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Today is the 15th anniversary of Final Fantasy Type-0's debut in Japan. The PSP action RPG is part of the Fabula Nova Crystallis mythos alongside FFXIII (and FFXV thematically), seeing players control members of Class Zero as they are sent on missions across the world of Orience. #RPGanniversary

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Village in the Shade Review

rpgamer.comVillage in the Shade ReviewShining a Torch The team behind Nippon Ichi Software's Yomawari series has turned its hand to an interesting take on the ever burgeoning farming sim genre with Village in the Shade. Offering a fascinating blend of coziness and horror, the game combines pleasantly deep farming sim gameplay with some great supernatural atmospheric spookiness to form a fantastic cohesive experience. It's a ready recommendation to all those who have an even just a passing interesting in either genre, and maybe even wider. Players control a customisable young child, who awakens in the small Japanese mountain village of Kagatsu. Although evidently cozy, they quickly learn that all is not as it initially seems, and there is a list of strict rules the villagers are required to follow, the first of which is not to go outside at night, which are designed to protect them from numerous supernatural threats that appear to afflict the area alongside regular sacrifices. These rules -- chiefly one about not interacting with strangers -- see the player treated coldly at first, but this changes when they persuade the village head to allow them to be part of the village and to contribute to it by running the initially dilapidated farm on its outskirts. Village in the Shade does a superb job of combining farming sim coziness with Japanese supernatural horror and folklore, and the development team has crafted an ideal setting for it. Kagatsu is equally cozy and spooky depending on the time, providing a great dichotomy where one part is never too far away; while incredibly charming and peaceful during the day, it is frequently hostile at night as supernatural dangers lurk around most corners. Secrets are an important theme, and the game does a great examination of how trying to keep a secret can easily cause opposite outcomes to what was intended. [caption id="attachment_200482" align="aligncenter" width="640"] In order to become part of the village, players are tasked with running its old farm.[/caption] The village's eight rules are a major driving part of the game's story, which can be divided into eight chapters, each relating to a particular rule that gets broken in one manner or another by the player and the villagers. All of it revolves around the Kagatsu's supernatural connections and the secrets it has held across many generations, and Village in the Shade is excellent at slowly doling out new reveals and hints to keep the story ticking along, with a few crucial points along the way that help turn things on their head. There isn't any romance, but the game simply doesn't need it, and there is still plenty of platonic and familial love that emerges in the story as the characters' pasts are fully revealed and their bonds strengthen as a result. It makes for an excellent story, aided by a strong cast, great writing, and a superbly realised overall atmosphere. Each of the characters plays an important role, and uncovering all of its secrets while helping them overcome past traumas and other pressures makes for an incredibly satisfying time. It certainly helps that Village in the Shade both looks and sounds beautiful. The locations are fabulous to behold, with its brilliant art style aided by tons of little touches in lighting and effects that really bring Kagatsu to life, with all of the seasonal changes bringing further delightful alterations and adding small but crucial extra flavours to the surroundings. The style works great with the chibi-esque character sprites brought over from the Yomawari games and the more detailed character art. All of the character designs are distinct and memorable, and the various folklore sprite designs are likewise readily identifiable, with plenty of character to them. Though there is some blood, the horror very much skews towards spooky rather than gruesome. While the game doesn't include any voice acting, the music does more than enough to evoke the appropriate atmosphere of situations. The daytime tracks are a pleasure to listen to as players go about their business for the day and never get tiring, while the music and sound effects are equally great at enhancing the spookier moments at night. The audiovisual experience is a huge part of what makes the blending of coziness and horror, and it's a joy to take in throughout the sixty-plus hours that players are likely to spend with it. [caption id="attachment_200497" align="aligncenter" width="640"] The visuals and music are both exemplary and really help blend the sense of coziness and horror.[/caption] Village in the Shade has a very strong farming system with all of the traditional elements and the regular gameplay flow. Players will need to plant and water their crops before harvesting them. They can be sold directly or processed with various tools or apparatuses such as smokers, brewing casks, or beehives to create goods that can be sold for more money. Vegetables and flowers can be planted in soil, either tilled or furrowed, with fruits able to be grown on bushes and trees. In addition, there are multiple fishing spots, an especially useful money-making activity in the early game, as well as livestock to look after, a mining quarry, gathering opportunities, and hunting grounds. The amount of time players will need to devote to each system varies -- hunting is mostly optional, but quarrying is necessary to get the tool upgrades needed to bypass a particular roadblock -- but all of it comes with an appreciable level of depth, and it's very easy to get sucked into the tried-and-tested progressive gameplay loop that the genre offers. The more that the player grows a crop, the better the ingredients and resulting processed goods, which encourages players to focus their attention. Seeds can be purchased from the village's two stores, alongside numerous pieces of furniture with which the player can decorate their house, and various other items and unlocks. Many of the items players can grow or otherwise obtain are also used in requests for villagers. There are a ton of little touches that really help solidify the farming gameplay, such as letting livestock use pastures or using fencing and paths to help prevent wild grass encroachment, as well as some deeper systems such as those involving cursed seeds and plants that will give completionists plenty of challenges to come back to. All of the systems fit together nicely, ensuring that even when the player is not focusing on the story, there is still plenty for them to do to fully build up their farm and home. Quarrying also has its own progression challenge, with the quarry made up of over a hundred floors and fast travel between them unlocked every ten floors. [caption id="attachment_200491" align="aligncenter" width="640"] The night offers many dangers.[/caption] Players will frequently find themselves woken up at night by knocking at their door and invited to venture around the village and its surroundings. In addition to main story events, the nighttime also includes an array of supernatural encounters in the village itself. The game also includes a small selection of boss encounters, which act as solid and appropriate climaxes to their particular story chapters. The game's encounters are not combat in the true sense of the word; players instead need to avoid the enemy's attacks and other dangers, potentially using tools to remove them, until they go into a clearly vulnerable state. There is a small bit of puzzle solving, but the hints in the main story encounters always make the solutions or actions needed fairly obvious. The same cannot necessarily be said for the general night events, and some are a lot more obtuse than others, but the game is largely friendly to players. Failing a story event simply allows them to retry it or return to the start of the day, while getting knocked out during any other encounter sees them wake up the next day as normal, just with less stamina and health. There's always some benefit to be found from venturing out at night, as these times are usually the best way to obtain magatamas, which are used at the shrine near the player's farm to unlock new path and fence options as well as additional passive upgrades. Other character progression is tied to stamina and health, which also makes use of nighttime encounters. The limited amount of early stamina quickly runs out on farming and other activities, being restored by eating food, so early on players will want to find and follow the fox that takes them to a shrine where they can offer goods to increase their stamina. Similar to the farming sim gameplay, there are plenty of optional challenges and tasks to be found that will keep completionists satisfied for many days after the story is completed. Village in the Shade brings to mind some thematic comparisons to Square Enix's Harvestella. Both games have taken a strong, established base gameplay template, but used some impressive ambition to build upon it and take it in a new direction. In this case, Nippon Ichi Software has crafted an incredibly successful experience where both its cozy and horror elements help enhance the other and blend into an excellent experience thoroughly worth the time spent with it.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Village in the Shade Review appeared first on RPGamer.

Romancing SaGa 3: Destinies United Reveals More Characters, Systems

rpgamer.comRomancing SaGa 3: Destinies United Reveals More Characters, SystemsSquare Enix released new images and details for Romancing SaGa 3: Destinies United, its full 3D remake of the original 1995 Super Famicom RPG Romancing SaGa 3. The new update introduces five more characters who act as traveling companions in the game, as well as some of its gameplay systems. The game is currently set to release for PC, PlayStation 5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2 on February 16, 2027. Romancing SaGa 3 is set in a world that suffers a recurring disaster called the Rise of Morastrum. Every 300 years, the star of death eclipses the sun, resulting in the deaths of all newborn life in that year save for one survivor who becomes known as the Child of Destiny. The Child of Destiny of 600 years prior to the game’s events became known as the Archfiend who brought ruin; however, the one who followed became the Matriarch who drove back the darkness. The game begins a little over a dozen years after the latest Rise of Morastrum, as the Four Sinistrals who served the Archfiend return to the world from the Abyss. It features eight protagonists, with players selecting one and following their search for the Child of Destiny from their perspective.     The Minstrel (VA: Riku Terahata, Yung-I Chang) is a wandering musician who can often be found in the pubs of every town, while Tatyana (VA: Saho Shirasu, Christina Assaf-Costello) is another traveler who flits from town to town and introduces herself by a different name each time. Nora (VA: You Taichi, Fryda Wolff) is the chief of a long-running smithing workshop in Pidona and has a strong physique like her late father. Muse (VA: Kurumi Orihara, Ryan Bartley) and Charl (VA: Ryuichi Kijima, Mauricio Ortiz-Segura) also hail from Pidona; Muse is the surviving daughter of the previously renowned House Claudius, while Charl is a former captain of the Imperial Guard who now acts as Muse's personal guard. As players interact with people or setting out by ship, they can unlock new areas to explore on the game's world map, which will indicate where players can find potential new allies. Meanwhile, as players complete quests and objectives, they gain renown, with new ranks granting bonuses such as increased ability slots and expanded United Attacks. Players can adjust their current party at any time from a pub or save points -- available in the overworld and within dungeons -- using any combination of recruited characters. Previously removed members can be freely re-added, while those not in the active party will still receive a share of Technique Points earned. In addition, recurring character Mr. S can be found throughout the world, giving stickers whenever he is found that unlock various bonuses.     At the Pidona workshop, players can spend aurums and materials found within dungeons, dropped by enemies, and from treasure chests to forge and reforge equipment. Forged equipment becomes available a set number of battles after it is ordered, after which it becomes available for regular purchase. Equipment available to be forged increases as more smiths become available, who can be found scattered across the world, with multiple pieces of gear able to be forged simultaneously. Raising renown will also let players reforge the Matriarch’s sacred relics. Each character can equip two weapons simultaneously. Signature gear, which could previously only be wielded by their dedicated wielder in the original version, can now be wielded by others, though only the dedicated wielder will receive certain additional boosts. Romancing SaGa 3: Destinies United keeps the series' formation system, where different formations, or a character’s position within a formation, can impact the likelihood of them being targeted, grant buffs, and more. However, the game will introduce some brand new formations, which include Triple Incisors, a balanced formation that promotes both ranged and melee attacks, and Rampaging Mammoth, a formation that grants units increased speed and the front unit gains increased defence after acting.     Each character has weapon type and spell school levels, which can be raised by using them in battle and earning Technique Points, with weapon type levels impacting physical attacks and spell school levels affecting magic attacks. Current techs, evasions, and spells can be mastered by using them in battle, which lets them be instantly taught to other characters. Each character also has a unique ability, which can be unlocked by participating in battles and then mastered and equipped onto others, provided the original wielder is not currently in the party. In addition, during battles the battlefield will occasionally be attuned to a magic element, which creates a ley line affinity. Casting spells of the same school as the active ley lines provides stronger effects, while certain characters may also recover HP every turn. Using techs and spells of the opposite school (Shucho/Genbu, Soryu/Byakko, or Solar/Lunar) can temporarily alter the ley lines.   [foogallery id="203924"] The post Romancing SaGa 3: Destinies United Reveals More Characters, Systems appeared first on RPGamer.

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Phantom Blade Zero Review

rpgamer.comPhantom Blade Zero ReviewEnter the Wulin In ancient Chinese philosophy, yin-yang represents what Daoists consider the universe's natural state. It is a state in which opposing forces or principles coexist, interact, support, and ultimately perpetuate one another. S-Game's Phantom Blade Zero epitomizes that concept. For most of its runtime, especially the breathtaking first half, it deftly balances seemingly opposed elements as it weaves through a plot that is equally grounded and intriguingly bizarre. The game’s combat is amazingly cinematic while still demanding great player skill and involvement, and its presentation is traditionally excellent and remarkably original. While the game’s latter half fumbles the pacing of its attack scaling and reward system, keeping it from absolute perfection, Phantom Blade Zero is one of the most innovative and unique action RPGs in recent memory, firmly expressing its "kungfupunk" identity with style, grace, and aplomb. Phantom Blade Zero centers on Soul, an elite assassin and top-ranking member of The Order, a prodigious organization of talented kung fu masters. One day, The Order's leader is assassinated, and Soul is framed for the murder. In a blistering duel against Zuo Shang, Soul’s sworn blood brother, Soul’s heart is pierced, and he is left for dead. However, a mysterious entity known as the Flesh Sculptor revives him, giving Soul just 66 days to live. Soul then sets out to pursue Zuo Shang and, along the way, uncover mysteries and conflicts throughout the grander martial arts world known as the Wulin. The plot is exceptionally intriguing, with a pervasive air of mystery and oppression. As Soul travels through a decimated Wulin, he battles the Maskwalkers, a sect of faceless, powerful warriors who have shunned their humanity. Their sheer power leads many of the Wulin’s sects to form a complex web of alliances. Phantom Blade Zero’s world is rich with confrontation, tenuous alliances, and longstanding grudges, making the Wulin’s multifaceted conflicts across sects especially captivating. The game dives into many interesting themes, weaving in steampunk technology and otherworldly elements that explore fate and the transcendence of the self. While some later plot threads feel a tad rushed and rely too heavily on exposition, Phantom Blade Zero's story is well-written and strongly executed, with plenty of surprises, interesting lore, and fascinating discoveries. [caption id="attachment_203737" align="aligncenter" width="640"] Soul is the quintessential xiake hero: badass, quiet, and empathetic beneath a reserved exterior.[/caption] Phantom Blade Zero’s most remarkable and defining element is its innovative, brilliant combat system, driven by fluidity, speed, and a masterful mechanical implementation of its kung fu. The game's central mechanic is the Sha-Chi meter, which fuels blocking and Sha-Chi attack combos. Soul can dodge, block, parry with well-timed blocks, and use regular attacks or Sha-Chi combo attacks, the latter of which drains the enemy's Sha-Chi meter faster. Once enemies or Soul expend their Sha-Chi, they become Guard Broken, lose mobility, and take more damage. Soul has a wide arsenal, with three weapon categories — dual-wield, one-handed swords, and two-handed swords — and can equip two weapons he can switch between during combat, with thirty primary weapons across the entire game. Switching between weapons fully refills Sha-Chi, though weapon switching has a cooldown. To round it out, Soul has a secondary set of powerful armaments called Phantom Edges with a limited number of uses. These range from hooks and axes to gauntlet fists, and beyond turning the tide of combat, they also aid exploration by opening blocked paths or enabling traversal. Further, Soul and his primary weapons can use powerful attacks called Power Surges. Put together, Phantom Blade Zero’s combat is divine, and at its peak, some of the best in any action game, period. The best way to describe its feel is the Daoist principle of wu wei: "effortless action." Attacking and defending aren't separate; the game expects players to do both in tandem. Blocking depletes Sha-Chi, but parrying doesn't, letting players turn defense into offense. Soul’s Sha-Chi constantly clashes with the enemy’s, turning every fight into a frenetic dancing duality. Every fight is fast, furious, and thrilling, ultimately requiring supreme attention and execution. To mix things up, incredibly dangerous Blue and Red-Flash Attacks also appear; the former can be blocked, or, more aptly, parried, while the latter must be evaded at the right moment with a perfect dodge. Countering these refills Sha-Chi, triggering a "Ghoststep," and teleporting Soul behind the enemy. Enemies also have dangerous blows that darken the screen. Players should ideally dodge these, though they can block them, leaving them with only a sliver of Sha-Chi and putting them at risk of a Guard Break from a follow-up attack. Together, these elements keep players on their toes amid the heat of battle. Phantom Blade Zero impresses with its cinematic gracefulness, with every action moving smoothly and fluidly. When an enemy’s health is low, Soul can sometimes use a Phantom Edge for free or, when they are near death, perform an execution. The animations are incredible, giving the combat a rhythm unlike anything else. When facing multiple enemies, the game also uses context-sensitive animations; for example, with a dual-wield weapon, Soul will sometimes jump and split attacks between them. The level of detail is outstanding, and when all its mechanics come together, Phantom Blade Zero truly feels like a playable kung fu movie that delivers supreme cinematic flair while keeping player skill and input at the forefront. [caption id="attachment_203738" align="aligncenter" width="640"] With a hefty swig of liquor, Soul slides in for a drunken execution.[/caption] A discussion of Phantom Blade Zero is incomplete without mentioning its extraordinary boss battles, which are some of the finest and most exciting in any action RPG. The sheer creativity and effort behind each fight is phenomenal, and whether it's the leaders of different martial sects or some bizarre, horrifying corruption, Phantom Blade Zero always surprises with its ingenuity. The boss design is immaculate, especially in the first half, where many fights demand a specific approach or strategy, forcing players to switch weapons or engage with a mechanic. One fight might reward dodging more, while others make Sha-Chi combos riskier, and so on. While the mechanical bedrock of combat and the core boss design never falter — both in spectacle and player engagement — the game’s latter half has a few bosses that are less-than-ideally balanced and not quite as impressive combat-wise. By the game’s end, fighting regular enemies, cinematic brilliance and fun kung fu badassery aside, becomes somewhat trivial, largely due to the game’s progressive RPG elements. In Phantom Blade Zero, players upgrade weapons using the game’s currency, Remnant Dust, gained through combat and exploration. Weapons also require various upgrade materials found mainly through exploration but also through shops. Initially, up to the game’s midpoint, when the game's sequence of explorable levels is more linear and restrictive, this system works flawlessly. Natural progression and engagement with environmental objects or the level empower Soul’s arsenal, increase his HP, Sha-Chi, and attack, and grant accessories and various medicines that alter combat or provide buffs. Unfortunately, after the game’s midpoint, once it opens up exploration to multiple zones, the Remnant Dust economy falls apart, becomes far too plentiful, and overpowers Soul. While the late-game bosses are still fantastic, this somewhat diminishes their impact by making engagement with their mechanics less mandatory and more of a strong suggestion; players still have to execute the fundamentals, but the late-game power increase shortens battles. Regular enemies, on the other hand, become heavily trivialized by the game’s final zones, as does exploration. Combat becomes a spectacle sport: it's still mechanically engaging, but the ease of accruing Remnant Dust and the power of late-game weapons shred enemies like leaves in the wind. This is somewhat of a shame, as the weapons clearly show effort, care, and detail, with each one featuring unique attack and execution animations and tons of fun, thoughtful mechanics. Nevertheless, while the mechanical foundation of combat keeps boss fights thrilling until the end, the interactive unraveling fares worse during level exploration. [caption id="attachment_202808" align="aligncenter" width="640"] The game's ink-wash maps are gorgeous and give a generally good lay of the land.[/caption] Some areas are initially blocked off and require Phantom Edges to explore, a mechanic that feels unevenly integrated and somewhat superfluous. Early on, opening new areas in levels works wonderfully; later, exploration via Phantom Edges feels significantly less purposeful. An especially puzzling example is the map icons for some of these spots, which trivialize their discovery and only serve to make the map unnecessarily confusing; if players are expected to remember paths, they should be expected to find and remember these without indicators as well. Near the game’s end, some spots offer rewards that are entirely pointless, mostly excess weapon upgrade materials and already plentiful Remnant Dust. Visually, Phantom Blade Zero is ascendant, exuding creativity and originality in every aspect while boasting some of the most visionary art direction around. The visual landscapes are just awe-inspiring and breathtaking. Phantom Blade Zero flawlessly blends traditional Chinese imagery, architecture, and culture with steampunk and supernatural elements to create something stunningly original. Industrial, steam-billowing fortresses called Sha-Chi towers rise against lush, towering hills laced with otherworldly red string. Breathtaking vistas and landscapes like these appear around every corner, rich in color and imagination. The graphical fidelity does wonders for the game’s visual design, with Phantom Blade Zero using Unreal Engine 5 to its full potential. Every environment, house, and landscape shows an astonishing level of detail, and performance issues are largely minimal, with the game splendidly optimized. [caption id="attachment_203740" align="aligncenter" width="640"] The environmental design is just jaw-droppingly gorgeous.[/caption] Phantom Blade Zero matches that originality and quality both musically and vocally. Musically, the game fully embraces its cultural setting and traditions, incorporating frequent, masterful use of classical Chinese instruments like the erhu, guzheng, pipa, and guqin. But Phantom Blade Zero takes it further by fusing these elements with modern influences, rip-roaring electric guitars, death-metal vocals, and layered trap- and electronic-inspired beats. The soundtrack gives the boss fights, environments, and overall experience a distinctive, spectacular character, and its fusion of multiple genres is both surprising and remarkably cohesive. The voice acting, in both Chinese and English, is incredible, with compelling, dramatic performances throughout. Notably, the lip-syncing is accurate in both Chinese and English, keeping the game consistently immersive. Phantom Blade Zero is staggeringly impressive in so many ways. Its kungfupunk identity is thoroughly fleshed out by an innovative, exceptionally designed combat system that is a gorgeous love letter to wuxia tradition. Full of clear love and effort, the game’s combat — especially its ingenious bosses — ranks among the best in an action RPG or in any game, period. Although its progression systems and Remnant Dust economy unravel in the second half, the combat’s mechanical footing remains firm throughout, even as the game gradually opens up its exploration and makes combat against regular enemies trivial. With its generationally marvelous presentation, Phantom Blade Zero is ultimately a must-play experience that RPGamers shouldn’t miss. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Phantom Blade Zero Review appeared first on RPGamer.

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RPGamer Round-Up: October 18 – October 25

rpgamer.comRPGamer Round-Up: October 18 – October 25Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.     --- Editorial Content * Final Fantasy Resonance Review Final Fantasy Resonance draws heavily from the classic era of Final Fantasy while giving its pixel-art roots a more cinematic HD-2D presentation. Imani Jones notes that its mix of familiar elements and fresh ideas makes this a delightful experience that longtime fans are sure to appreciate. * Village in the Shade Review Nippon Ichi Software’s Village in the Shade blends cozy farming sim gameplay with Japanese supernatural horror. Aided by a stellar audiovisual experience and great cast of villagers, Alex Fuller discovers that this proves to be a recipe for success. * Stupid Never Dies Review Stupid Never Dies harkens back to the pop-punk era, flamboyantly expressing itself with humor and 2000s-era aesthetics. Jordan McClain finds that its presentation, breakneck roguelike progression, strong combat, and ridiculous story make for a stupidly fun experience. * Drova II: Torn Lands Impression Just2D invited RPGamer to Magdeburg, Germany, to get a hands-on look at Drova II: Torn Lands. With expanded magic, new stealth mechanics, and uncompromising old-school exploration, Erik van Asselt reports that the game is shaping up to be much more than just a fresh coat of paint on its predecessor.     --- Major Headlines * BioWare Shutting Down Electronics Arts is shutting down developer BioWare. Unsurprisingly, its closure includes the cancellation of the next Mass Effect project. * Villion: Code Sets January Release Date Idea Factory International announced a western release date for Villion: Code. The game will release in January, with pre-orders for its physical editions available now. * Vixen 357 Coming to PC and Modern Consoles This Week Ratalaika Games and Shinyuden announced that strategy RPG Vixen 357 is coming to PC and modern consoles this week. The Sega Genesis/Mega Drive game received its first English release on retro carts earlier this year. * HorrorVale Deadluxe Edition Releasing on Halloween Electric Airship and BatWorks Software announced a console release date for HorrorVale. As appropriate, the turn-based RPG’s Deadluxe Edition will release on Halloween. * Stygian: Outer Gods Fully Releasing Next Week Fulqrum Publishing and Misterial Games announced that Stygian: Outer Gods will fully release on PC next week. The Lovecraftian survival horror RPG has been in Early Access for around a year and a half. * Pool of Radiance: Ruins of Myth Drannor Arriving on Steam, GOG in November Publisher SNEG revealed that Stormfront Studios’s Pool of Radiance: Ruins of Myth Drannor is coming to Steam and GOG in early November. The classic D&D RPG will come with a selection of optional modernisation options. * Cyberpunk 2077 Gets Edgerunners 2 Update To mark the release of the Cyberpunk: Edgerunners 2 animated series, CD Projekt RED revealed a new update for Cyberpunk 2077. The update includes new Edgerunners-based content, plus other additions. * The Blood of Dawnwalker Version 1.1 Update Released Bandai Namco and Rebel Wolves released the first major post-launch update for The Blood of Dawnwalker. The update includes an option to reset skill points, a new difficulty option, more subtitle settings, and animal petting.     Other News * Ys VIII: Lacrimosa of Dana Coming to Switch 2 in February * Duskpunk Comes to PS5, Switch * Every Day We Fight Fully Released on PC * Culdcept Begins PC Version Releasing Next Week * ATOM RPG Receives New DLC * Pocket Mirror ~ GoldenerTraum Released on PS4, PS5, Switch * Critical Reflex Publishing amFM * Dungeon Crawler The Eldian Labyrinths in Development * Action RPG Eternal Blade in Development * Crymelight Demo Released * Annihilated Gets Updated Demo * Kitaria Fables 2 Physical Release Announced, Demo Released * Rise of the Spellbaker Closed Beta Announced * Being and Becoming Sets 2027 Release Window * Burning Sword: Death Sun Releasing on Steam Early Access in November * Phantom Blade Zero Gets Early Launch Trailer, Physical PS5 Release Announced * Crimson Desert’s Charting the Unknown DLC Gets Overview Trailer * New Release Round-Up (October 22, 2026) --- Podcasts * Episode 456: Audio Issues – Q&A Quest This week in Q&A Quest, we talk about Kingdom Hearts. Sadly, due to some audio issues, the first ten minutes of the episode are unavailable. * RPG Cast – Episode 830: “Bye ByeoWare” Josh stabs people in their sleep. Matt wonders who the heck is clamoring for the 3DS version of Dragon Quest XI. Chris gives a ghost a muffin and listens to their story. And we officially declare the bankruptcy of Star Trek. The post RPGamer Round-Up: October 18 – October 25 appeared first on RPGamer.

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Warrior Cats: Clans of the Forest Review

rpgamer.comWarrior Cats: Clans of the Forest ReviewEven Kittypets Get the Zoomies After more than two decades living outside the US, I've gotten used to not knowing much of anything current in books, at any level. I'd certainly never heard of the young-adult series upon which my latest reviewed game, Warrior Cats: Clans of the Forest, is based, and perhaps that is a good thing. It means that I started this title with no expectations for what content could, would, or should be included from the books, nor any standards to be missed or exceeded. As my initial reaction to seeing this game was "Yay! Kitty cats!", I can safely say that I am in a target demographic for this game, if not the demographic the marketing department might have intended. Regardless, it has been an entirely enjoyable romp. In terms of the story, the developers appear to have gone with making a game set within the world of the books while not actually using definite events from them. The wooded parkland around the lake is home to four clans of fine felines, each with their own established colony and quite mindful of borders and boundaries. The player chooses which clan to be in at the start of a story, taking the role of a juvenile kitty growing into their place within the clan. In the main story sequence, known as Prophecy Mode, this kitty will venture forth, serve the needs of the clan, make friends or enemies, and become first deputy and then possibly leader in a culmination of that clan's prophecy. For example, one might begin as Badgerpaw of RiverClan, which has suffered recently from issues with the water table. After several missions of hunting small woodland creatures, gathering vital herbs, and either making deals or dealing with various rogue felines passing through, he is promoted to deputy as Badgerpool. By the end of the tale, he receives his nine lives from the spirits of StarClan and goes on to lead RiverClan in a new and better direction as the leader Badgerstar. The game implies that on a second playthrough things might not go the same way, depending on choices and alliances made. As well, all names and most feline appearances are randomized. [caption id="attachment_198483" align="aligncenter" width="640"] Wet kitty, wild kitty, sneaking through the brush.[/caption] Playing as other clans involves different prophecies, different situations, and different outcomes, but largely the same gameplay loop and quest lines. The biggest differences lie in the terrain, as the cats of each clan live in their own quadrant of the map with its own peculiarities, and in the story of the clan colony as it unfolds between missions. None of the stories are particularly long, and the intent is definitely for multiple replays. The game's narrative is not 'epic' in the sense of being grandiose and of world-shaking importance, but rather the smaller, classical sort of 'epic', wherein the resolve of the hero and their nation is tested. But then comes the important part: zoomies. The area around the lake is a kittenish playland, with trails to run, trees to climb, boulders to hop, or the rare and treasured sunny spots to nap in for a permanent stamina boost. Side quests appear regularly between main missions, giving an excuse to explore, and if the player is ever unsure where to go, it's possible to query the StarClan, the spirits of the ancestors, to provide temporary guidance to the next plot target, or else ask the colony's tracker cat where to find specific side quest items. While there are limitations to movement, such as areas that are obviously blocked off or an inability to traverse underbrush, there is still plenty of space to run around and explore. It's too rough to be a paradise, but this section of abandoned, apparently British countryside has everything a kitty could ask for. (As a minor aside, the only bug I encountered during play involved trying to drop from a branch while an obstacle got in the way. It was resolved by a quick reset, and I only mention it because of the delicious irony that my only complaint involves my purrsona getting himself stuck in a tree.) [caption id="attachment_198479" align="aligncenter" width="640"] Good kitty, bad kitty, smack 'em in a rush.[/caption] Unfortunately, it also has plenty of other critters who aren't as happy to share space. Major threats include sinister snakes, ferocious foxes, bumbly British badgers, or Doberman doggies, all of which hit hard if they catch a cat—not to mention felines of rival clans or rogue gangs. The prey species can be a handful as well, as various birds, rodents, and rabbits do not wish to be hunted for tasty meat. The fresh-kill pile in the clan colony needs to be replenished regularly, however, so a kitty needs to sneak, stalk, and pounce from the shadows to catch their targets unawares. Combat is a simple but effective turn-based setup, with a clearly displayed action order to take into account. All combat skills have stamina costs, and if a party member runs low, they have to rest a turn to replenish some of it. As well, each attack has a stance associated with it, and the first three stances form a basic circle of strengths and weaknesses. Attack stance is the most direct for damage dealing, but is blunted by defensive stance (whether from a cautious attack skill or from resting). Trick stance gets around a strong defense, but is overwhelmed by attack stance. Beyond this trio, there's also sneaky stance, which deals critical damage but with a lower success rate, and reckless stance, which is strong but leaves a kitty open for extra damage in return. It's a simple and accessible system for the game's likely intended audience, but also provides enough depth to be interesting. The late-game critter encounters bring the difficulty up without being impossible, and there are several secret bosses to locate, if one feels like a challenge. New abilities are unlocked by completing side quests or furthering relationships with characters in the narrative, and can be trained in the colony. While some skills are available to all groups, others are clan-specific, and a few rare ones are bequeathed through the benevolent guidance of the StarClan ancestors. There is a decent amount of variety in battle skills, and while the main game isn't too difficult, there is a Defender Mode wherein the player chooses a champion to take on an unending series of opponents, as well as an online battle function to challenge friends. The latter was not available for this review, being prior to the game's actual release, but an in-game version exists for practice with members of the same clan. [caption id="attachment_198482" align="aligncenter" width="640"] New kitty, stylish kitty, painted with a brush.[/caption] The graphics are not photorealistic, but neither are they too cartoony. There is a bundled DLC package available that includes cell shading as one of its various perks, but that's a matter of preference, as the biggest differences appear to be that the colors blend a little more and that ruffled fur doesn't have an outline. The kitty creator for the player's purrsona has a decent variety of values to adjust, with body type, tail length, ear shape, belly pouch floof, muzzle length, fur pattern, and heterochromia all open for personalization at the start. Within the game itself, there are accessories to win or barter, as well as plot events that will leave a mark before they're over and done with. The feline body models move realistically and with poses familiar to any pet owner, from sneaky butt-wiggles to after-battle yawns and ear skritches. The area around the lake provides a pleasant backdrop to things. Quiet forests, abandoned campsites, fallow farmland, and rocky moors are well-rendered and perfect for zoomies. The setting helps make the game by standing behind it all. Likewise, the background music is largely understated, allowing the meows, mwrrs, and mmmmmrrowwwls of feline interaction to float past the ears. The only voice acting is provided by Richard Wells as the Narrator, who speaks for the major life events of the story as though reading from a storybook. To wind this review down, I finally look at the Warrior Cats series details and see that it has fifty-two extant volumes and counting!? Seeing the list of titles and the basic synopses, the direction of this game makes even more sense, as it appears to take the status quo from the end of the tenth book of the series, Starlight, and makes of it an open setting for fans to enjoy their own personal adventure. In doing so, it provides most of what fans of the series would want and expect of it, while keeping things reasonably accessible to players such as myself, who are in it for the kitty-cats. There are elements that could have been done better, but for the larger part it's been satisfying ear skritches and wonderful belly rubs for all. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Warrior Cats: Clans of the Forest Review appeared first on RPGamer.

Phantom Blade Zero Review

rpgamer.comPhantom Blade Zero ReviewEnter the Wulin In ancient Chinese philosophy, yin-yang represents what Daoists consider the universe's natural state. It is a state in which opposing forces or principles coexist, interact, support, and ultimately perpetuate one another. S-Game's Phantom Blade Zero epitomizes that concept. For most of its runtime, especially the breathtaking first half, it deftly balances seemingly opposed elements as it weaves through a plot that is equally grounded and intriguingly bizarre. The game’s combat is amazingly cinematic while still demanding great player skill and involvement, and its presentation is traditionally excellent and remarkably original. While the game’s latter half fumbles the pacing of its attack scaling and reward system, keeping it from absolute perfection, Phantom Blade Zero is one of the most innovative and unique action RPGs in recent memory, firmly expressing its "kungfupunk" identity with style, grace, and aplomb. Phantom Blade Zero centers on Soul, an elite assassin and top-ranking member of The Order, a prodigious organization of talented kung fu masters. One day, The Order's leader is assassinated, and Soul is framed for the murder. In a blistering duel against Zuo Shang, Soul’s sworn blood brother, Soul’s heart is pierced, and he is left for dead. However, a mysterious entity known as the Flesh Sculptor revives him, giving Soul just 66 days to live. Soul then sets out to pursue Zuo Shang and, along the way, uncover mysteries and conflicts throughout the grander martial arts world known as the Wulin. The plot is exceptionally intriguing, with a pervasive air of mystery and oppression. As Soul travels through a decimated Wulin, he battles the Maskwalkers, a sect of faceless, powerful warriors who have shunned their humanity. Their sheer power leads many of the Wulin’s sects to form a complex web of alliances. Phantom Blade Zero’s world is rich with confrontation, tenuous alliances, and longstanding grudges, making the Wulin’s multifaceted conflicts across sects especially captivating. The game dives into many interesting themes, weaving in steampunk technology and otherworldly elements that explore fate and the transcendence of the self. While some later plot threads feel a tad rushed and rely too heavily on exposition, Phantom Blade Zero's story is well-written and strongly executed, with plenty of surprises, interesting lore, and fascinating discoveries. [caption id="attachment_203737" align="aligncenter" width="640"] Soul is the quintessential xiake hero: badass, quiet, and empathetic beneath a reserved exterior.[/caption] Phantom Blade Zero’s most remarkable and defining element is its innovative, brilliant combat system, driven by fluidity, speed, and a masterful mechanical implementation of its kung fu. The game's central mechanic is the Sha-Chi meter, which fuels blocking and Sha-Chi attack combos. Soul can dodge, block, parry with well-timed blocks, and use regular attacks or Sha-Chi combo attacks, the latter of which drains the enemy's Sha-Chi meter faster. Once enemies or Soul expend their Sha-Chi, they become Guard Broken, lose mobility, and take more damage. Soul has a wide arsenal, with three weapon categories — dual-wield, one-handed swords, and two-handed swords — and can equip two weapons he can switch between during combat, with thirty primary weapons across the entire game. Switching between weapons fully refills Sha-Chi, though weapon switching has a cooldown. To round it out, Soul has a secondary set of powerful armaments called Phantom Edges with a limited number of uses. These range from hooks and axes to gauntlet fists, and beyond turning the tide of combat, they also aid exploration by opening blocked paths or enabling traversal. Further, Soul and his primary weapons can use powerful attacks called Power Surges. Put together, Phantom Blade Zero’s combat is divine, and at its peak, some of the best in any action game, period. The best way to describe its feel is the Daoist principle of wu wei: "effortless action." Attacking and defending aren't separate; the game expects players to do both in tandem. Blocking depletes Sha-Chi, but parrying doesn't, letting players turn defense into offense. Soul’s Sha-Chi constantly clashes with the enemy’s, turning every fight into a frenetic dancing duality. Every fight is fast, furious, and thrilling, ultimately requiring supreme attention and execution. To mix things up, incredibly dangerous Blue and Red-Flash Attacks also appear; the former can be blocked, or, more aptly, parried, while the latter must be evaded at the right moment with a perfect dodge. Countering these refills Sha-Chi, triggering a "Ghoststep," and teleporting Soul behind the enemy. Enemies also have dangerous blows that darken the screen. Players should ideally dodge these, though they can block them, leaving them with only a sliver of Sha-Chi and putting them at risk of a Guard Break from a follow-up attack. Together, these elements keep players on their toes amid the heat of battle. Phantom Blade Zero impresses with its cinematic gracefulness, with every action moving smoothly and fluidly. When an enemy’s health is low, Soul can sometimes use a Phantom Edge for free or, when they are near death, perform an execution. The animations are incredible, giving the combat a rhythm unlike anything else. When facing multiple enemies, the game also uses context-sensitive animations; for example, with a dual-wield weapon, Soul will sometimes jump and split attacks between them. The level of detail is outstanding, and when all its mechanics come together, Phantom Blade Zero truly feels like a playable kung fu movie that delivers supreme cinematic flair while keeping player skill and input at the forefront. [caption id="attachment_203738" align="aligncenter" width="640"] With a hefty swig of liquor, Soul slides in for a drunken execution.[/caption] A discussion of Phantom Blade Zero is incomplete without mentioning its extraordinary boss battles, which are some of the finest and most exciting in any action RPG. The sheer creativity and effort behind each fight is phenomenal, and whether it's the leaders of different martial sects or some bizarre, horrifying corruption, Phantom Blade Zero always surprises with its ingenuity. The boss design is immaculate, especially in the first half, where many fights demand a specific approach or strategy, forcing players to switch weapons or engage with a mechanic. One fight might reward dodging more, while others make Sha-Chi combos riskier, and so on. While the mechanical bedrock of combat and the core boss design never falter — both in spectacle and player engagement — the game’s latter half has a few bosses that are less-than-ideally balanced and not quite as impressive combat-wise. By the game’s end, fighting regular enemies, cinematic brilliance and fun kung fu badassery aside, becomes somewhat trivial, largely due to the game’s progressive RPG elements. In Phantom Blade Zero, players upgrade weapons using the game’s currency, Remnant Dust, gained through combat and exploration. Weapons also require various upgrade materials found mainly through exploration but also through shops. Initially, up to the game’s midpoint, when the game's sequence of explorable levels is more linear and restrictive, this system works flawlessly. Natural progression and engagement with environmental objects or the level empower Soul’s arsenal, increase his HP, Sha-Chi, and attack, and grant accessories and various medicines that alter combat or provide buffs. Unfortunately, after the game’s midpoint, once it opens up exploration to multiple zones, the Remnant Dust economy falls apart, becomes far too plentiful, and overpowers Soul. While the late-game bosses are still fantastic, this somewhat diminishes their impact by making engagement with their mechanics less mandatory and more of a strong suggestion; players still have to execute the fundamentals, but the late-game power increase shortens battles. Regular enemies, on the other hand, become heavily trivialized by the game’s final zones, as does exploration. Combat becomes a spectacle sport: it's still mechanically engaging, but the ease of accruing Remnant Dust and the power of late-game weapons shred enemies like leaves in the wind. This is somewhat of a shame, as the weapons clearly show effort, care, and detail, with each one featuring unique attack and execution animations and tons of fun, thoughtful mechanics. Nevertheless, while the mechanical foundation of combat keeps boss fights thrilling until the end, the interactive unraveling fares worse during level exploration. [caption id="attachment_202808" align="aligncenter" width="640"] The game's ink-wash maps are gorgeous and give a generally good lay of the land.[/caption] Some areas are initially blocked off and require Phantom Edges to explore, a mechanic that feels unevenly integrated and somewhat superfluous. Early on, opening new areas in levels works wonderfully; later, exploration via Phantom Edges feels significantly less purposeful. An especially puzzling example is the map icons for some of these spots, which trivialize their discovery and only serve to make the map unnecessarily confusing; if players are expected to remember paths, they should be expected to find and remember these without indicators as well. Near the game’s end, some spots offer rewards that are entirely pointless, mostly excess weapon upgrade materials and already plentiful Remnant Dust. Visually, Phantom Blade Zero is ascendant, exuding creativity and originality in every aspect while boasting some of the most visionary art direction around. The visual landscapes are just awe-inspiring and breathtaking. Phantom Blade Zero flawlessly blends traditional Chinese imagery, architecture, and culture with steampunk and supernatural elements to create something stunningly original. Industrial, steam-billowing fortresses called Sha-Chi towers rise against lush, towering hills laced with otherworldly red string. Breathtaking vistas and landscapes like these appear around every corner, rich in color and imagination. The graphical fidelity does wonders for the game’s visual design, with Phantom Blade Zero using Unreal Engine 5 to its full potential. Every environment, house, and landscape shows an astonishing level of detail, and performance issues are largely minimal, with the game splendidly optimized. [caption id="attachment_203740" align="aligncenter" width="640"] The environmental design is just jaw-droppingly gorgeous.[/caption] Phantom Blade Zero matches that originality and quality both musically and vocally. Musically, the game fully embraces its cultural setting and traditions, incorporating frequent, masterful use of classical Chinese instruments like the erhu, guzheng, pipa, and guqin. But Phantom Blade Zero takes it further by fusing these elements with modern influences, rip-roaring electric guitars, death-metal vocals, and layered trap- and electronic-inspired beats. The soundtrack gives the boss fights, environments, and overall experience a distinctive, spectacular character, and its fusion of multiple genres is both surprising and remarkably cohesive. The voice acting, in both Chinese and English, is incredible, with compelling, dramatic performances throughout. Notably, the lip-syncing is accurate in both Chinese and English, keeping the game consistently immersive. Phantom Blade Zero is staggeringly impressive in so many ways. Its kungfupunk identity is thoroughly fleshed out by an innovative, exceptionally designed combat system that is a gorgeous love letter to wuxia tradition. Full of clear love and effort, the game’s combat — especially its ingenious bosses — ranks among the best in an action RPG or in any game, period. Although its progression systems and Remnant Dust economy unravel in the second half, the combat’s mechanical footing remains firm throughout, even as the game gradually opens up its exploration and makes combat against regular enemies trivial. With its generationally marvelous presentation, Phantom Blade Zero is ultimately a must-play experience that RPGamers shouldn’t miss. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Phantom Blade Zero Review appeared first on RPGamer.

RPGamer Round-Up: October 18 – October 25

rpgamer.comRPGamer Round-Up: October 18 – October 25Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.     --- Editorial Content * Final Fantasy Resonance Review Final Fantasy Resonance draws heavily from the classic era of Final Fantasy while giving its pixel-art roots a more cinematic HD-2D presentation. Imani Jones notes that its mix of familiar elements and fresh ideas makes this a delightful experience that longtime fans are sure to appreciate. * Village in the Shade Review Nippon Ichi Software’s Village in the Shade blends cozy farming sim gameplay with Japanese supernatural horror. Aided by a stellar audiovisual experience and great cast of villagers, Alex Fuller discovers that this proves to be a recipe for success. * Stupid Never Dies Review Stupid Never Dies harkens back to the pop-punk era, flamboyantly expressing itself with humor and 2000s-era aesthetics. Jordan McClain finds that its presentation, breakneck roguelike progression, strong combat, and ridiculous story make for a stupidly fun experience. * Drova II: Torn Lands Impression Just2D invited RPGamer to Magdeburg, Germany, to get a hands-on look at Drova II: Torn Lands. With expanded magic, new stealth mechanics, and uncompromising old-school exploration, Erik van Asselt reports that the game is shaping up to be much more than just a fresh coat of paint on its predecessor.     --- Major Headlines * BioWare Shutting Down Electronics Arts is shutting down developer BioWare. Unsurprisingly, its closure includes the cancellation of the next Mass Effect project. * Villion: Code Sets January Release Date Idea Factory International announced a western release date for Villion: Code. The game will release in January, with pre-orders for its physical editions available now. * Vixen 357 Coming to PC and Modern Consoles This Week Ratalaika Games and Shinyuden announced that strategy RPG Vixen 357 is coming to PC and modern consoles this week. The Sega Genesis/Mega Drive game received its first English release on retro carts earlier this year. * HorrorVale Deadluxe Edition Releasing on Halloween Electric Airship and BatWorks Software announced a console release date for HorrorVale. As appropriate, the turn-based RPG’s Deadluxe Edition will release on Halloween. * Stygian: Outer Gods Fully Releasing Next Week Fulqrum Publishing and Misterial Games announced that Stygian: Outer Gods will fully release on PC next week. The Lovecraftian survival horror RPG has been in Early Access for around a year and a half. * Pool of Radiance: Ruins of Myth Drannor Arriving on Steam, GOG in November Publisher SNEG revealed that Stormfront Studios’s Pool of Radiance: Ruins of Myth Drannor is coming to Steam and GOG in early November. The classic D&D RPG will come with a selection of optional modernisation options. * Cyberpunk 2077 Gets Edgerunners 2 Update To mark the release of the Cyberpunk: Edgerunners 2 animated series, CD Projekt RED revealed a new update for Cyberpunk 2077. The update includes new Edgerunners-based content, plus other additions. * The Blood of Dawnwalker Version 1.1 Update Released Bandai Namco and Rebel Wolves released the first major post-launch update for The Blood of Dawnwalker. The update includes an option to reset skill points, a new difficulty option, more subtitle settings, and animal petting.     Other News * Ys VIII: Lacrimosa of Dana Coming to Switch 2 in February * Duskpunk Comes to PS5, Switch * Every Day We Fight Fully Released on PC * Culdcept Begins PC Version Releasing Next Week * ATOM RPG Receives New DLC * Pocket Mirror ~ GoldenerTraum Released on PS4, PS5, Switch * Critical Reflex Publishing amFM * Dungeon Crawler The Eldian Labyrinths in Development * Action RPG Eternal Blade in Development * Crymelight Demo Released * Annihilated Gets Updated Demo * Kitaria Fables 2 Physical Release Announced, Demo Released * Rise of the Spellbaker Closed Beta Announced * Being and Becoming Sets 2027 Release Window * Burning Sword: Death Sun Releasing on Steam Early Access in November * Phantom Blade Zero Gets Early Launch Trailer, Physical PS5 Release Announced * Crimson Desert’s Charting the Unknown DLC Gets Overview Trailer * New Release Round-Up (October 22, 2026) --- Podcasts * Episode 456: Audio Issues – Q&A Quest This week in Q&A Quest, we talk about Kingdom Hearts. Sadly, due to some audio issues, the first ten minutes of the episode are unavailable. * RPG Cast – Episode 830: “Bye ByeoWare” Josh stabs people in their sleep. Matt wonders who the heck is clamoring for the 3DS version of Dragon Quest XI. Chris gives a ghost a muffin and listens to their story. And we officially declare the bankruptcy of Star Trek. The post RPGamer Round-Up: October 18 – October 25 appeared first on RPGamer.

Warrior Cats: Clans of the Forest Review

rpgamer.comWarrior Cats: Clans of the Forest ReviewEven Kittypets Get the Zoomies After more than two decades living outside the US, I've gotten used to not knowing much of anything current in books, at any level. I'd certainly never heard of the young-adult series upon which my latest reviewed game, Warrior Cats: Clans of the Forest, is based, and perhaps that is a good thing. It means that I started this title with no expectations for what content could, would, or should be included from the books, nor any standards to be missed or exceeded. As my initial reaction to seeing this game was "Yay! Kitty cats!", I can safely say that I am in a target demographic for this game, if not the demographic the marketing department might have intended. Regardless, it has been an entirely enjoyable romp. In terms of the story, the developers appear to have gone with making a game set within the world of the books while not actually using definite events from them. The wooded parkland around the lake is home to four clans of fine felines, each with their own established colony and quite mindful of borders and boundaries. The player chooses which clan to be in at the start of a story, taking the role of a juvenile kitty growing into their place within the clan. In the main story sequence, known as Prophecy Mode, this kitty will venture forth, serve the needs of the clan, make friends or enemies, and become first deputy and then possibly leader in a culmination of that clan's prophecy. For example, one might begin as Badgerpaw of RiverClan, which has suffered recently from issues with the water table. After several missions of hunting small woodland creatures, gathering vital herbs, and either making deals or dealing with various rogue felines passing through, he is promoted to deputy as Badgerpool. By the end of the tale, he receives his nine lives from the spirits of StarClan and goes on to lead RiverClan in a new and better direction as the leader Badgerstar. The game implies that on a second playthrough things might not go the same way, depending on choices and alliances made. As well, all names and most feline appearances are randomized. [caption id="attachment_198483" align="aligncenter" width="640"] Wet kitty, wild kitty, sneaking through the brush.[/caption] Playing as other clans involves different prophecies, different situations, and different outcomes, but largely the same gameplay loop and quest lines. The biggest differences lie in the terrain, as the cats of each clan live in their own quadrant of the map with its own peculiarities, and in the story of the clan colony as it unfolds between missions. None of the stories are particularly long, and the intent is definitely for multiple replays. The game's narrative is not 'epic' in the sense of being grandiose and of world-shaking importance, but rather the smaller, classical sort of 'epic', wherein the resolve of the hero and their nation is tested. But then comes the important part: zoomies. The area around the lake is a kittenish playland, with trails to run, trees to climb, boulders to hop, or the rare and treasured sunny spots to nap in for a permanent stamina boost. Side quests appear regularly between main missions, giving an excuse to explore, and if the player is ever unsure where to go, it's possible to query the StarClan, the spirits of the ancestors, to provide temporary guidance to the next plot target, or else ask the colony's tracker cat where to find specific side quest items. While there are limitations to movement, such as areas that are obviously blocked off or an inability to traverse underbrush, there is still plenty of space to run around and explore. It's too rough to be a paradise, but this section of abandoned, apparently British countryside has everything a kitty could ask for. (As a minor aside, the only bug I encountered during play involved trying to drop from a branch while an obstacle got in the way. It was resolved by a quick reset, and I only mention it because of the delicious irony that my only complaint involves my purrsona getting himself stuck in a tree.) [caption id="attachment_198479" align="aligncenter" width="640"] Good kitty, bad kitty, smack 'em in a rush.[/caption] Unfortunately, it also has plenty of other critters who aren't as happy to share space. Major threats include sinister snakes, ferocious foxes, bumbly British badgers, or Doberman doggies, all of which hit hard if they catch a cat—not to mention felines of rival clans or rogue gangs. The prey species can be a handful as well, as various birds, rodents, and rabbits do not wish to be hunted for tasty meat. The fresh-kill pile in the clan colony needs to be replenished regularly, however, so a kitty needs to sneak, stalk, and pounce from the shadows to catch their targets unawares. Combat is a simple but effective turn-based setup, with a clearly displayed action order to take into account. All combat skills have stamina costs, and if a party member runs low, they have to rest a turn to replenish some of it. As well, each attack has a stance associated with it, and the first three stances form a basic circle of strengths and weaknesses. Attack stance is the most direct for damage dealing, but is blunted by defensive stance (whether from a cautious attack skill or from resting). Trick stance gets around a strong defense, but is overwhelmed by attack stance. Beyond this trio, there's also sneaky stance, which deals critical damage but with a lower success rate, and reckless stance, which is strong but leaves a kitty open for extra damage in return. It's a simple and accessible system for the game's likely intended audience, but also provides enough depth to be interesting. The late-game critter encounters bring the difficulty up without being impossible, and there are several secret bosses to locate, if one feels like a challenge. New abilities are unlocked by completing side quests or furthering relationships with characters in the narrative, and can be trained in the colony. While some skills are available to all groups, others are clan-specific, and a few rare ones are bequeathed through the benevolent guidance of the StarClan ancestors. There is a decent amount of variety in battle skills, and while the main game isn't too difficult, there is a Defender Mode wherein the player chooses a champion to take on an unending series of opponents, as well as an online battle function to challenge friends. The latter was not available for this review, being prior to the game's actual release, but an in-game version exists for practice with members of the same clan. [caption id="attachment_198482" align="aligncenter" width="640"] New kitty, stylish kitty, painted with a brush.[/caption] The graphics are not photorealistic, but neither are they too cartoony. There is a bundled DLC package available that includes cell shading as one of its various perks, but that's a matter of preference, as the biggest differences appear to be that the colors blend a little more and that ruffled fur doesn't have an outline. The kitty creator for the player's purrsona has a decent variety of values to adjust, with body type, tail length, ear shape, belly pouch floof, muzzle length, fur pattern, and heterochromia all open for personalization at the start. Within the game itself, there are accessories to win or barter, as well as plot events that will leave a mark before they're over and done with. The feline body models move realistically and with poses familiar to any pet owner, from sneaky butt-wiggles to after-battle yawns and ear skritches. The area around the lake provides a pleasant backdrop to things. Quiet forests, abandoned campsites, fallow farmland, and rocky moors are well-rendered and perfect for zoomies. The setting helps make the game by standing behind it all. Likewise, the background music is largely understated, allowing the meows, mwrrs, and mmmmmrrowwwls of feline interaction to float past the ears. The only voice acting is provided by Richard Wells as the Narrator, who speaks for the major life events of the story as though reading from a storybook. To wind this review down, I finally look at the Warrior Cats series details and see that it has fifty-two extant volumes and counting!? Seeing the list of titles and the basic synopses, the direction of this game makes even more sense, as it appears to take the status quo from the end of the tenth book of the series, Starlight, and makes of it an open setting for fans to enjoy their own personal adventure. In doing so, it provides most of what fans of the series would want and expect of it, while keeping things reasonably accessible to players such as myself, who are in it for the kitty-cats. There are elements that could have been done better, but for the larger part it's been satisfying ear skritches and wonderful belly rubs for all. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Warrior Cats: Clans of the Forest Review appeared first on RPGamer.

Today is the tenth anniversary of World of Final Fantasy. The spin-off game follows siblings Lann and Reynn, who find themselves in a world known as Grymoire. It features (chibified) characters from across the series and an ATB-style combat system. #RPGanniversary

Village in the Shade Review

rpgamer.comVillage in the Shade ReviewShining a Torch The team behind Nippon Ichi Software's Yomawari series has turned its hand to an interesting take on the ever burgeoning farming sim genre with Village in the Shade. Offering a fascinating blend of coziness and horror, the game combines pleasantly deep farming sim gameplay with some great supernatural atmospheric spookiness to form a fantastic cohesive experience. It's a ready recommendation to all those who have an even just a passing interesting in either genre, and maybe even wider. Players control a customisable young child, who awakens in the small Japanese mountain village of Kagatsu. Although evidently cozy, they quickly learn that all is not as it initially seems, and there is a list of strict rules the villagers are required to follow, the first of which is not to go outside at night, which are designed to protect them from numerous supernatural threats that appear to afflict the area alongside regular sacrifices. These rules -- chiefly one about not interacting with strangers -- see the player treated coldly at first, but this changes when they persuade the village head to allow them to be part of the village and to contribute to it by running the initially dilapidated farm on its outskirts. Village in the Shade does a superb job of combining farming sim coziness with Japanese supernatural horror and folklore, and the development team has crafted an ideal setting for it. Kagatsu is equally cozy and spooky depending on the time, providing a great dichotomy where one part is never too far away; while incredibly charming and peaceful during the day, it is frequently hostile at night as supernatural dangers lurk around most corners. Secrets are an important theme, and the game does a great examination of how trying to keep a secret can easily cause opposite outcomes to what was intended. [caption id="attachment_200482" align="aligncenter" width="640"] In order to become part of the village, players are tasked with running its old farm.[/caption] The village's eight rules are a major driving part of the game's story, which can be divided into eight chapters, each relating to a particular rule that gets broken in one manner or another by the player and the villagers. All of it revolves around the Kagatsu's supernatural connections and the secrets it has held across many generations, and Village in the Shade is excellent at slowly doling out new reveals and hints to keep the story ticking along, with a few crucial points along the way that help turn things on their head. There isn't any romance, but the game simply doesn't need it, and there is still plenty of platonic and familial love that emerges in the story as the characters' pasts are fully revealed and their bonds strengthen as a result. It makes for an excellent story, aided by a strong cast, great writing, and a superbly realised overall atmosphere. Each of the characters plays an important role, and uncovering all of its secrets while helping them overcome past traumas and other pressures makes for an incredibly satisfying time. It certainly helps that Village in the Shade both looks and sounds beautiful. The locations are fabulous to behold, with its brilliant art style aided by tons of little touches in lighting and effects that really bring Kagatsu to life, with all of the seasonal changes bringing further delightful alterations and adding small but crucial extra flavours to the surroundings. The style works great with the chibi-esque character sprites brought over from the Yomawari games and the more detailed character art. All of the character designs are distinct and memorable, and the various folklore sprite designs are likewise readily identifiable, with plenty of character to them. Though there is some blood, the horror very much skews towards spooky rather than gruesome. While the game doesn't include any voice acting, the music does more than enough to evoke the appropriate atmosphere of situations. The daytime tracks are a pleasure to listen to as players go about their business for the day and never get tiring, while the music and sound effects are equally great at enhancing the spookier moments at night. The audiovisual experience is a huge part of what makes the blending of coziness and horror, and it's a joy to take in throughout the sixty-plus hours that players are likely to spend with it. [caption id="attachment_200497" align="aligncenter" width="640"] The visuals and music are both exemplary and really help blend the sense of coziness and horror.[/caption] Village in the Shade has a very strong farming system with all of the traditional elements and the regular gameplay flow. Players will need to plant and water their crops before harvesting them. They can be sold directly or processed with various tools or apparatuses such as smokers, brewing casks, or beehives to create goods that can be sold for more money. Vegetables and flowers can be planted in soil, either tilled or furrowed, with fruits able to be grown on bushes and trees. In addition, there are multiple fishing spots, an especially useful money-making activity in the early game, as well as livestock to look after, a mining quarry, gathering opportunities, and hunting grounds. The amount of time players will need to devote to each system varies -- hunting is mostly optional, but quarrying is necessary to get the tool upgrades needed to bypass a particular roadblock -- but all of it comes with an appreciable level of depth, and it's very easy to get sucked into the tried-and-tested progressive gameplay loop that the genre offers. The more that the player grows a crop, the better the ingredients and resulting processed goods, which encourages players to focus their attention. Seeds can be purchased from the village's two stores, alongside numerous pieces of furniture with which the player can decorate their house, and various other items and unlocks. Many of the items players can grow or otherwise obtain are also used in requests for villagers. There are a ton of little touches that really help solidify the farming gameplay, such as letting livestock use pastures or using fencing and paths to help prevent wild grass encroachment, as well as some deeper systems such as those involving cursed seeds and plants that will give completionists plenty of challenges to come back to. All of the systems fit together nicely, ensuring that even when the player is not focusing on the story, there is still plenty for them to do to fully build up their farm and home. Quarrying also has its own progression challenge, with the quarry made up of over a hundred floors and fast travel between them unlocked every ten floors. [caption id="attachment_200491" align="aligncenter" width="640"] The night offers many dangers.[/caption] Players will frequently find themselves woken up at night by knocking at their door and invited to venture around the village and its surroundings. In addition to main story events, the nighttime also includes an array of supernatural encounters in the village itself. The game also includes a small selection of boss encounters, which act as solid and appropriate climaxes to their particular story chapters. The game's encounters are not combat in the true sense of the word; players instead need to avoid the enemy's attacks and other dangers, potentially using tools to remove them, until they go into a clearly vulnerable state. There is a small bit of puzzle solving, but the hints in the main story encounters always make the solutions or actions needed fairly obvious. The same cannot necessarily be said for the general night events, and some are a lot more obtuse than others, but the game is largely friendly to players. Failing a story event simply allows them to retry it or return to the start of the day, while getting knocked out during any other encounter sees them wake up the next day as normal, just with less stamina and health. There's always some benefit to be found from venturing out at night, as these times are usually the best way to obtain magatamas, which are used at the shrine near the player's farm to unlock new path and fence options as well as additional passive upgrades. Other character progression is tied to stamina and health, which also makes use of nighttime encounters. The limited amount of early stamina quickly runs out on farming and other activities, being restored by eating food, so early on players will want to find and follow the fox that takes them to a shrine where they can offer goods to increase their stamina. Similar to the farming sim gameplay, there are plenty of optional challenges and tasks to be found that will keep completionists satisfied for many days after the story is completed. Village in the Shade brings to mind some thematic comparisons to Square Enix's Harvestella. Both games have taken a strong, established base gameplay template, but used some impressive ambition to build upon it and take it in a new direction. In this case, Nippon Ichi Software has crafted an incredibly successful experience where both its cozy and horror elements help enhance the other and blend into an excellent experience thoroughly worth the time spent with it.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Village in the Shade Review appeared first on RPGamer.

New Release Round-Up (October 22, 2026)

rpgamer.comNew Release Round-Up (October 22, 2026)Welcome to RPGamer's new release round-up. In this column, we look to provide our readers with details on the major RPGs released since our last update. Please note we do not currently include Early Access releases where the game is still in development. Pricing is shown in US dollars before application of any discounts, local pricing may vary. --- Back to the Dawn Platform: PlayStation 5 (previously released on PC, Xbox One, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2) Publisher: Clouded Leopard Entertainment, Spiral Up Developer: Metal Head Games Available: PlayStation Store Price: $34.99 Anthropomorphic prison escape RPG Back to the Dawn sees players choose from two protagonists — reporter Thomas the Fox or undercover agent Bob the Panther — with both having their own twenty-hour storyline. The game features over a hundred quests, multiple escape routes with their own risks and rewards, and multiple endings. --- Demons' Night Fever Platform: PC, PlayStation 5, Nintendo Switch Publisher: Arc System Works Developer: Drecom, SuperNiche Available: Steam, PlayStation Store, Nintendo eShop Price: $39.99 “Speedrun-training simulation RPG” Demons’ Night Fever follows the devil Giga Super Death, who forms a pact with a young man named Killshiro Katanaka, who despises the world. The pair set out to unleash evil on the world, with a story that features rapidly changing situations between each chapter. The game includes the Peon Exploitation System combat mechanic, which encourages players to sacrifice and resurrect their own allies. Those looking to read more about the game can check out Jordan McClain’s interview with Sohei Niikawa and impression from Anime Expo. --- Duskpunk Platform: PlayStation 5, Nintendo Switch (previously released on PC) Publisher: Clockwork Bird Developer: Clockwork Bird Available: PlayStation Store, Nintendo eShop Price: $19.99 Tabletop-inspired RPG Duskpunk takes place in the steampunk city of Dredgeport and follows an ex-soldier who recently escaped death. The game is billed as taking inspiration from narrative adventure games such as Citizen Sleeper. Players are tasked with gathering friends and allies to spark revolution, with a branching narrative shaped by players’ choices. They must survive in a world consumed by war, tracking their character’s health, energy, and stress, and developing skills in their chosen field of work. --- Every Day We Fight Platform: PC Publisher: Clockwork Bird Developer: Clockwork Bird Available: Steam, GOG Price: $29.99 (60% launch discount) Strategy RPG Every Day We Fight sees citizens on either side of an ongoing war banding together as the alien Rifters seek to harvest the world’s resources. The Rifters have caused time to freeze for most of the world, but a group of three characters has escaped that fate only to instead discover that every time they die, time resets. Players can explore the city in real-time, taking on a variety of mission types and potentially targeting secondary objective such as rescuing citizens. With every time loop, characters’ acquired experience and skills remain, with everything discovered in one loop available from the start of the next. The game had spent just over a year in Early Access. --- Final Fantasy Resonance Platform: PC, PlayStation 5, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2 Publisher: Square Enix Developer: Square Enix Available: Steam, PlayStation Store, Xbox Store, Nintendo eShop (Switch), Nintendo eShop (Switch 2) Price: $49.99 Final Fantasy Resonance is a turn-based RPG based on the first story arc of mobile game Final Fantasy Brave Exvius, using Square Enix’s HD-2D graphics engine. It follows Rain, commander of the airship squadron in Grandshelt, the Kingdom of Knights, which is blessed by the power of crystals. He receives a royal decree to investigate the waning barrier of the Earth Shrine, where he encounters a mysterious man who shatters the Earth Crystal. After returning to a Grandshelt under attack by the man and managing to rescue the king, he sets out on a journey to try and protect the remaining crystals. Those looking to read more can check out Imani Jones's review of its PlayStation 5 version. --- Stupid Never Dies Platform: PC, PlayStation 5 Publisher: Sega, GPTRACK50 Inc. Developer: GPTRACK50 Inc. Available: Steam, PlayStation Store Price: $39.99 (10% launch discount) Action RPG Stupid Never Dies  set in the aftermath of the Great War, where humanity is on the brink of extinction and the world is ruled by monsters including werewolves, lizardmen, skeletons, and more. It follows bottom-rung zombie Davy, who discovers the human girl Julia frozen to death in a freezer in a shopping mall. Falling in love at first sight, he resolves to bring her back to life and, in a twist of fate, steals a meal that grants him powerful new abilities. Those looking to read more can check out Jordan McClain's review of its PlayStation 5 version. --- Pocket Mirror ~ GoldenerTraum Platform: PlayStation 4, PlayStation 5, Nintendo Switch (previously released on PC) Publisher: KOMODO Developer: AstralShift, VisuStella Available: PlayStation Store, Nintendo eShop Price: $19.99 (20% launch discount on Switch) Gothic horror RPG Pocket Mirror ~ GoldenerTraum is focused on exploration and puzzle-solving. Players control the main character, who is searching for her true identity in a bizarre and mysterious world. It features multiple endings, with the GoldenerTraum version adding a new ending, upgraded visuals, 2D animated sequences, and new features. --- Vixen 357 Platform: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch (originally released on Sega Genesis/Mega Drive) Publisher: Shinyuden, Ratalaika Games Developer: NCS Corporation, Extreme Available: Steam, PlayStation Store, Xbox Store, Nintendo eShop Price: $5.99 Strategy RPG Vixen 357 was originally released in Japan in 1992. The game is set Vixen 357 is set in the year 2396, where high-mobility armored troopers called Vectors have been secretly developed to replace the previous SERD weapons. Players command Slash Unit, a group training to pilot Vectors after it is attacked by a mysterious unit. The PC and console version includes an in-game gallery, rewind and turbo functions, optional cheats, a save state function, and multiple screen filters. --- Sales Links * Steam * GOG.com * The Humble Store * PlayStation Store (North America) * PlayStation Store (Europe) * Xbox Store * Nintendo eShop (North America) * Nintendo eShop (Europe) The post New Release Round-Up (October 22, 2026) appeared first on RPGamer.

BioWare Shutting Down

rpgamer.comBioWare Shutting DownElectronics Arts announced that developer BioWare is shutting down. The announcement comes alongside four hundred layoffs across the Electronics Arts group and the cancellation of the next Mass Effect title, which was in early development. BioWare posted the following message: --- For more than 30 years, BioWare has been more than a studio. It has been a home for storytellers, developers, and the players who brought our worlds to life. Baldur's Gate. Neverwinter Nights. Star Wars: Knights of the Old Republic. Dragon Age. Mass Effect. Anthem. Now, after more than three decades of shared adventures, BioWare is closing and early development on the next Mass Effect project is ending. There is nothing easy about writing those words. Our focus right now is on our incredibly talented team who put their hearts into these games, and supporting on another through this transition. What generations of BioWare built together is something to celebrate and remember. These games became so much more because you played them, debated your choices, fell in love with the characters, and made these worlds your own. From all of us at BioWare, thank you for being the most meaningful part of our story. --- BioWare was founded in 1995 and acquired by Electronics Arts in 2007. Those looking to read more about BioWare can read RPGamer's recent retrospective feature on the studio. The post BioWare Shutting Down appeared first on RPGamer.

Cyberpunk 2077 Gets Edgerunners 2 Update

rpgamer.comCyberpunk 2077 Gets Edgerunners 2 UpdateCD Projekt RED announced a version 2.5 update for Cyberpunk 2077 to coincidence with the release of the Cyberpunk: Edgerunners 2 animated series, a follow-up to the 2022 Cyberpunk: Edgerunners series. The update will be available on October 22, 2026, for PC, Mac (except Mac App Store version), PlayStation 5, and Xbox Series X|S, with the Nintendo Switch 2 and Mac App Store versions to receive it at a later date. The update will include new Edgerunners-related content with a new side quest, Clampdown, which is set before the events of Cyberpunk: Edgerunners 2, as well as a new five-piece gear set based on the character King obtainable during the side quest, and a new radio station that including a selection of tracks from Edgerunners series. Other new content includes five new outfit sets, new hairstyle options for V, customisable hand cyberware, pistol and revovler dual-wielding, a new guided tour side quest, cross-platform mod support, new photo mode options, and more. Full details about the update can be found on the game's official website. Cyberpunk 2077 originally released in 2020. It is based on Mike Pondsmith and R. Talsorian Games’ Cyberpunk tabletop RPG and follows V, a player-created character in Night City who is left for dead after a failed heist and becomes entwined with the legendary figure Johnny Silverhand, played by Keanu Reeves. The game received both a major Update 2.0 patch as well as the Phantom Liberty expansion in 2023. Those looking to read more about the Phantom Liberty expansion and Update 2.0 release can check out RPGamer’s Deep Look.     The post Cyberpunk 2077 Gets Edgerunners 2 Update appeared first on RPGamer.

Villion: Code Sets January Release Date

rpgamer.comVillion: Code Sets January Release DateIdea Factory International announced that Compile Heart's Villion: Code will release in North America and Europe on January 26, 2027. The game -- released in Japan earlier this year -- will be available digitall on PC, PlayStation 4, PlayStation 5, Nintendo Switch, and Nintendo Switch 2. It will also receive a physical release for PlayStation 4, PlayStation 5, and Nintendo Switch in North America, and on PlayStation 5 in Europe, available to pre-order now through Idea Factory International's online store (North America, Europe, UK). The company also updated the game's official website with new system and character information. Villion: Code is set in a near future where humanity teeters on the brink of extinction. The game takes place around the Adhvan Resilience School, which was founded to take a stand against the incoming calamity. However, one day creatures known as GEMs begin attacking people and force the academy and surrounding city to seal itself off using a mysterious bubble, with those trapped inside having to face the burden of their sins. The game sees players explore Adhvan City and the Sankhara Space Time, which consists of randomly-generated, tube-shaped dungeons inspired by Buddhism’s Ten Evils. Party members wield Genome Arms, mutated weapons with unique attack traits, and switch seamlessly between melee and ranged combat as they take on GEMs and dungeon gimmicks. The game is produced by Kouji “Cozy” Okada, co-creator of the Megami Tensei and Persona series, with other developers including artist Ilya Kuvshinov, scenario writer Tadashi Satomi (Persona and Persona 2), and composer Tsukasa Masuko (early Megami Tensei and Shin Megami Tensei titles).   The post Villion: Code Sets January Release Date appeared first on RPGamer.

RPGamer reposted

Read my impression of Drova 2. I think @just2d.bsky.social is cooking up something special and what I saw last week in Magdenberg made me very hungry for more.

RPGamer@rpgamer.com

Drova II: Torn Lands Impression

rpgamer.comDrova II: Torn Lands ImpressionAfter spending over six hours with this early alpha build, it’s safe to say I can’t wait to spend even more time in this world. Just2D invited RPGamer to Magdeburg, Germany, to reveal its upcoming game, Drova II: Torn Lands. There, I was introduced in the story behind the game: Just a month after the successful release of Drova: Forsaken Kin, it was apparent the developers had a hit on their hands, prompting them to immediately begin work on a sequel. At first glance, Drova II: Torn Lands might seem like simply “more Drova,” but the extended early-alpha demo quickly made it clear that the sequel is aiming to be much more than that. Drova II: Torn Lands takes place a few decades after the events of the first game. The Dark Fog is gone, and with the Divinities freed, magic has returned to the land. Yet a massive ravine has split the realm in two. Exploring this handcrafted pixel-art open world reveals a society shaped by two major factions: the Bear Mother and the Great Ram, each built around their respective Divinity. The visual improvements over its predecessor are subtle at first, but impactful. The sprite work is considerably sharper, shadows in the pixel art add real depth, and a stronger color contrast brings the environments to life. While this early build reused the interface from the original game, Just2D noted that a completely overhauled UI is currently in development for the full release. [caption id="attachment_71361" align="aligncenter" width="640"] An unbearable fight.[/caption] Every NPC has a distinct daily routine, backstory, and place within the world. During the demo, this was best showcased when assisting a struggling local farm. Between managing a bad harvest, resolving internal bickering, and clearing out a monster infestation, the quest design highlights Just2D's core philosophy: no quest markers, no hand-holding, and an uncompromising focus on player agency. One character told me their secret hiding spot that they used during the night, where they smoked their mind-numbing herbs. Instead of marking it on a map, following a trail, or using any GPS-style mechanics, I got directions to a dead bush which shrouded another hidden path. Navigating this way made me feel like I was truly exploring the world and learning to recognize its landmarks. This was already a strong point in the previous game, and it is great to see it remain a mainstay. At its core, combat in Drova II: Torn Lands is a refined evolution of its predecessor. It retains the fast-paced, deliberate fights, but reworkings to skills and the dodge-dash mechanic make moment-to-moment encounters feel significantly smoother and more fluid. Don't expect a walk in the park, though. Players will be seeing the game over screen plenty of times. The challenging difficulty remains fully intact. During my demo session alone, the game wasted no time trying to kill me with swarms of bloodflies, hordes of water rats, and a very lethal bear. [caption id="attachment_203330" align="aligncenter" width="640"] Finding that Rustmoss[/caption] Beyond returning options like the sword, shield, spear, and axe, Drova II introduces exciting new ways to build their characters. Players can now become a Combat Druid using the new Seal weapon class, which allows players to fight with a sword while casting spells. Striking enemies seven times charges players’ seal magic, unleashing distinct tactical effects based on their equipped seal, such as imbuing their slashes with magical energy for ranged attacks or summoning small wisps to fight alongside them until they take damage. Also, joining either the Bear Mother or Great Ram factions isn't just a story choice. It also has a huge influence on players’ play styles by unlocking unique combat styles and gear abilities tailored to each side. Another major addition driven directly by player feedback is the addition of stealth. Sneaking was one of the most requested features from the community, and its inclusion now lets lets players slip past enemies, pickpocket more efficiently, or land devastating ambush strikes on unsuspecting foes (or townspeople). Furthermore, while the bow was purely a secondary tool in the first game, archery has been overhauled into a fully viable primary combat option, opening up even more tactical freedom in how how players tackle the unforgiving Torn Lands. After spending over six hours with this early alpha build, I can safely say I can’t wait to spend even more time in this world. Drova II: Torn Lands feels much more than just the original game with a fresh coat of paint. The world feels truly alive, and the expanded combat mechanics clicked for me almost immediately. I fell in love with the Seal weapon and spent my entire playthrough running as a Combat Druid. I could go on about the excellent writing, memorable character interactions, and dynamic quests I encountered along the way, but my biggest takeaway is simple: even without a confirmed release date yet, Drova II is shaping up to be a phenomenal sequel that interested parties should definitely keep on their radar.   Disclosure: This article is based on an early build of the game provided by the publisher during a dedicated preview event. The post Drova II: Torn Lands Impression appeared first on RPGamer.

Drova II: Torn Lands Impression

rpgamer.comDrova II: Torn Lands ImpressionAfter spending over six hours with this early alpha build, it’s safe to say I can’t wait to spend even more time in this world. Just2D invited RPGamer to Magdeburg, Germany, to reveal its upcoming game, Drova II: Torn Lands. There, I was introduced in the story behind the game: Just a month after the successful release of Drova: Forsaken Kin, it was apparent the developers had a hit on their hands, prompting them to immediately begin work on a sequel. At first glance, Drova II: Torn Lands might seem like simply “more Drova,” but the extended early-alpha demo quickly made it clear that the sequel is aiming to be much more than that. Drova II: Torn Lands takes place a few decades after the events of the first game. The Dark Fog is gone, and with the Divinities freed, magic has returned to the land. Yet a massive ravine has split the realm in two. Exploring this handcrafted pixel-art open world reveals a society shaped by two major factions: the Bear Mother and the Great Ram, each built around their respective Divinity. The visual improvements over its predecessor are subtle at first, but impactful. The sprite work is considerably sharper, shadows in the pixel art add real depth, and a stronger color contrast brings the environments to life. While this early build reused the interface from the original game, Just2D noted that a completely overhauled UI is currently in development for the full release. [caption id="attachment_71361" align="aligncenter" width="640"] An unbearable fight.[/caption] Every NPC has a distinct daily routine, backstory, and place within the world. During the demo, this was best showcased when assisting a struggling local farm. Between managing a bad harvest, resolving internal bickering, and clearing out a monster infestation, the quest design highlights Just2D's core philosophy: no quest markers, no hand-holding, and an uncompromising focus on player agency. One character told me their secret hiding spot that they used during the night, where they smoked their mind-numbing herbs. Instead of marking it on a map, following a trail, or using any GPS-style mechanics, I got directions to a dead bush which shrouded another hidden path. Navigating this way made me feel like I was truly exploring the world and learning to recognize its landmarks. This was already a strong point in the previous game, and it is great to see it remain a mainstay. At its core, combat in Drova II: Torn Lands is a refined evolution of its predecessor. It retains the fast-paced, deliberate fights, but reworkings to skills and the dodge-dash mechanic make moment-to-moment encounters feel significantly smoother and more fluid. Don't expect a walk in the park, though. Players will be seeing the game over screen plenty of times. The challenging difficulty remains fully intact. During my demo session alone, the game wasted no time trying to kill me with swarms of bloodflies, hordes of water rats, and a very lethal bear. [caption id="attachment_203330" align="aligncenter" width="640"] Finding that Rustmoss[/caption] Beyond returning options like the sword, shield, spear, and axe, Drova II introduces exciting new ways to build their characters. Players can now become a Combat Druid using the new Seal weapon class, which allows players to fight with a sword while casting spells. Striking enemies seven times charges players’ seal magic, unleashing distinct tactical effects based on their equipped seal, such as imbuing their slashes with magical energy for ranged attacks or summoning small wisps to fight alongside them until they take damage. Also, joining either the Bear Mother or Great Ram factions isn't just a story choice. It also has a huge influence on players’ play styles by unlocking unique combat styles and gear abilities tailored to each side. Another major addition driven directly by player feedback is the addition of stealth. Sneaking was one of the most requested features from the community, and its inclusion now lets lets players slip past enemies, pickpocket more efficiently, or land devastating ambush strikes on unsuspecting foes (or townspeople). Furthermore, while the bow was purely a secondary tool in the first game, archery has been overhauled into a fully viable primary combat option, opening up even more tactical freedom in how how players tackle the unforgiving Torn Lands. After spending over six hours with this early alpha build, I can safely say I can’t wait to spend even more time in this world. Drova II: Torn Lands feels much more than just the original game with a fresh coat of paint. The world feels truly alive, and the expanded combat mechanics clicked for me almost immediately. I fell in love with the Seal weapon and spent my entire playthrough running as a Combat Druid. I could go on about the excellent writing, memorable character interactions, and dynamic quests I encountered along the way, but my biggest takeaway is simple: even without a confirmed release date yet, Drova II is shaping up to be a phenomenal sequel that interested parties should definitely keep on their radar.   Disclosure: This article is based on an early build of the game provided by the publisher during a dedicated preview event. The post Drova II: Torn Lands Impression appeared first on RPGamer.

Final Fantasy Resonance Review

rpgamer.comFinal Fantasy Resonance ReviewA Final Fantasy for RPGamers I’ve always been a fan of what Square Enix has done with HD-2D, and its games have only gotten better with each release. Final Fantasy Resonance is the first Final Fantasy to receive the HD-2D treatment, taking the familiar pixel-art foundation in a more cinematic direction with expressive 3D environments and dynamic camera work. Based on the first story arc of Final Fantasy Brave Exvius, the game follows Rain, Lasswell, and Fina as they set out on a journey involving the Crystals and a threat capable of destroying their world. At the same time, Resonance clearly draws inspiration from Final Fantasy V and Final Fantasy VI in how it approaches party building and character identity. After playing through Resonance, it is clear that HD-2D found its perfect home in Final Fantasy. The story begins with Rain and Lasswell investigating strange disturbances surrounding the Earth Shrine, where they encounter Veritas of the Dark. Their attempt to stop him ends with the destruction of the Earth Crystal, forcing the two to set out with Fina in search of the remaining Crystals. The journey quickly expands from there, taking the trio across the world as they learn more about the forces threatening the Crystals and the people caught up in the conflict. The adventure is full of that classic Final Fantasy charm, complete with airships, summons, interesting characters, and plenty of new places to discover. Those familiar with Final Fantasy Brave Exvius will already know the story, but Resonance makes several changes to how it is presented. Dialogue has been rewritten, and some events have been adjusted, giving the characters more room to develop throughout the journey. Rain benefits the most from these changes, with his relationship with his father, Raegen, and his growing sense of responsibility developing more naturally. The original story already had a strong foundation, but these additions make it even better here. The character-focused side stories are also a nice touch. Overall, the main story is well delivered, with strong dialogue and plenty of personality, although some of its more dramatic moments lean heavily into shonen territory. There are also a few deus ex machina moments that make certain developments feel a little too convenient, but the storytelling itself is still excellent. [caption id="attachment_202893" align="aligncenter" width="640"] Airships are a Final Fantasy tradition.[/caption] Classic Final Fantasy characters are woven into the world through Visions, discoverable at Sanctums of Light scattered across the map. Finding one unlocks a short sequence that revisits part of that character's original story, which is a fun callback for longtime fans. These scenes can potentially spoil major moments from the original games, but for anyone already familiar with those stories, they are a huge dose of nostalgia and a great way to celebrate the series' history. These callbacks also strengthen Resonance's connection to the wider Final Fantasy series, making the journey feel like a true celebration of the franchise. Visions also play an important role in combat and party customization. Each one can be equipped to a character and provides a set of skills that generally match the character it represents. Cloud, for example, has powerful melee attacks, while Terra specializes in powerful spells. Mastering a Vision unlocks additional abilities and passive skills that can then be equipped alongside a different Vision, letting characters keep some of the strengths they have picked up from other heroes. Later in the game, players can also acquire Visions unique to Resonance through side quests. Combined with each character's base stats and skills, this creates some extremely interesting options for building the party. [caption id="attachment_202894" align="aligncenter" width="640"] A familiar face on the Big Bridge.[/caption] At its core, Final Fantasy Resonance is a return to the classic turn-based combat of the series, with a turn-order system similar to Final Fantasy X. The timeline at the top of the screen shows when each character and enemy will act, giving players a clear idea of what is coming next and making it easier to plan ahead. Enemies have both a health bar and a stagger gauge, and depleting the latter prevents them from taking their next turn while also lowering their defense. This creates opportunities to focus on staggered enemies before they can recover, especially when several foes are close to being staggered at once. When every enemy is staggered, the party can trigger a Sweeping Stagger and enter an Extra Phase, allowing a Vision to unleash its Resonance. These powerful attacks function much like Limit Breaks, each offering a devastating signature move based on the Vision used. Resonances tied to classic Final Fantasy characters are also accompanied by full CG cutscenes, giving these attacks an appropriately grand presentation. Other Final Fantasy staples make a return as well, including Overkills and summoning Espers in battle. Espers fight alongside the party before unleashing a powerful attack of their own, so they play a more active role in combat. The visuals are nothing short of spectacular, taking the beautiful pixel art of the SNES-era Final Fantasy games and combining it with the grand spectacle that has defined the series' later entries. Detailed 3D environments surround the pixel-art characters, while dramatic camera angles, lighting, effects, and beautifully animated battles make the classic art style look better than ever. The environments are also impressively varied, from lush forests and sprawling towns to snowy mountains, deserts, and grand castles, each with its own distinct look. The aesthetic captures captures classic Final Fantasy charm without feeling trapped by it. The presentation feels both nostalgic and modern, setting a new standard for what HD-2D can achieve. It is truly a sight to behold. [caption id="attachment_202895" align="aligncenter" width="640"] The Colosseum is open for business once again.[/caption] The soundtrack is every bit as impressive as the visuals, with excellent battle themes and memorable music for the towns and other areas throughout the world. Each location has its own musical identity, and the tracks fit their surroundings so well that they would not feel out of place in a mainline Final Fantasy game. The battle themes are especially strong, particularly during the game's more intense encounters. The soundtrack also does a fantastic job of reinforcing the atmosphere of each area, whether the music is calm and inviting in a town or more imposing when danger is nearby. With music carried over from Final Fantasy Brave Exvius alongside 33 new tracks created for Resonance, there is a huge amount to enjoy here. Final Fantasy Resonance does an outstanding job of recreating what made the classic Final Fantasy games so beloved. It captures the feeling of starting a new Final Fantasy game and wanting to see where it leads, with some of the best pacing in any RPG. Square Enix has been refining HD-2D for years, and Resonance is its strongest showcase yet. Most importantly, it is a reminder of just how timeless the foundation of Final Fantasy really is. The series has changed enormously over the decades, but Resonance shows that Square Enix can bring the best of the classic and modern eras together. This is truly a Final Fantasy for RPGamers.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Final Fantasy Resonance Review appeared first on RPGamer.

RPGamer reposted

Stupid Never Dies Review

rpgamer.comStupid Never Dies ReviewStupid Fun When I was growing up in the 2000s, pop-punk was everywhere. Avril Lavigne, Blink-182, and My Chemical Romance dominated the airwaves and infected the culture; skateboarding and associated fashion experienced a prominent surge in popularity, and shopping malls experienced their last moment of cultural prominence before going into their death throes. Stupid Never Dies cultivates that aesthetic perfectly, crossing it over with an apocalyptic plot full of monsters and wackiness, and incorporating some outrageously fun roguelike mechanics for good measure. Rocking it out with eccentric presentation, the gameplay is an engaging, well-paced blast, even if it could use some balance tweaks in the latter third of the game. Further boosted by its endearing cast and entertaining plot, Stupid Never Dies is a brilliant roguelike experience. The game’s premise surrounds the aftermath of an apocalyptic war between humans and monsters. Originally, humans dominated monsters, captured them, and publicly ridiculed them, eventually torturing and executing them. This led the monsters to rebel, sparking the "Great War," wherein the monsters, using Overtechnology (OT), exterminated nearly all of humanity and solidified their rule over the planet under their leader, KOM, King of Monsters. In the aftermath, dim-witted zombie Davy wanders into a seemingly abandoned shopping mall. In an ice cream store freezer, he finds a frozen human girl, Julia, and immediately falls in love with her. By a twist of fate, Davy gains the ability to "Style Eat" after consuming a phoenix egg, allowing him to absorb enemies' powers by eating them. With a wacky cast around him, he sets out to revive the girl he loves and, along the way, maybe even defeat KOM. [caption id="attachment_203089" align="aligncenter" width="640"] Don't judge. He was hungry![/caption] What makes Stupid Never Dies’ plot so amusing is its bizarre, oddball humor, which is largely due to its tight, snappy, and charming writing. This is best represented in its diverse, varied cast of characters: Acelino, a chihuahua man – not a werewolf – who is technologically adept and fancies himself as a ladies’ man; Bessie, a tough, no-nonsense zombie biker who runs a burger joint; Goyle, a gargoyle in a shopping cart whose analytical support brilliance is often plagued by forgetfulness; and Dr. Frank Steiner, a genius cyborg human whose intelligence and eccentricity push Davy forward. As a combined team, they have a hilarious dynamic and plenty of memorable lines and comical moments. While well-written humor keeps Stupid Never Dies hilarious, its deeper lore and plot are no slouches either, and the game keeps its ridiculous plot surprisingly coherent even in its more serious, dramatic moments. While it’s played for laughs, Davy’s love for Julia is handled with unexpected nuance and maturity in certain moments. Further, the war itself, Davy’s refusal to participate, and the other characters’ involvement are fascinating and believable. It’s not perfect by any means; there are a few hiccups in the pacing or delivery of the writing, and it sometimes feels like the game offers substance about a character but then doesn’t fully deliver their story to a satisfying conclusion. Nevertheless, the story sticks out as an overall positive, and a wacky pleasure to the end. On his journey to defeat KOM, Davy enters a roguelike dungeon through a toilet, flushing himself into the abyss to fight monsters. Dungeons are separated into layers, each home to dangerous enemies that grow increasingly strong the deeper Davy goes. Layers are further divided into one or more floors, separated by a Landing Area where players can rest and prepare for the next floors. Players are on a timer, and when it runs out, their health quickly depletes, adding tension and urgency to each dive. Defeating monsters increases Davy’s Growth Rate, boosting his experience gain even if he collapses mid-dive and letting him level up faster each run. [caption id="attachment_203090" align="aligncenter" width="640"] Davy can adopt eleven Styles: Zombie, Werewolf, Harpy, Golem, Vampire, Will-O'-The-Wisp, Cyclops, Snow Fairy, Merman, Lich, and Demon.[/caption] Combat centers on Style Eat, which lets Davy use Bite to eat enemies' cores and transform into them. Enemies are separated into Weak Enemies, Elite Enemies, and bosses. Biting Weak Enemies can grant one-time-use Instant Skills, while Elite Enemies occasionally drop their cores, letting Davy transform into a different Style with unique abilities, including Style Skills and other Style-specific tangibles. Styles only last for a maximum of three floors. With each level-up, Davy can choose from various Level-Up receipts that grant a wide range of abilities, including stat boosts and Zombie Style skills. Together, the combat is a straight-up delight, largely thanks to the different Styles and the approaches players can adopt. A floor limit on how long a player can use a Style means players must carefully consider which new ones to adopt or keep, and it forces them to contend with all eleven. Luckily, all the Styles are fluid and exciting to use and, for the most part, remarkably well-balanced. Further, the exponential increase in experience gain across runs, even failed ones, keeps the game’s pacing fast and furious and prevents it from becoming a repetitive slog, doing wonders for keeping the experience engaging throughout. Combat offers an adequate level of challenge, and the randomization feels deftly incorporated, with just the right balance of luck and player skill. However, in the late game, experience gains do somewhat outpace the game’s generally fair challenge, though this is a minor issue. In combat, biting doesn’t just grant Davy skills; it also heals the player and does heavy damage. The game generally limits Davy to two bites at once, with the bite gauge charged through attacks or, more quickly, through Stupid Parries. Parrying allows Davy to turn permanent damage into temporary, recoverable damage, which can be gained back through a bite. This baseline mechanic is the glue that holds the entire experience together, giving players just the right amount of agency and room for error in combat without trivializing the roguelike structure. Combat has a few issues in practice, though, namely a few highly mobile bosses. Sometimes, Davy can’t keep up with these bosses on the ground, and the lack of a lock-on mechanic makes these fights frustrating exercises in keeping the camera focused on the action while desperately trying to get in range. This isn't too much of an issue, especially since the game has helpful indicators that show when off-screen attacks are happening, but it keeps the combat from reaching its full ceiling and is worth mentioning nonetheless. [caption id="attachment_203091" align="aligncenter" width="640"] Enemies are always introduced in style.[/caption] Beyond the temporary dive-specific power increases, Stupid Never Dies offers players a handful of ways to permanently increase Davy’s power through various mall shops run by his team members. Bessie’s Burgers lets players use OT Energy, the game’s currency, to purchase new Level-Up Receipts, giving Davy access to a wider variety of skills. Acelino’s tattoo-shop-turned-tech-workstation develops OT armaments Davy can equip to his head, arms, and legs, essentially functioning like armor and weapons, whereas Mino’s Ice Cream lets Davy turn boss spoils into permanent stat increases or alter random dungeon elements. Generally, these are well incorporated and give the game satisfying interactive mechanics that aid progression, although Acelino’s Body Hack mechanic suffers from gear modification becoming available way too late in the game. This makes it harder to engage with than it should be, and it makes scrapping old gear useless for far too long. Stupid Never Dies’ presentation is where it really stands out, both sonically and visually. The game oozes style throughout, with plenty of odd newspaper cutouts and juvenile drawings splattered in every corner, plus an abundance of color and flair, especially in the game’s characters and various level designs. Art Director Genseki Tanaka deserves heavy praise; the overall style screams pop-punk in the best way without feeling derivative, and fans of Suda51’s Lollipop Chainsaw will feel right at home. The music marvelously fleshes out the game’s identity, with nasally, angsty lyrics and loud, in-your-face guitars present throughout. Bosses, levels, and characters also get appropriately well-composed, memorable tracks: imposing organs pipe heavily in the medieval gothic level, while Acelino's shop has groovy Spanish flamenco guitars. To round it out, the voice performances are fantastic, with Paul Castro Jr. delivering a wonderful performance as Davy and Sky Soleil acing the role of Dr. Frank Steiner. While pop punk has certainly waned from its heyday, Stupid Never Dies refreshingly carries the torch and reminds us how fun the aesthetic is. Its well-written humor stands out, balancing well against the game’s overarching lore and more serious elements, and its breakneck progression and razzle-dazzle combat are too enjoyable to miss. Could it segue a few plotlines together better? Sure. Is it a tad too easy to juice up Davy to be a bit too powerful late in the game? Absolutely. But when it comes to fun, Stupid Never Dies simply doesn’t miss, and like Davy, it has wholly chomped at the core of my heart and won me over. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Stupid Never Dies Review appeared first on RPGamer.

Stupid Never Dies Review

rpgamer.comStupid Never Dies ReviewStupid Fun When I was growing up in the 2000s, pop-punk was everywhere. Avril Lavigne, Blink-182, and My Chemical Romance dominated the airwaves and infected the culture; skateboarding and associated fashion experienced a prominent surge in popularity, and shopping malls experienced their last moment of cultural prominence before going into their death throes. Stupid Never Dies cultivates that aesthetic perfectly, crossing it over with an apocalyptic plot full of monsters and wackiness, and incorporating some outrageously fun roguelike mechanics for good measure. Rocking it out with eccentric presentation, the gameplay is an engaging, well-paced blast, even if it could use some balance tweaks in the latter third of the game. Further boosted by its endearing cast and entertaining plot, Stupid Never Dies is a brilliant roguelike experience. The game’s premise surrounds the aftermath of an apocalyptic war between humans and monsters. Originally, humans dominated monsters, captured them, and publicly ridiculed them, eventually torturing and executing them. This led the monsters to rebel, sparking the "Great War," wherein the monsters, using Overtechnology (OT), exterminated nearly all of humanity and solidified their rule over the planet under their leader, KOM, King of Monsters. In the aftermath, dim-witted zombie Davy wanders into a seemingly abandoned shopping mall. In an ice cream store freezer, he finds a frozen human girl, Julia, and immediately falls in love with her. By a twist of fate, Davy gains the ability to "Style Eat" after consuming a phoenix egg, allowing him to absorb enemies' powers by eating them. With a wacky cast around him, he sets out to revive the girl he loves and, along the way, maybe even defeat KOM. [caption id="attachment_203089" align="aligncenter" width="640"] Don't judge. He was hungry![/caption] What makes Stupid Never Dies’ plot so amusing is its bizarre, oddball humor, which is largely due to its tight, snappy, and charming writing. This is best represented in its diverse, varied cast of characters: Acelino, a chihuahua man – not a werewolf – who is technologically adept and fancies himself as a ladies’ man; Bessie, a tough, no-nonsense zombie biker who runs a burger joint; Goyle, a gargoyle in a shopping cart whose analytical support brilliance is often plagued by forgetfulness; and Dr. Frank Steiner, a genius cyborg human whose intelligence and eccentricity push Davy forward. As a combined team, they have a hilarious dynamic and plenty of memorable lines and comical moments. While well-written humor keeps Stupid Never Dies hilarious, its deeper lore and plot are no slouches either, and the game keeps its ridiculous plot surprisingly coherent even in its more serious, dramatic moments. While it’s played for laughs, Davy’s love for Julia is handled with unexpected nuance and maturity in certain moments. Further, the war itself, Davy’s refusal to participate, and the other characters’ involvement are fascinating and believable. It’s not perfect by any means; there are a few hiccups in the pacing or delivery of the writing, and it sometimes feels like the game offers substance about a character but then doesn’t fully deliver their story to a satisfying conclusion. Nevertheless, the story sticks out as an overall positive, and a wacky pleasure to the end. On his journey to defeat KOM, Davy enters a roguelike dungeon through a toilet, flushing himself into the abyss to fight monsters. Dungeons are separated into layers, each home to dangerous enemies that grow increasingly strong the deeper Davy goes. Layers are further divided into one or more floors, separated by a Landing Area where players can rest and prepare for the next floors. Players are on a timer, and when it runs out, their health quickly depletes, adding tension and urgency to each dive. Defeating monsters increases Davy’s Growth Rate, boosting his experience gain even if he collapses mid-dive and letting him level up faster each run. [caption id="attachment_203090" align="aligncenter" width="640"] Davy can adopt eleven Styles: Zombie, Werewolf, Harpy, Golem, Vampire, Will-O'-The-Wisp, Cyclops, Snow Fairy, Merman, Lich, and Demon.[/caption] Combat centers on Style Eat, which lets Davy use Bite to eat enemies' cores and transform into them. Enemies are separated into Weak Enemies, Elite Enemies, and bosses. Biting Weak Enemies can grant one-time-use Instant Skills, while Elite Enemies occasionally drop their cores, letting Davy transform into a different Style with unique abilities, including Style Skills and other Style-specific tangibles. Styles only last for a maximum of three floors. With each level-up, Davy can choose from various Level-Up receipts that grant a wide range of abilities, including stat boosts and Zombie Style skills. Together, the combat is a straight-up delight, largely thanks to the different Styles and the approaches players can adopt. A floor limit on how long a player can use a Style means players must carefully consider which new ones to adopt or keep, and it forces them to contend with all eleven. Luckily, all the Styles are fluid and exciting to use and, for the most part, remarkably well-balanced. Further, the exponential increase in experience gain across runs, even failed ones, keeps the game’s pacing fast and furious and prevents it from becoming a repetitive slog, doing wonders for keeping the experience engaging throughout. Combat offers an adequate level of challenge, and the randomization feels deftly incorporated, with just the right balance of luck and player skill. However, in the late game, experience gains do somewhat outpace the game’s generally fair challenge, though this is a minor issue. In combat, biting doesn’t just grant Davy skills; it also heals the player and does heavy damage. The game generally limits Davy to two bites at once, with the bite gauge charged through attacks or, more quickly, through Stupid Parries. Parrying allows Davy to turn permanent damage into temporary, recoverable damage, which can be gained back through a bite. This baseline mechanic is the glue that holds the entire experience together, giving players just the right amount of agency and room for error in combat without trivializing the roguelike structure. Combat has a few issues in practice, though, namely a few highly mobile bosses. Sometimes, Davy can’t keep up with these bosses on the ground, and the lack of a lock-on mechanic makes these fights frustrating exercises in keeping the camera focused on the action while desperately trying to get in range. This isn't too much of an issue, especially since the game has helpful indicators that show when off-screen attacks are happening, but it keeps the combat from reaching its full ceiling and is worth mentioning nonetheless. [caption id="attachment_203091" align="aligncenter" width="640"] Enemies are always introduced in style.[/caption] Beyond the temporary dive-specific power increases, Stupid Never Dies offers players a handful of ways to permanently increase Davy’s power through various mall shops run by his team members. Bessie’s Burgers lets players use OT Energy, the game’s currency, to purchase new Level-Up Receipts, giving Davy access to a wider variety of skills. Acelino’s tattoo-shop-turned-tech-workstation develops OT armaments Davy can equip to his head, arms, and legs, essentially functioning like armor and weapons, whereas Mino’s Ice Cream lets Davy turn boss spoils into permanent stat increases or alter random dungeon elements. Generally, these are well incorporated and give the game satisfying interactive mechanics that aid progression, although Acelino’s Body Hack mechanic suffers from gear modification becoming available way too late in the game. This makes it harder to engage with than it should be, and it makes scrapping old gear useless for far too long. Stupid Never Dies’ presentation is where it really stands out, both sonically and visually. The game oozes style throughout, with plenty of odd newspaper cutouts and juvenile drawings splattered in every corner, plus an abundance of color and flair, especially in the game’s characters and various level designs. Art Director Genseki Tanaka deserves heavy praise; the overall style screams pop-punk in the best way without feeling derivative, and fans of Suda51’s Lollipop Chainsaw will feel right at home. The music marvelously fleshes out the game’s identity, with nasally, angsty lyrics and loud, in-your-face guitars present throughout. Bosses, levels, and characters also get appropriately well-composed, memorable tracks: imposing organs pipe heavily in the medieval gothic level, while Acelino's shop has groovy Spanish flamenco guitars. To round it out, the voice performances are fantastic, with Paul Castro Jr. delivering a wonderful performance as Davy and Sky Soleil acing the role of Dr. Frank Steiner. While pop punk has certainly waned from its heyday, Stupid Never Dies refreshingly carries the torch and reminds us how fun the aesthetic is. Its well-written humor stands out, balancing well against the game’s overarching lore and more serious elements, and its breakneck progression and razzle-dazzle combat are too enjoyable to miss. Could it segue a few plotlines together better? Sure. Is it a tad too easy to juice up Davy to be a bit too powerful late in the game? Absolutely. But when it comes to fun, Stupid Never Dies simply doesn’t miss, and like Davy, it has wholly chomped at the core of my heart and won me over. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Stupid Never Dies Review appeared first on RPGamer.