, with the score for the first game bringing Shimomura international acclaim.

Naoshi Mizuta

Naoshi Mizuta (水田 直志, Mizuta Naoshi, born January 24, 1972) is a Japanese video game composer and musician. He is best known for his work on Final Fantasy XI (with Nobuo Uematsu and Kumi Tanioka), but has also composed music for Mega Man & Bass, Street Fighter Alpha, and Parasite Eve II. He started his career at Capcom before moving to Square (now Square Enix) in 1998.

PE2

PE2 may refer to:

Parasite Eve II, an action role-playing survival horror video game

Personal Editor 2, a text editor for MS-DOS

Petty Enterprises, NASCAR race team

Petlyakov Pe-2, Soviet combat aircraft from WW2

Parasite Eve

Parasite Eve (パラサイト・イヴ, Parasaito Ivu) is a Japanese science fiction horror novel by Hideaki Sena, first published by Kadokawa in 1995. The book was published in North America by Vertical, Inc. in 2005.

Parasite Eve was adapted into a film and manga series. It was later expanded into three video games that serve as sequels to the novel, along with a spin-off third game. The video games have also been adapted into a manga series.

Parasite Eve (video game)

Parasite Eve is a 1998 action role-playing video game developed and published by Square. The game is a sequel to the novel Parasite Eve written by Hideaki Sena; it is also the first game in the Parasite Eve video game series. The story follows New York City police officer Aya Brea over a six-day span in 1997 as she attempts to stop the Eve, a woman who plans to destroy the human race through spontaneous human combustion. Players explore levels set in areas of New York while utilizing a pausable real-time combat system along with several role-playing game elements.

Parasite Eve was SquareSoft's first M-rated game, and the first major American and Japanese game development collaboration for the company. It was produced by Hironobu Sakaguchi and directed by Takashi Tokita. Music for the title was composed by Yoko Shimomura who was widely acclaimed for her work to create an "inorganic" and "emotionless" soundtrack that saw two album releases. Parasite Eve received positive reviews; critics praised the graphics and gameplay, but found the overall game too linear and with little replay potential.

The video game adaptation was part of a resurgence of popularity in Japanese horror sparked by the original book, and was released alongside a film adaptation and two manga comics; one based on the book, the other on the video game. The original title was also followed by two video game sequels: Parasite Eve II in 1999 and The 3rd Birthday in 2010, and was re-released on the PlayStation Network in 2010.

Shinji Hashimoto

Shinji Hashimoto (橋本 真司, Hashimoto Shinji, born May 24, 1958) is a Japanese game producer at Square Enix. He currently serves as the Final Fantasy series Brand Manager, as an Executive Officer at Square Enix and the Head of Square Enix's Business Division 3. He is also the co-creator of the Kingdom Hearts series. He served as corporate executive of the company's 1st Production Department during its entire existence.

Survival horror

Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambience. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition, health, speed and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, like dark maze-like environments and unexpected attacks from enemies.

The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home and 1992's Alone in the Dark. The name has been used since then for games with similar gameplay, and has been retroactively applied to earlier titles. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditional first person and third-person shooter games. This has led game journalists to question whether long-standing survival horror franchises and more recent franchises have abandoned the genre and moved into a distinct genre often referred to as "action horror".

Takashi Tokita

Takashi Tokita (時田 貴司, Tokita Takashi) (born 24 January 1965) is a Japanese video game developer working for Square Enix. He has worked there since 1985, and has worked as the lead designer for Final Fantasy IV as well as the director of Parasite Eve and Chrono Trigger.

The 3rd Birthday

The 3rd Birthday (Japanese: ザ・サード バースデイ, Hepburn: Za Sādo Bāsudei) is a third-person role-playing shooter co-developed by Square Enix and HexaDrive, and published by Square Enix for the PlayStation Portable. It was released in Japan in 2010 and in North America and Europe in 2011. The game is both the third entry in the Parasite Eve video game series, based on the titular Japanese novel, and a spin-off, having only a loose connection to events from past games. The game features a third-person shooter-based combat system with role-playing mechanics. A key mechanic is the Overdive ability, which allows the player to possess pre-positioned human allies and inflict damage upon enemies.

The game takes place in 2013, a year after creatures known as the Twisted have appeared from beneath Manhattan and decimated the city. To fight back against the Twisted, an investigatory team called the Counter Twisted Investigation (CTI) is formed. Among their number is series protagonist Aya Brea, who was found unconscious and suffering amnesia two years before the game's events. Using her Overdive ability, Aya travels into the past to alter the outcome of battles against the Twisted. At the same time, Aya attempts to find out the origin of the Twisted and regain her memories.

The 3rd Birthday was created as a conceptual rebirth for Aya's character, as well as a means of re-introducing her to the gaming community, with it being over a decade since the last game in the series. Among the staff were Hajime Tabata, Yoshinori Kitase, Motomu Toriyama, Isamu Kamikokuryo, and Aya's original designer Tetsuya Nomura. Originally announced as an episodic title for mobile phones, the game was later changed into a PSP exclusive. Upon release, the game reached sixth place in Japanese sales charts, and was among the top five games in North American and UK sales charts during its opening months. Reviews have been mixed; critics praised the presentation and several parts of the gameplay, while opinions were mixed about the story, and many cited difficulties with camera control and some of the shooter mechanics. Several reviewers have also made negative comments on Aya's portrayal.

Video game graphics

A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units.

Visual Works

Visual Works (Japanese: 株式会社ヴィジュアルワークス, Hepburn: Kabushiki gaisha Vijuaru Wākusu) is a Japan-based CGI animation studio dedicated towards creating video game cut scenes and full-length feature films for Square Enix. Visual Works was founded as the CGI department for Square and was responsible for creating the pre-rendered CG openings for the company, starting with Final Fantasy VII in 1997.

Beginning with Final Fantasy VII: Advent Children (2005) the company began to work on stand-alone CGI films, continuing with Kingsglaive: Final Fantasy XV (2016). After the acquisition of Taito and Eidos Interactive by Square Enix, Visual Works branched out their functionality to create cinematic scenes for Square Enix's acquired publishing brands, whilst continuing to primarily work on Square Enix's in-house properties. Visual Works are assisting Square Enix with the lighting and cinematic direction of the Kingdom Hearts franchise for the high definition entries.

Yumiko Shaku

Yumiko Shaku (釈由美子, Shaku Yumiko, born June 12, 1978, in Tokyo) is a Japanese actress, model and former gravure idol. She is represented by Tommy's Artist Company.

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