iPhone and iPad Games
Welcome to the latest episode of The TouchArcade Show! We were short on time this week so it’s a bit of a short one, but we really wanted to discuss Nintendo announcing the Switch 2. Yes, if you haven’t seen yet they’ve officially unveiled the Switch successor’s hardware in a new video, and it looks pretty sweet. There’s also LOTS we don’t know yet so it’s fun to kind of speculate what we’ll be in store for when it launches this year. Don’t worry though if the new Switch isn’t your thing, we also talk about a handful of totally random topics just like we always do. Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-611.mp3
Oh hello there. Yes, we ARE still alive, thank you for asking. We took an unintended month-long hiatus due to me starting my new job as well as the holidays being as hectic as they always are, but we’re back and with any luck we should be able to settle into a mostly regular recording schedule from here on out. I know I’ve said that before, but here’s to hoping! At any rate, this week’s show is mostly just me and Eli catching up after not really talking for an entire month, but we do keep things slightly on topic by talking about some Apple Intelligence stuff and the latest games that I’ve been playing on Steam Deck lately. It’s good to be back, enjoy the show! Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-610.mp3
In this week’s TouchArcade Show we’re all over the map, as usual. We kick things off with my experience going on the Polar Express train ride thing, as well as my experience rewatching the Polar Express movie for the first time in 20 years. We then dip into some Apple Vision Pro discussion, and Eli tips me off on a very cool pair of AR glasses called the Even G1. This leads into some Apple Intelligence talk, as I have only just now upgraded my Mac and signed up to enable the Apple Intelligence stuff on my Apple devices. I’m living on the cutting edge over here! We then jump into a couple of reader emails before talking about an actual video game for once; in this case it’s Mario & Luigi: Brothership on the Switch. All that and more! Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-609.mp3
In this week’s exciting new episode of The TouchArcade Show we kick things off with a lengthy discussion about Eli’s new toy: A fancy 3D printers. Yes, he bought one, just like I predicted he would last week! I then relay the awkward discussion I had with my young kids trying to explain what payphones were. Man, I feel old. We also hit on some recent Apple Arcade news and then finish up talking about the sad state of affairs that is the streaming industry. Is going back to buying physical DVDs the answer? All that and more in this week’s show. Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-608.mp3
In this week’s episode of The TouchArcade Show I give a recap of the past 2 weeks of my life, which included my 5-year old son breaking his arm and all that ensued as well as taking the first step towards becoming an instructional aide in my local school district. Hooray careers! We also talk about the latest Apple scandal, which appears to be #MacMiniPowerButtonGate. We also touch on the Arcane TV show, the poor experience of going to an Apple Store, get to some listener emails which–once again–leads to a pedophile discussion, and more. Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-607.mp3
In Episode 606 of The TouchArcade Show we kick things off talking about my plans for this weekend, which has resulted in this week’s show being a bit shorter than normal. We also go over some more updates on our Patreon situation, which has been trending upwards lately. Thank you for the support! We briefly touch on the latest version of iOS 18 before hopping into listener emails which leads into some interesting discussion, as always. Like, is the internet more dangerous now for kids than it was when I was growing up in the ’90s? We weigh in! Finally Eli gives us a rundown of his Dungeons & Dragons situation and the hardships between physical and digital ownership. Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-606.mp3
In this week’s episode of The TouchArcade Show, it’s kind of a weird one! We kick things off talking about whip-its and huffing duster. Yeah. We then switch to an update on what’s going on with our Patreon and some of the new stuff we’ve posted there this past week. What do YOU think about it? Let us know! We also talk about Eli’s home audio woes, read a listener email with some key insight into the whole Roblox situation, and much more. Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Show Notes: VERY disturbing video of the guy addicted to computer duster, watch at your own risk! Matthew Struggles With Addiction to Inhaling Air Duster | Intervention | A&E [YouTube] Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-605.mp3
In this week’s episode of The TouchArcade Show we kick things off with some discussion about AR/VR devices like Apple’s Vision Pro and Meta’s recently revealed Orion AR glasses. Also, whatever did happen to that whole Metaverse thing Zuck was so obsessed with? We then take a wild turn and talk about the “Piss Bandit" that has been (allegedly) terrorizing folks in Pasadena, and hit on other current events like the Epic vs. Google ruling and the insane stuff happening with Roblox. We wrap things up with some listener emails and an update on how things are going with our new Patreon content strategy. Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Show Notes: Introducing Orion, Our First True Augmented Reality Glasses [Meta] Amazon Echo Frames Store Page [Amazon] ‘Piss Bandit’ Keeps Leaving Big Bottles of Piss Around Pasadena [Vice] Google must crack open Android for third-party stores, rules Epic judge [The Verge] Roblox: Inflated Key Metrics For Wall Street And A Pedophile Hellscape For Kids [Hindenburg Research] Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-604.mp3
Hello! We are still in a transitional phase of moving the podcast entirely to our Patreon, but in the meantime the only way we can get the show’s feed pushed out to where it needs to go is to post it to the website. However, the wheels are in motion for transitioning not just the podcast but some of the content we’d normally post to TouchArcade onto Patreon. That kicks off today with a Game of the Week post. Spoiler: It’s Balatro. We plan on having a mixture of content available to both free and paid Patreon supporters, as well as some stuff that will be exclusive to paid supporters only. The Game of the Week will likely be one of those paid-only articles, but for this first one it is available to everyone for free. Check it out to get a taste of what the “new" incarnation of TouchArcade might end up looking like. Oh yeah, and the podcast. This week’s show is episode 603 and we talk about Hurricane Helene, Eli’s Homekit woes (and resolution!), the new iPhone 16 Pro which is now in Eli’s hot little hands, the usefulness of the weird new side button, new phone cases, listener emails, and more. It’s a jam-packed XL episode clocking in at almost 90 minutes, enjoy! Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-603.mp3
This is a post that I’ve known was coming for quite some time, but that doesn’t make it any easier to write. After more than 16 years TouchArcade will be closing its doors and shutting down operations. There may be an additional post here or there in the coming weeks as we try to honor any previously agreed to obligations, and a proper farewell post is in the works too, but as of now our normal daily operations have ceased. The reason we’re shutting down probably isn’t a surprising one: Money. Many of you who have followed TouchArcade for a long time are well aware that we’ve had financial troubles for many years now, and to be frank I think it’s a miracle that we’ve been able to last as long as we have. The truth of the matter is that a website like ours just doesn’t make money anymore. To our own detriment we’ve resisted things like obnoxious in-your-face advertising, egregious clickbait headlines, or ethically questionable sponsorships, which sadly are the types of things that actually still make money in the internet of today. There are a number of other reasons that have contributed to us reaching this point, but I’d rather not get into all that right now. TouchArcade was an institution for many millions of people over the past 16 years, and it was my full-time job for the last 14+ years. A solid third of my life. In many ways it is like one of my children, and having to say goodbye to it is very difficult to do. I’d really rather focus on all the great times we had than dwell on the things which we cannot change. Also, as a man with a wife and two young children, and a mortgage, and all that other fun adult stuff, this is the end of my livelihood, and despite them being “freelancers" in a technical sense that is true for the other two people who have been the beating heart of TouchArcade, Shaun Musgrave and Mikhail Madnani. Which brings me to my next point… PLEASE HIRE US! The job market is not great anywhere, and finding new work is tough, especially in the games industry. If you are reading this and you have a need for very capable game industry veterans such as ourselves, please reach out. Jared Nelson – That’s me! Obviously I have more than 14 years of experience working right in the very thick of the mobile gaming boom here at TouchArcade. Writing, editing, managing staff, traveling to conventions. I’ve pretty much done it all. I also have a pretty varied work history previous to TouchArcade, including in management roles, that I think gives me a really well-rounded set of skills. You can contact me on LinkedIn or by email at jared [at] toucharcade [dot] com. Shaun Musgrave – Shaun has been with TouchArcade for a bit over 11 years, but has been in professional games media for more than 25 years overall. He is hands down one of the most gifted writers I have ever encountered, and if we needed a review for a big, important game and needed it by a very tight deadline Shaun was always dependable. He also uses his vast, almost uncanny knowledge of video game history to find interesting angles to write about games that only he could find. Shaun lives in Japan and is fluent in both Japanese and English, making him a great candidate for localization work as well. Please reach out to him at muzkind [at] hotmail [dot] com. Mikhail Madnani – As part of TouchArcade for more than 7 years, Mikhail has been the workhorse of our staff. Posting the bulk of what you would see on a day to day basis, there is no possible way our website could have kept running for so long without Mikhail’s contributions. An expert at sniffing out interesting news stories and then posting them in a timely fashion, but also able to put together huge features like in-depth interviews and multi-platform reviews. His coffee-laden header images are legendary as well. If you need someone who can reliably and consistently post video game-related content, then I cannot recommend Mikhail highly enough. Reach out to him at hello [at] failgunner [dot] com. So What Happens Now? If there is some sort of silver lining to all of this, it’s that for the foreseeable future all of the content that has ever been posted to TouchArcade will remain online and accessible to all. More than 33,000 published articles, including more than 4,000 game reviews, not to mention all of our yearly Best Of content and Game of the Year picks. These should hopefully all continue living on into the future for reference purposes and just to look back and see how drastically the mobile gaming landscape changed over the last decade and a half. We are also hoping to continue with our Podcast, The TouchArcade Show, which very recently just celebrated its 600th(!) episode. There are a couple co-hosts who have come and gone during the course of the podcast (shout out to Brand and Mike!) but myself and Eli Hodapp have been a constant presence on the show since the very beginning, and it’s really crazy that we’ve both spent 13+ years of our lives putting out hour-long podcasts on a (nearly) weekly basis. Related to that, you may be wondering about our Patreon. The support from our Patreon has far and away been the biggest contributor to TouchArcade continuing to exist since we launched it in June of 2015, almost a decade ago. Our thoughts are to pivot the Patreon contributions towards keeping the podcast going, and perhaps occasional posts or special features written by the staff here. Perhaps a random “SwitchArcade" or a review about a particularly high-profile mobile game launch. Maybe we could even squeeze in a Game of the Year for this year? It’s just a nugget of an idea right now, but it would be pretty cool to see TouchArcade be able to live on even in that small way. Whatever the case ends up being, I will explicitly change the verbiage of our Patreon to state that it’s no longer about supporting the website, and if people choose to stop contributing then that is totally understandable. If people are giving us money monthly I want to be absolutely transparent about what it’s going towards. Anyway, look for more news about this in the coming weeks, and at the very least be sure to follow along as a free member on our Patreon to stay in the loop. Also if you have any questions or concerns, please feel free to reach out to me at tips [at] toucharcade [dot] com or leave a comment below. Well, that about does it, I think. I speak for all of us who have contributed to running TouchArcade over the past 16 years–from the co-founders Arnold Kim and Blake Patterson, to the first full-time hire and future Editor in Chief Eli Hodapp, and to the dozens of other writers and freelancers who have helped make TouchArcade what it is–we just want to give a sincere thank you for ever reading our site, listening to our podcast, or attending one of our events. It has been an absolute pleasure to have such a wonderful audience who appreciated what we did so much and we will all forever be grateful for the time that we were able to spend together.
For our last full controller review on TouchArcade, I’ve been using the Victrix Pro BFG Tekken 8 Rage Art Edition for PC and PlayStation across my Steam Deck, PS5, and PS4 Pro for over a month now. Before I interviewed PDP Victrix about the controller and arcade sticks, I was very curious about the controller for its modular nature and also because I’ve wanted to try out another “Pro" controller after adoring the Xbox Elite (1st generation) and DualSense Edge over the years. Victrix Pro BFG Tekken 8 Rage Art Edition Controller – what’s in the box Usually, controllers just ship with a cable and sometimes a charging stand. In the case of the Victrix Pro BFG Tekken 8 Rage Art Edition, you get the controller, a braided cable, a high quality protective case to house the controller and everything else it ships with, a replacement fightpad module with a six button layout for fighting games, two gates, two replacement analog stick caps, two d-pad caps, a screwdriver for use with the controller, and a blue wireless USB dongle. The items are all neatly placed within the case which is very good quality on its own. Unlike the normal Victrix Pro BFG controller, some of the items with this one are themed to match the new Tekken 8 Rage Art Edition aesthetic. Keep this in mind as I don’t see replacements available officially for this, but I hope they start selling them soon. Victrix Pro BFG Tekken 8 Rage Art Edition Controller compatibility On paper, the Victrix Pro BFG Tekken 8 Rage Art Edition Controller supports PS5, PS4, and PC. I don’t use Windows anymore, so I was curious if this would work on Steam Deck out of the box. Since I prefer the PlayStation button prompts in games, I set it to PS5 and plugged in the dongle into my Steam Deck Docking Station. It worked without issue and without needing any update. On the console side, if you want to play wirelessly, you need the same dongle and to set the toggle to PS4 or PS5. I had no issues playing with it on my PS4 Pro in PS4 mode and on my PS5 in PS5 mode. In fact, since I don’t have any PS4 controller that works outside of arcade sticks with PS4 support, this is a very good bonus to have for when I want to test something on PS4 to compare with PS5. Victrix Pro BFG Tekken 8 Rage Art Edition Controller features The big draw of the Victrix Pro BFG controller is the modular nature letting you work with a symmetric stick layout, asymmetric stick layout, change things up for fighting games with the fightpad, adjust the triggers, thumbsticks, and also the d-pads. The aim with this design was to allow you to adjust the controller depending on the game you’re playing. As an example, I’d use the symmetric stick layout when playing Katamari Damacy Reroll, but I might swap to the Xbox-style asymmetric layout while playing DOOM Eternal. Being able to adjust the trigger stop is also great as I can change that when playing a racing game with analog trigger support and also go for the shortest stop when playing a game with digital trigger support. Beyond that, the multiple d-pad options are very nice, but I’ve been trying to stick to the default diamond shape one to get used to it, and I like it a lot. I wouldn’t use it for platformers though, but the other d-pad options work well here. Since this is an official PS5 and PS4 licensed controller, it is worth noting that this has no rumble, no haptic feedback, no adaptive trigger support, and no gyro/motion control support. I don’t care about gyro much, but no rumble at all is disappointing since you have sub $30 controllers now offering decent rumble, though they aren’t PS5 compatible. I’ve been informed that third party wireless controllers for PS5 might have restrictions for rumble as well, and I’ve seen more reports from folks using other third party controllers here. Either way, this is disappointing. The Victrix Pro BFG Tekken 8 Rage Art Edition ships with 4 paddles or well paddle-like buttons. I wish there were proper paddles you could remove though. I mapped two of them to L3 and R3 and the ones above to L1 and R1 since I use those the most in games like Monster Hunter World and also hate pressing the sticks. Having four buttons here is very good though. Victrix Pro BFG Tekken 8 Rage Art Edition Controller look and feel Visually, I love the gorgeous and bright highlights and colors used on the Victrix Pro BFG Tekken 8 Rage Art Edition. It isn’t as elegant as the default black model with purple highlights, but for a themed controller it looks very good with its light blue, pink, purple, and Tekken 8 branding. The Victrix Pro BFG Tekken 8 Rage Art Edition feels very comfortable, but it is a bit too light for my liking. The material on the main controller body ranges from feeling premium to just fine. It is a far cry from the premium feeling DualSense Edge, but that controller has that ugly glossy front plate that ruins things. The grip on this controller makes a big difference, and I’ve had 8 hour sessions with the controller wired without getting tired of holding it. It being light pays off here. Victrix Pro BFG Tekken 8 Rage Art Edition Controller on PS5 On PS5, there are a few things to keep in mind. This is an officially licensed controller, but you can’t turn on your PS5 with it. This seems like a limitation for 3rd party controllers on PS5, but is an annoyance to keep in mind. Beyond that, haptic feedback, adaptive triggers, and gyro are not available here. Aside from that, it has touchpad support and all the buttons I use on a DualSense controller including the share button. Victrix Pro BFG on Steam Deck Like I mentioned above, the Victrix Pro BFG Tekken 8 Rage Art Edition works out of the box on Steam Deck with the dongle plugged into the official Docking Station I use. It even correctly is recognized as a PS5 Victrix controller with the share button working for capturing screenshots and the touchpad working as it should in PC games that have PlayStation controller support. This was great to see as some games don’t even recognize my DualSense correctly. Victrix Pro BFG Tekken 8 Rage Art Edition Controller battery life The huge advantage the Victrix Pro BFG Tekken 8 Rage Art Edition Controller or the normal one has over the DualSense and DualSense Edge is the battery life. It lasts multiple times longer than the DualSense and the DualSense Edge on a single charge. It also helps that the logo on the touchpad indicates when the battery is low. This is good for playing on Steam Deck as other controllers don’t really visually indicate when the battery is low. Victrix Pro BFG Tekken 8 Rage Art Edition Controller software The software is something I couldn’t test as it is only available on the Microsoft Store and I don’t use Windows anymore. Thankfully, it works out of the box with Steam Deck, PS5, and PS4. The one thing I was hoping to see is if the controller would work on iOS. I tested wirelessly with the dongle on my iPad, wired on my iPhone 15 Pro, and also wired on my iPad Pro with no luck. Victrix Pro BFG Tekken 8 Rage Art Edition Controller negatives Right now, it has a few big negatives. These include no rumble, the low polling rate, not shipping with the Hall Effect sensors, and it requires a dongle for wireless, at least for the model I have. The lack of rumble might not be an issue for some, but for a “Pro" controller, the polling rate is disappointing. There are multiple videos on YouTube showcasing this and why it is a problem as well. Comparatively, the DualSense Edge wired is massively better with its response. As for the Hall Effect sensors, I’m glad Victrix now sells the new modules, but why do new purchases of the controller not just ship with those in the first place? Also if I were to buy either of the module color options available for my Victrix Pro BFG Tekken 8 Rage Art Edition Controller, it wouldn’t fit with the aesthetic and will not have PS5 face buttons. Victrix Pro BFG Tekken 8 Rage Art Edition Controller Review Having gotten well over a hundred hours of use out of the controller per platform across games like UFO 50, Street Fighter 6, Tekken 8, Persona 3 Reload, and many more, I can safely say that I love using the controller, but the few issues are annoying to see given its price point. In a lot of ways, the Victrix Pro BFG Tekken 8 Rage Art Edition has the potential to be one of the best controllers in years if it sees some fixes and changes for a potential successor. Right now, there are a few too many caveats involved for its high asking price that make sure it is very good, but not amazing. The big issues holding it back right now are the lack of rumble (which seems like a restriction from Sony), dongle requirement, additional cost involved for Hall Effect sticks, and the polling rate. These might not matter to some folks, but for a “Pro" controller priced at $200, I expected a bit more. Victrix Pro BFG Tekken 8 Rage Art Edition Review Score: 4/5 Update: Added more information for the lack of a rumble feature.
In this week’s episode of The TouchArcade Show, we talk about the site’s closure and what that will mean moving forward. We plan to still do this here podcast, but there are a few logistical things to figure out first. Most likely we will be pivoting to have our Patreon be the new home of the podcast, so be sure to at least join up as a free member over on our Patreon so that you’ll be sure to get any news or updates regarding the future of the show. And, just because it wouldn’t be a TouchArcade Show without off-topic banter, we weigh in on the hock tua girl’s new gig and give you our thoughts about all of Apple’s new gadgets that were launched this month. And we read emails! Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-602.mp3
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A lot of folks got into the SaGa series a long time ago through its many releases on prior console generations. For me, Romancing Saga 2 on iOS was actually my gateway into the series nearly a decade ago, and I remember struggling with it quite a bit initially because I kept playing it like a normal JRPG. Fast forward to today, I adore the SaGa series as you can see in the photograph at the bottom of this article, and I was surprised to see Romancing SaGa 2: Revenge of the Seven, a full remake of Romancing SaGa 2, announced for Switch, PC, and PlayStation a little while ago. For today’s double feature, I’ve been playing Romancing SaGa 2: Revenge of the Seven on Steam Deck through an early demo code and I’ve also had a chance to interview Romancing SaGa 2: Revenge of the Seven Game Producer Shinichi Tatsuke who was behind Trials of Mana’s remake. We discussed Romancing SaGa 2: Revenge of the Seven, learnings from Trials of Mana, accessibility, potential ports to Xbox and mobile, coffee, and more. This interview was conducted on a video call. It was then transcribed and edited for brevity in the case of some portions. TouchArcade (TA): How does it feel having worked on a remake of Trials of Mana, a beloved game, and now working on Romancing SaGa 2: Revenge of the Seven, a remake of another classic and beloved game? Shinichi Tatsuke (ST): Yeah, so both trials of manna and the romancing SaGa series are entries from the pre-square enix merger. It was when Square Enix was Squaresoft. These are both considered legendary titles from square. I do feel that it’s an incredible honor for me to handle the remakes of these two incredible titles. Both romancing SaGa 2 and trials of manna, when we remade these titles, it’s been 30 or almost 30 years since the original release. There was a lot of opportunity for us to kind of improve with the remake. So it was very fun to work on. So romancing SaGa 2, as you may know already, it’s a very unique game that has a lot of unique systems. So these systems are not only considered unique back then, we felt that these are still considered unique today too. So we felt that even remaking this title, even though it’s been more than 30 years, we felt that it would still be a great title to remake because of its uniqueness. It would still be considered unique for the modern players. TA: Romancing SaGa 2, the original game, was very challenging. When I played it, I think I got a game over in the first 10 minutes, and that was a nice wake up call for me with it being my first SaGa game. The remake, Romancing SaGa 2: Revenge of the Seven, has multiple difficulty options. I wanted to know what were the challenges for you to stay true to the original while still making it accessible? This is likely going to be the first SaGa game for a lot of people with its modern graphics. ST: I think you bring up a great point because as you mentioned, the difficulty of the SaGa series is very well known throughout the fanbase and again, this is something that you probably already know, but the SaGa series has a lot of hardcore fans in Japan and outside of Japan as well. And there are a lot of people that would claim that the difficulty of SaGa is what makes the game, that’s what it’s essential for the SaGa title, for the SaGa series. But on the other hand, we have a lot of people that also feel that there’s a very, I guess, high barrier to start playing the SaGa title, because they feel that the SaGa titles are too difficult for them. So there are a lot of people that say they know about the SaGa series, but have never tried it out before. And when you ask them why, usually the answer is, oh, because it sounds like it’s too difficult. So because of that, we wanted to cater to both of these groups of fans. So the newcomers that haven’t yet to try the SaGa title, the SaGa series, but also for the hardcore fans. And one of our solutions that we thought was going to be a solution was to present the new newly added difficulty system. So we have the normal mode and the casual mode. So the normal mode is more catered for the standard RPG fans, but we also have the casual mode for people who just want to experience the narrative or the story of the game. So in the development team, we also had the core SaGa fans as well so that was our collective decision and solution to come up, solution to kind of resolve this situation where we have a lot of newcomers or people who haven’t played the SaGa title yet, trying to try, we wanted to try to hook them in by adding this difficulty, adding these new difficulty settings. So this is kind of a metaphor, but when you add, when you have spicy food, so in Japan, the curry is typically very spicy. So what you would do to kind of alleviate that ease to spice is that you would add honey sometimes. So the very spicy curry would be the original Romancing SaGa 2, where it’s just really, really difficult for a lot of players. So we kind of added the honey and the honey being the difficulty option. So like the casual mode. So to make that, to make it easier for our players. TA: One more question about the difficulty here. How was it like trying to deliver the original experience for veteran fans, but also offering some quality of life improvements into the gameplay and just the game in general? How did you decide which features to bring in to modernize the game, but also keep it very challenging for long time fans? ST: Our belief is that the SaGa series is not just all about the difficulty. it’s not just all about how difficult the games are. It’s more so how difficult it was to understand the game. For example, in the original release, there were a lot of elements or a lot of data that weren’t visible for the players. One of the examples being the weaknesses of enemies. The weaknesses did exist in the game, but it wasn’t really presented to the players, so players had to figure that out. This also applies to other stats like defenses. Again, it exists in the game, but it’s not displayed for the players. Players had to figure it out on their own to get an understanding of these aspects of the game. We thought that this wasn’t necessarily really difficult, it was just really unfair to the players. That’s something that we wanted to really improve on, because this is going to be a remake for the modern audiences, so we wanted to get rid of those unfair elements and make it fair and enjoyable for the players. That’s why in this remake, the weaknesses are going to be actually displayed for the players, unlike the original. There are, again, player areas that we’ve adjusted that just made it too difficult in the original. In order to make it fair and more enjoyable for the modern audiences, we made improvements and focused on that area. TA: When I started playing Romancing SaGa 2: Revenge of the Seven on Steam Deck, because I’m playing it on PC right now, it is really good and it impressed me quite a bit with how well it runs. That got me thinking about Trials of Mana, because I played that on PlayStation 4 and Switch, and then I eventually played that on mobile also. I wanted to know, has the team been working to optimize the game specifically for Steam Deck? Editor’s Note: This was asked before the game had an official Valve rating of Steam Deck Playable. ST: Yes, so as you have already experienced the demo of the game on your Steam Deck, the full game, the full release, is going to be compatible with the Steam Deck as well, and it will be playable on the Steam Deck. TA: Can you comment on how long the development was for Romancing SaGa 2: Revenge of the Seven? ST: I can’t really provide the details of that, but I can say that we started the main development towards the end of 2021. TA: What learnings from Trials of Mana remake did you take into Romancing SaGa 2: Revenge of the Seven to make sure that this is also a remake which fans love? ST: Because of our experience working on Trials of Mana remake, we felt like we did develop a good understanding of what the players want and what players would enjoy out of remake titles. One of the examples being the soundtrack of the game. We learned that players generally prefer arrangements that are not too different from the original tracks. They would rather prefer something that’s more faithful to the original arrangement. Something not too different to the original. But that being said, back then, the original tracks were released, or the original title was released on older platforms like the Super Famicom, but then we’re releasing the remake on the modern platforms like the PlayStation 5 and whatnot. The technical limitations are very different between these two eras, so we were able to utilize that and then make the quality of the arrangements higher. The general direction of the tracks are going to stay the same, however, the overall quality has been refined for these remakes. That’s the area that we learned and we adapted into the Romancing SaGa 2: Revenge of the Seven. Another thing that we learned was that players generally would prefer to, or there are a lot of players that also just prefer the original soundtrack and not the newly arranged tracks. We added an option in Trials of Mana remake that players can switch from two different arrangements of tracks. They can either choose the original tracks as is, or they can choose the newly composed or newly arranged tracks for the remakes. We added that system in Romancing SaGa 2: Revenge of the Seven as well because we learned that players really loved that choice. Having that choice offered to them for the music was really well regarded, so we added that in Romancing SaGa 2: Revenge of the Seven as well. There’s also a couple of different areas that we worked on newly that’s not something that we did on Trials of Mana remake. One of the examples is the graphics. The characters are typically a bit shorter on the Mana series because the graphic style is a bit more on the adorable side. In SaGa, we can’t really keep the same aesthetics in the graphics. The characters are going to be a bit taller in this remake compared to the others. Even when you look at the backgrounds as well, for the Mana series, we added shadow effects into the textures of the backgrounds. Again, SaGa is going to have a different worldview. We wanted to keep it a bit more serious. In order to do that, in order to keep things realistic, like that’s more suitable for the SaGa franchise, we utilized the lighting effects to add these shadows and not the textures like we did for Mana. Even though there were a lot of areas that we were able to utilize and bring in as is for the SaGa remake, there were a lot of areas that we worked on newly as well. A lot of different knowledge experiences, know-hows that we were able to use, but also new stuff that we figured out on our own with this remake. At this point, I thanked him and the team for making the “Romancing SaGa 2 Primer" video where he introduced the game in English. I was very happy with that video and I’ve shared it with a lot of my friends who haven’t played a SaGa game before. TA: Trials of Mana remake eventually came to mobile. I wanted to know if there are any plans to bring Romancing SaGa 2: Revenge of the Seven to mobile or Xbox in the future. ST: We do not have any plans to release on those platforms at the moment. TA: My final question is how do you like your coffee? ST: I don’t drink coffee because I’m not a fan of bitter drinks. I can’t drink beer either. I’d like to thank Shinichi Tatsuke, Jordan Aslett, Sara Green, and Rachel Mascetti for their time and help with this interview and preview access over the last few weeks. Romancing SaGa 2: Revenge of the Seven Steam Deck Impressions When I was offered a Steam key for Romancing SaGa 2: Revenge of the Seven to try out the demo beforehand, I was equal parts excited and worried. I was excited because the reveal trailer looked excellent, but a bit worried because I had no idea if it would be a good experience on Steam Deck pre-release. Thankfully, Romancing SaGa 2: Revenge of the Seven is not only great on Steam Deck OLED out of the box, but the few hours I spent with the demo made me not even want to bother getting the game on PS5 or Switch to play. It is that good on Valve’s handheld. But what about the remake and how it feels to play? I’m going to cover my early thoughts here. Right off the bat, Romancing SaGa 2: Revenge of the Seven looks great and sounds fantastic on Steam Deck. This remake also properly introduces the basics of battle, stats, and more gradually. If you’ve played Romancing SaGa 2 before, there are some changes through quality of life improvements with information, how combat flows despite being turn-based, and also the new audio options. If you never played the original, Romancing SaGa 2: Revenge of the Seven is shaping up to be a lovely modern entry point into SaGa in general for newcomers. The visuals definitely make it more approachable, but this is very much Romancing SaGa 2 with a fresh coat of paint and some new features. Playing on the difficulty meant to be like the original still is challenging. As for the remake’s visuals and feel, it is a lot better than I expected. I loved Trials of Mana’s remake, but I think Romancing SaGa 2: Revenge of the Seven will end up the better remake overall. This may be because I love the original game a lot more than Trials of Mana, but only time will tell on that when I get access to the full release. It also helps that at least on Steam Deck, the PC port is quite a bit better than I expected. When it comes to sound and language options, you can toggle between the new remake soundtrack or the original, English or Japanese audio, and also various graphics options. The PC port of Romancing SaGa 2: Revenge of the Seven lets you adjust screen mode (windowed, borderless, exclusive fullscreen), screen resolution (800×450 and more with 720p support on Steam Deck), frame rate (30 to unlimited), toggle v-sync, toggle on dynamic resolution, use graphics presets, toggle anti-aliasing, adjust texture filtering quality, adjust shadow quality, and adjust 3D model rendering resolution. I set most things to maximum or high with shadows on medium and still got a near-locked 90fps on my Steam Deck OLED at 720p. On the audio side, I stuck to English for my first playthrough. The voice acting is good, but I will likely play the full game with Japanese first to see how I feel when I get it. I might even do English on console and Japanese on Steam Deck. Either way, a lot of care and effort has gone into not only making Romancing SaGa 2: Revenge of the Seven feel modern, but also retain its SaGa-ness. I’m looking forward to digging into the full game when I can, and also seeing how the demo feels on consoles. Right now, Romancing SaGa 2: Revenge of the Seven is a game you should have on your radar if you enjoy RPGs. I hope this leads to more folks trying out other SaGa games as well, but Square Enix needs to give us SaGa Frontier 2 next. Romancing SaGa 2: Revenge of the Seven launches on October 24th for Steam, Nintendo Switch, PS5, and PS4 worldwide. A free demo will be available on all platforms today and I recommend trying it out. You can keep up with all our interviews here including our recent ones with Sukeban Games here, FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.
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When I first wrote about boomer shooters last year on Steam Deck and also on Switch, aside from New Blood and Nightdive, the most common name was Andrew Hulshult who has done some amazing music over the years. He recently was involved with the DOOM + DOOM II re-release that included his IDKFA soundtrack with new music for DOOM II, and having wanted to interview him for a while now, I finally had a chance to chat with him on call for a few hours to discuss game soundtracks, composition, bands he likes, guitar strings, pickups, cold brew coffee, his first film soundtrack, games he’s playing, and a lot more. This interview was done on video call and then it was transcribed and edited for brevity. Just like my interview with Dave Oshry from New Blood, this one was more casual than usual, and this is likely the longest interview on TouchArcade so strap in and grab a cold brew. TouchArcade (TA): So for those unaware, tell us a little bit about yourself and what you do. Andrew Hulshult (AH): Yeah, my name’s Andrew Hulshult. I’m a composer and sound designer for mainly video games, but I’m starting to move over into film as well. I like to just write music by myself sometimes when it’s not for a game or film. But that’s primarily what I do. I work in the game and film industry doing sound design, soundtracks, and sometimes voice acting. TA: How did you end up working on the canceled Duke Nukem project and also Rise of the Triad 2013? AH: Duke Nukem 3D Reloaded was actually just kind of like, I think that was 2010. That’s, I’m reaching back here a little bit. So I think Frederik at the time, Frederik Schreiber, the guy who runs 3D Realms now, or I think he still does, basically he was remaking maps in the middle of Unreal Engine 3 of like some of the original Duke 3D maps and posting them on Gearbox forums, which I think one of them that got a lot of hits was like all of the 3D renders of like Hollywood Holocaust, which is like E1M1 for Duke 3D. That caught my attention as well. I was like, wow, that looks really neat. You know, like I reached out on the forums, I was like, hey, do you need any music? Maybe this would be fun. Like, I really liked Duke 3D back in the day. And he said, yeah, sure. You know, like if you want to remake some of the stuff and hand it off to me. So I just did some of that. I just had gear laying around and I wanted to kind of learn how to do this anyway. So I just dove in head first and started kind of remaking some of the old Duke 3D tracks. That kind of spawned into, you know, not a lot, not a lot was done in Duke 3D Reloaded. It was just like, you know, like some odds and ends stuff. Somehow that turned into Apogee, Terry Nagy, head hunting us and saying, hey, I have an IP that I’d really like you to work on called Rise of the Triad if you guys want to give it a try. And he had an investor with him at the time who was interested named Dave Oshry And this was a very long time ago. And it’s crazy. Like all those people now are like, you know, on the, we were all on the forefront of like the retro FPS revival stuff. But basically after Duke 3D Reloaded, yeah, Apogee came, said, hey, we’re interested. And Fred said yes on our side. And we started making Rise of the Triad 2013. TA: It was funny you mentioned Dave Oshry because when I finally got an interview with him, I think it was easier for me to meet Iron Maiden than get that interview, but after getting that done, I had New Blood covered. I recently also interviewed Nightdive about The Thing, but I needed to complete the trifecta for boomer shooters: Andrew Hulshult. Now that’s finally happening. We both laugh. TA: I remember in a prior interview you did, you mentioned how when you were doing the 3D realm stuff, you weren’t aware of how much you were in demand in the industry. So when that door closed, suddenly you had like a, like thousands of opportunities and stuff like that. But, and obviously you’ve gone on to do some of like some huge titles since then. Obviously Doom Eternal DLC is the one which a lot of people think about you. For me, it’s like other titles like Nightmare Reaper and Dusk and stuff like that. I want to know how you’ve changed as a musician and as a professional from back then to now. AH: Oh, that’s a great question. Man, starting off in the industry with, you know, doing the whole stuff with Interceptor, like where we were, what we were just talking about, it was a completely fresh experience as a musician. So you don’t know what you’re getting into. And then a lot of times you’re like, I don’t even know what I should be getting paid, you know, like you have an idea, but you’re not, you don’t know. And so like wading through those waters is interesting and also dangerous territory. But the stuff that I have learned has been all from, you know, tripping on agreements as you go forward. You sign an agreement, you go for it, you make the money, and on the back end you’re either like, this didn’t really work out, or you’re like, hey, this worked out, we need to make sure that we do this again, you know. It’s learning the entire time. Because this is the thing that I feel like musicians get hung up on a lot, which is, you know, they just, they want to make really, really awesome, beautiful art for games. And like, there’s absolutely nothing wrong with that. You should, that should be the core principle that you do. But you have to make sure that you get paid so that you can continue to do it. Because otherwise you burn yourself out and you don’t want to work in the industry anymore. And that, to go back to what you were talking about with, I didn’t know how much, like how in demand I was. I was right at that point. I was about to walk away from everything right after the whole stuff with 3D Realms. I was done with games. I was like, you know what, like there’s not a lot of avenues here and I’m just getting more bitter as time goes on. And the last handful of things I’ve worked on have just bombed so why am I putting all this effort into this? I should try and do something else. And I didn’t realize until I stepped out from 3D Realms how many people wanted to hire me. And like, it’s one of those weird things where like, I’m sure you can probably relate. When you have a job, like a day job, if you’ve ever just held like a simple, simple day job, you can get sucked into that entire cycle of that job and nothing else matters around. So an example of this would be, I worked for a music retailer for about 15 years, okay. I was doing well for them. They wanted to give me my own stores. I was working on management. And the cycle that comes with that where you get so wrapped up in the business of that makes you lose focus of lots of other things in life. And that’s kind of what happened to me while I was working with 3D Realms. That’s nothing bad about them. It’s just when you’re working for a company rather than working for yourself, it turns into that. From the start to now has been like just a crazy learning process. You do have to walk on landmines. You do have to get blown up a couple of times until you figure out what works and what doesn’t. Stepping out from 3D Realms after they said, hey, we don’t have the cash to pay you. It’s like, oh, okay, I guess I’ll go figure this out now. And then all of a sudden, DUSK, you know, like that’s literally the next thing that and AMID EVIL were the very next things that I worked on. It was crazy. TA: Obviously you get a lot of questions about game music, but what is like, since you brought up this whole thing about how you’ve changed, what is the biggest misconception that people both in the industry and like the players have about video games music right now? AH: The biggest misconception. Oh, that anybody can do it and it’s a small part. laughs It’s like, you can’t just throw anything in there. Like, man, it’s I’d say that from a public like standpoint of I don’t play games that much and I’m casual kind of thing, some of my friends and some of my family are like, you have the easiest job. I’m like, you have no f***ing idea. You know, walk in my shoes for a day and let’s talk again. Yeah, it’s really difficult because you, you really have to trick yourself into getting into whatever atmosphere or whatever world someone else has painted already. Right. Like they’ve already built everything out. This is their vision. You have to step into it and you have to step into it with respect to their design philosophies. And you also have to have the confidence to say, well, this is what I think we should do and why we should do it. And there’s a lot of, there’s a lot of social confidence that’s needed to do a gig like this. It’s complex in a lot of different ways. The art side of it is hard enough, like pulling shit out of thin air, is difficult already, but then, um, explaining to people why you want to go this direction and sometimes even arguing to get that direction can be a hassle in and of itself. So yeah, I’d say the biggest misconception is that it’s easy and that it’s not easy. I swear to God, so many times my friends are like, ah, you’ve got the easiest job. I’m like, no, man, I live, I, I threw a hundred pound boxes from 6 AM to 4 PM. And sometimes I miss that. Whiskey and coffee fueled half of the @RiseoftheTriad OST. Most songs were composed between 9pm and 3am. The more you know — Andrew Hulshult (@AndrewHulshult) September 30, 2015 TA: So I also want to talk a lot about your gear, but before that, I think we should discuss some of the game specific things. So let’s start with ROTT 2013. I’ve just sent you a tweet right now, which I wanted to reference. This is quite an old one (linked above). Well, I actually didn’t know much about this soundtrack until recently. I had heard about it and I had heard that a lot of my friends bought that release. They said that it wasn’t that great. I played the original on DOS but not the 2013 version, so I didn’t really hear it all in-game until the Ludicrous Edition and when folks made a big deal about it having Andrew Hulshult’s music. I decided I wanted to properly try it then. I wanted to talk about your thought process between like, you know, redoing those tracks and coming up with your own flare on them, because anyone who, at least any fan of yours, if they listen to that, they know it’s your music. It’s not like, oh, this is just like him doing a cover of someone else. It still feels like it’s you. AH: The first and foremost thing was to make sure you respect your elders. I wanted to make sure that whatever I did obviously served the fanbase and by proxy served everything that Lee Jackson had written. Lee Jackson and Bobby Prince, as far as I’m concerned, that’s the de facto composers for FPS. The originators. You’re already stepping into something well established back in the day. People are very familiar with this. If you f*** it up, you are toast. That was my first professional gig. Stepping into that kind of pressure. Just really what it came to, it was all really natural. I heard these songs and I saw the game and what they’re making and I’m like it is kinda jank, but it is fun. It is ridiculous. ROTT is so ridiculous. I was like man, I was talking to Dave and Fred about it. What if we did like rock and metal stuff predominantly? That’s the kind of music I listen to all the time. They said let’s try it. Even Terry was like you should do it. Really they just kinda gave me free reign to give it a try on some of these things. The first one I did as a demo to work on it was “Goin Down the Fast Way" and I remember I handed that to Terry. Terry is awesome and he has been great to me for my entire career. Never had a bad piece of advice from him. He is the CCO for Apogee by the way. I remember handing him the very first demo of “Goin Down the Fast Way". His comment coming back to me was “It is in the right direction but it sounds like a diarrhea of sound" Because it wasn’t mixed correctly. I was just excited to hand him something. I was like ok this is one of those moments where I’m going to have to learn how to accept feedback even if it is not from a musician and I know that they mean well. I remixed a couple of things and I think this is what he was talking about and I sent it back to him and he said it was way better and it was awesome. Ok cool, this guy doesn’t just hate me. It kind of just came from the heart. All the soundtracks I work on, it’s me. Even if it is stepping into someone else’s shoes, I have to remember that the source material comes first, then you put your influences on. So the source material is the structure of the house but you can put up whatever walls you want and paint on it, and hang and decorate, but just make sure that the house is still the same house that people remember. Now to address the Tweet above, Whiskey and coffee fueled half of the Rise of the Triad soundtrack. Most songs were composed between 9 p.m. and 3 a.m. That’s true. Here’s one little tidbit with it too. Terry Nagy, the guy I was talking about, the CCO from Apogee, he would regularly take me down to a bar called Hula Hands. And he would buy the drinks and then he would just take me home and be like, “Alright, now go write some more songs." It was awesome. I miss those days. TA: This reminds me of that one track in IDKFA where you used a tremolo to replicate a specific sound and it was the perfect way to do it. AH: That was Dark Halls in DOOM. It has the tremolo guitar that’s supposed to be the rolling bass synth from that sound. I love that song. TA: After ROTT 2013, another game I didn’t really play until recently was Bombshell and I literally only bought that game because of your soundtrack. I got it when I was researching boomer shooters for an article and was looking at the games I don’t own. I bought it and didn’t really care for much of it, but the music was great. I kind of think of that soundtrack with Nightmare Reaper where they feel like just metal albums from Andrew Hulshult rather than dedicated game soundtracks. Was this the point in your career where you realized you’re really good at bringing metal into these kinds of games? It felt like a turning point. AH: That’s that’s a great question too like actually yeah like right around that time I was experimenting a lot with just you know making big atmospheric like synth stuff and like orchestral as you can hear on that soundtrack if you got far enough, laughs, but also like for the for the bigger fights and stuff, I really wanted to start dialing up you know my own sound and my own writing and you know I’d already done the cover stuff I wanted to want to show people what what I could do and so yeah that is kind of really where my introduction to like my own original pieces started coming into place, so yeah that is actually right. I never even thought about that that is where that started and also like I mean I gosh that’s if I think about it, that was 2013 is the end of 2013 is when development started on that, and it originally started as a Duke Nukem game before the lawsuit, and I had an eight string by that time. I was tuning down big time at that point, and there’s a lot of stuff that never made it maybe I’ll put that up on Twitter at some point but there’s a lot of stuff that never never showed up on it because it was a little too aggressive you know but that stuff would later show up in DOOM you know. laughs TA: When just discovering your music many years ago, everything was really good metal, and this was probably around the time I was mainly listening to metal before I started broadening my horizons. I went through this phase when I was learning guitar and I started listening to more Dream Theater and then got a seven string guitar, and eventually got into Meshuggah. It got me thinking about how when I listen to your music now, you manage doing unique things for each game and make the songs fit the game properly. It isn’t just metal anymore so there’s no worry about being typecast. Did you have that fear that everyone is just going to expect metal from you when you’re behind a specific soundtrack? AH: Oh man. You just saying that just out loud makes me wow. I still worry about that sometimes. There are moments where I’m like am I getting typecast at this point, and you saying, yeah I don’t have to worry about that anymore, I’m like oh thank god I heard it from someone else where they were you know like, because I don’t want to be like I don’t want to be like straight up known as metal guy you know like I love metal I love playing it I’ll make those records all day long as people as long as people will listen to it and even if they won’t I’ll probably make them, but yeah I like to paint with different brushes like especially when I get older, like I really enjoy mixing sound design with guitars. I like mixing sound design with orchestral instruments, I like just going full hand on my Eurorack synth stuff over here and just getting lost. As a musician I’m fortunate enough at this point where I can just experiment, and I know I can find, I have the confidence now after working on all these games and having some success with it where I know if I get lost I can find a way out because I’ll find something that I like, and chances are if I like it, I can probably show it to some people who will dig it as well. I’m so glad to hear that you’re like I know that I can get some variety. laughs TA: I mean if someone just heard DUSK and I’d say if they heard DUSK even that is pretty different. I mean if someone’s not into metal maybe they think dusk sounds the same as bombshell but you can totally tell that DUSK was trying to be like this middle ground of what you like and Nine Inch Nails’ Quake. I think it has one of my favorite guitar tones in gaming right now, and it’s still pretty timeless. I want to move to AMID EVIL. I love the soundtrack to the main game, but I want to ask about the DLC for two reasons. Now the first thing is kind of like a personal topic because I believe you were going through a family emergency during the time when you were recording the soundtrack, right? When I was playing Dragon Quest VIII on the 3DS and my grandfather was in the hospital before he passed away, whenever I think about Dragon Quest VIII now it reminds me of that. So do you go through the same thing with the AMID EVIL DLC music? AH: I don’t think I’ve been able to sit down and digest it that way yet. But I know exactly what you’re talking about and I’m sure that is what I will absolutely go through. Yeah, to harp back to what you’re talking about, to what you’re referencing, my father had a heart attack. And it was just out of nowhere. And it was on, gosh, I think it was on New Year’s Eve. It was like 9 PM on New Year’s Eve. It was the year before it was released And I was halfway, I was like midway through working on that soundtrack. And it just scared the shit out of me. As anybody would. Your father’s dying And he ended up having like a, all four valves around his heart were like 90-95% clogged. So yeah, he had to have a quadruple bypass. And thankfully, We have a really, really good heart hospital right next to us. And they’re at an age now where they’re on Medicare. I think it’s Medicare. I can’t remember. It’s like once you’re past 64 at a certain age in this country, you can get on Medicare. And you know, like health stuff isn’t as much of a nightmare as it normally is. But they got great care, got taken care of. But it was months. It took months for all that stuff to happen. And there’s like so many things that happened in between that. Like this was right in the middle of COVID. So like whenever he got, it was right in the middle of the big Omicron spike for the world. So as soon as he got admitted, he couldn’t get to an actual emergency room. He had to sit in another room for like two or three days and they actually had to sedate him for a few days before they could transfer him to another hospital to get looked at. Like it was just crazy. And I was out of my mind. I was crazy at that point. And so once they got to a point where they said we’re going to do surgery and he came out of surgery, I just needed something to occupy myself. Otherwise, I was going to self-destruct. So I started writing a lot on the AMID EVIL stuff and started really finding that old like playing with a band and writing songs for you kind of vibe going in. And a lot of that stuff in a AMID EVIL, the stuff that’s like got a lot of energy behind it, that is pretty personal for me. There’s a lot of emotions on that soundtrack. There’s also something else that I haven’t talked about in public yet and I’m not going to talk about it here that I started working on that has a lot of that as well. And that’ll still be a while before that pops up. But I’d say that that was my main outlet for a while. You have something to look forward to. But yeah, like that soundtrack let’s wrap it up. That soundtrack did have a lot of tension and a lot of emotions tied to my father almost passing away and me trying to wrap my head around that. You’re right. I hadn’t thought about that. TA: The other thing about the AMID EVIL DLC is this specific song I want to touch on: Splitting Time. This song is interesting for a few reasons. It reminds me of some of my favorite game trailers like the song used in the Nioh 2 launch trailer, I’m not sure if you’ve seen it. But more interesting than that is I was playing Street Fighter 6 with a friend of mine and listening to this in the background and he asked me if I was listening to Killer Instinct music? I said it was the AMID EVIL DLC and he wanted to know who made it. It reminded me quite a bit of Mick Gordon’s non DOOM music. We spoke about Killer Instinct and my friend said “they should get Andrew for a new Killer Instinct album" and I wanted to ask if Killer Instinct influenced that song? AH: No I didn’t actually. But there might be little hints of that back and forth because gosh, there are moments when I went back to that Killer Instinct reboot because I thought Mick did such a great job on it. Where I’m like, man, the production here is exactly what I have been trying to do for like a handful of years, And like that soundtrack was just really inspiring to listen to. I think he’s just, he’s a brilliant composer. TA: That’s another game I bought because of the soundtrack because when I played DOOM 2016, I was like I need to play more games with this guy’s done the music for and everyone was like Killer Instinct. I was like I’ve never heard this. I didn’t own an N64. What the hell is this game? I bought it and liked the music a lot more than the game. AH: That whole soundtrack slaps, man. He did a fantastic job on that. When you realize @AndrewHulshult put his whole bussy into the Nightmare Reaper OST instead of saving it for DUSK 2 pic.twitter.com/tU1AsySok0 — Dave @ Home (@DaveOshry) October 11, 2023 TA: OK, so now let’s go to Nightmare Reaper a bit. I already mentioned how this could be your own metal album. I don’t even think it needs to be related to this game. And this is another game I just bought because the music was so good. And I was like there’s kind of like this disconnect between what I expected in the game and after I heard the music, because I heard the music before playing the game and I was like, OK, I need to get used to this. But so before I ask you about your thought process between doing the music, I want to just bring up this other tweet (linked above) from New Blood’s Dave Oshry, which is interesting for Nightmare Reaper. When I saw that Tweet, I knew I had to bring it up whenever I interviewed you in the future and here we are. Laughs AH: Whenever Bruno reached out to me, Bruno is the developer of Nightmare Reaper. Whenever he reached out to me, we just literally started talking about some of our favorite bands and we would just go off back and forth because he showed me a game that he was making. I was like, “That looks cool." I was like, “Well, let me know if you’re ever interested." And then we just started talking about music. He’s like, “Would you be interested in working with me on this?" And I said, “Yeah, I think that would be cool." And he literally was like, “I just want this to be like a metal record from you." I was like, “Really?" He was like, “Yeah." He’s like, “You’ve got good influences." He’s like, “I just want it to sound like you just made a straight metal record." I was like, “Well, it can’t be just that." I was like, “But it’ll be mostly that." You still need to like, we need to, it needs to still be for a game. Because otherwise you’d have me, you know, screaming over top of everything as well. But yeah, it is pretty close to something I would have written at that time. You know, as you go with a, as time moves on, tastes change. And you know, but like at that time, for sure, that’s what you would have gotten for a metal record. I think that’s pretty close, yeah. TA: How do you manage doing that and also keeping the soundtrack dynamic for a game then? AH: Um, play through it a lot of times where you can figure out where you can have rests and lulls. And where somebody’s gonna possibly just walk around and look for things. And then try to write something that you yourself would not get bored of. And that’s still interesting in terms of like, you know, like an ambient track or like a low energy track that still moves a little bit. Just music to explore to, right? And then try and make a piece that complements what that is, but is super high energy or, uh, just higher energy for it. So like, so that those two can work together. You really have to think of it as like, you’re gluing two or three different pieces together. Because like Prodeus has like three pieces. It has an ambient, it has a light combat, and it has a heavy combat. And they’re structured in triggers throughout that game. So I have to think of how this ambient works with this low combat song and then work with this high combat song. Or this heavy combat song. And do they all move well between each other, um, if you were to just crossfade them at random times, you know? Because that’s what the engine is going to do. So yeah, it’s like, I don’t know, you just, you gotta take one of those pieces of music, build it out first, and then think about the other piece. TA: Since you brought up Prodeus, that was the next game I was going to ask about. I don’t even remember what happened with Prodeus when it launched on Steam, because I remember being sent a code for it and just tried it out for review, but was blown away by the music. I remember I even joked about that when I wrote about boomer shooters. At the time, it felt like everything boomer shooters was all about New Blood, Nightdive, and Andrew Hulshult. So Prodeus feels like metal, industrial, bass heavy, and punchier in general. It works well with the aesthetic but I think Cables and Chaos is my favorite. You’ve spoken a lot about Prodeus, but I wanted to know what your favorite track is from that and whether you can give us an interesting anecdote from composing which people might not know about? AH: Cables and Chaos is definitely my favorite one. Like, for sure. Like, that was the moment. Um, so, like, they originally only wanted me to work on, like, the music that first shipped. Not a lot of people know that I went through, like, this whole nightmare where I had to pull the entire soundtrack down across the entire, like, all this digital distribution and put it back up with all the songs because originally there was only, like, ten pieces of music with Prodeus. And then when they were getting closer to release they were like, “Hey, we want to… we want to… we want, like, ten more." And I was like, “Oh, uh, okay. Well, I’ve already put out the soundtrack. We already agreed on this, so this is weird." So, um, they showed me what else they were working on in terms of, like, the levels and everything that I hadn’t seen and I was like, “Good lord, these look incredible!" So I got really inspired with that and made a ton of really just more aggressive pieces of music which turned into things like Chaoscaster, Cables and Chaos, uh…I’m just trying to think of the other ones. Dystopian Dimension. That whole soundtrack is awesome. Like, that whole soundtrack, like, it was built in an interesting time where it’s…it was… half of it was pre-pandemic and the other half was during isolation during pandemic. So, it’s got these really interesting tangents of, uh, the second half of the record’s way more aggressive than the first half. Just because, like, I don’t know, I was at home and I’m like, I can’t get anything out. Like, in terms of my outlet, I can’t go out. I can’t do this. So, like, all of my energy was focused on how aggressive can I make the rest of this, you know? Like, and then we finally get to put it out. I think that was 2022. Here’s one thing from Prodeus that I thought was super neat. So, Spent Fuel is one of the only times that I’ve been…Well, it was one of the first times I’d done it at the moment. Where I’d taken an idea and I was like, how do I write a concept around this? And really, like, the map they showed me was just, you know, green sludge and radiated bullshit everywhere. It looked like Chernobyl. And, um…I was like, man, I really want to find ways to take things like Geiger counters, uh, and, uh, pulses from, from, uh, from fission reactions and, like, maybe even the sound of the, uh, the flash that happens in the video whenever they’re testing the atomic bomb stuff. Like, anything that’s gamma or uh, radiation that is audible, I want to take that and make a piece of music with it. So, there literally are all of those things in that piece of…that piece of music. So, there is the sound of a nuclear reactor turning on, doing what’s called a pulse, uh, for the first time. And that’s actually used in part of the beat. The Geiger counters used as portions of the beat that kind of sounds like a drum machine a little bit. I reversed the sound of, uh, the atomic bomb, the initial flash hitting the camera, making this “bzzz" sound. I reversed that and made it pulse back and forth through the beat. And then, you know, later on the music is like a lot of guitar stuff to go with it and everything, but all that stuff that’s going on with the synthesizer is all based around, you know, like radiation. And I was like, “Ah, this is cool!" Whenever I got done with it, I was like, “Finally!" I had an idea, like a concept idea for a piece of music that stems from like a real life thing and put it all together. So that was like, that’s one of the standout moments for me on that soundtrack. I was really proud of that. TA: Can you say anything about the DLC music or is that just up to the devs for them to release? AH: Uh, that’s up to the devs for them. TA: Anything that’s different or interesting or should we just expect another banger soundtrack? AH: I’m not sure if they’re going to use the base game stuff or if they want me to work on anything new. I have my suspicions that they’ll give me a shout probably somewhere in the near future, but I haven’t heard from them yet. TA: I think in a recent interview where you spoke about the Iron Lung soundtrack, which you’re doing, obviously you can’t talk much about it, but I, don’t want to know about the soundtrack specifically, I’ll wait for the movie to come out, but I want to know three things: How is it working on a movie soundtrack? How is it working with Markiplier? How has the budget available for the soundtrack changed how you’re able to approach music composition? AH: So the first one was, how’s it working on a movie soundtrack? Completely different. Like, I thought that, I thought that I’d be able to walk in and just be like, “Eh, this won’t, this’ll be simple." Oh. Like, it’s just as challenging as the game stuff, but in a completely different direction. Where I would know exactly to talk to a developer about “Let’s put a piece of music here, let’s put a piece of music here, let’s do that." I can do that with Mark, but they’re completely different conversations. One is, you know, I know exactly what’s supposed to be happening in the game here, this is, you know, you’re picking up this weapon, or you’re, this adventure is happening in front of you, this is the tone. The other is a film that I may get something out of, but Mark may be intending for a different emotion. So we have to talk about those things back and forth before I make a piece of music. So it’s really interesting. It’s a fun challenge, to be honest with you. The second one was working with Mark? Mark is awesome. He is so much fun to work with. He hears things that I don’t hear, uh, brings things up in, in my own music, where I’m like, “Oh, I didn’t even think about that." And he’s very much, um, a musician without, like, being a musician. Like, he doesn’t, he doesn’t write, like, as far as I know, he doesn’t write a bunch of music, like, on the regular, but he understands it very, very well. And will, uh, regularly make decisions when I hand him a piece of music, and he’s like, “Okay, this is, you know, sometimes we will have to cut these back and forth, but I promise you, like, like, to make it work for a scene." He’s like, “But I promise you, we’ll do it as best as we can, or I’ll do it as best as I can." I’m like, “Uh, you know, like, maybe I should just recompose the scene." And every time he cuts something to, like, possibly make it, like, a tiny bit shorter, I’m like, “No, that’s exactly what I would have done. Like, how are you this good at editing this stuff?" Like, it’s, it blows my mind. Um, so he’s been fantastic to work with. The third is about the budget for the movie soundtrack and how it changes how it affects composition? Budgets were a lot bigger. I’ll just, I’ll just keep it at that. They were, they were, they were much bigger. Um, just because of how much, it wasn’t, like, due to, um, you know, like, “Oh, you’re working on a film now." It was, it was because of how much music we went through. Um, I wrote demos with them on the set. So, like, they flew me down to Austin and Mark said, “Hey, you know, why don’t you just write music while I’m doing scenes?" I’m like, “Wow, that sounds actually really, really f***ing cool, yeah." So, I would go down there about once every two weeks and spend about two or three days there, just sitting at, uh, sitting out front while they’re, they’re doing scenes, and I’d be writing music with my headphones, just watching on a monitor, you know, what’s going on in front of me, like, 50 feet in front of me. And so, there was a ton of music from that, and there’s a lot more music that came afterwards that we wrote, and in fact, um, I’m actually about to jump on a call because I think they need one more, one more piece of music. I’m gonna jump on a call in like two hours, ’cause I think they need one more piece of music. Um, but it’s, it’s just been a lot. There’s a lot there. And it’s picking the emotions that go where. So, like, there would be, I wrote all these songs for, you know, um, catching a vibe of depression, and these songs for catching a vibe of anger, and these vibes for tension, and this, and this, and we have this giant palette to just choose from and pick where we want things to go, and that’s what, that’s what Mark’s been doing. So, yeah, it’s, it’s pretty much, I mean, financially, the exact same thing as, that I would agree on with games, but it’s just, there’s the volume that, like, we’ve done with stuff is like, whoa, that’s a lot! So, yeah. So, yeah, it’s been great. It’s helped me out a ton. I’d love to work with Mark again after this. TA: Going from your first movie soundtrack, let’s talk about your first chiptune album, which was Dusk 82. So, was that actually the first time you did any sort of chiptune remixing or composition or arrangement, I should say? AH: Yeah, the first real one, like, I mean, like, you could, you could argue that, like, the Rad Rodgers stuff has some of that on there, but that’s, like, closer to synth wave more than anything else, I feel like. And, like, that kind of retro feel. So, yeah, this was the first real time that I, like, approached, like, a chiptune. Like, this is, you have to stay within these boundaries of limited technology. And it was literally, like, you know, choose your, choose your sine wave. Do you want, you want sine, or choose your audio wave. Do you want sine, square, or, you know, triangle? So, it’s one of the three. Just building, like, drum kits based off of that and, like, white noise and everything. And, yeah, that was, that was interesting. Like, when David approached me about that, I was like, “You wanna do what?" You know, like, completely make, like, the Dusk soundtrack and chiptunes of, like, why don’t we just, like, choose a handful of, like, the hits and go from there. Like, the ones that people remember the most, you know? And that was fun. Uh, that was super cool. Just bouncing those back and forth off Dave and David. But, yeah, that was, that was the first time I ever did that. And it was, it was pretty cool. I’m glad people like it. TA: I think, uh, Dusk 82 was, like, this free pre-order bonus with the Nintendo Switch release. So when I started playing that, I was like, “Wait, did they actually do this for the soundtrack?" And then I looked it up and I’m like, “Of course they did!" I know obviously you’re, like, super busy with, like, a ton of projects, but if you had, like, unlimited time and resources, would you do a chiptune demake of any of your other albums? And if you would, which one would you pick? AH: Gosh. Which one would be the most interesting is really the, uh, the question there. I think the one that would be the most interesting if I were to do that would be probably AMID EVIL. Because there’s so much going on in some of those, it would be, it would be a lot of fun to go back and, like, hear some of those melodies that are, like, on, like, all string sections and stuff, and here I’m taking all the way down to, like, 8-bit, you know? I think that that would fit really well too. But yeah, if money wasn’t an issue. Yeah, and time. Time’s the biggest one there. TA: Speaking of time and money, I was going to ask you about remastering one of your old soundtracks, like bringing it to the modern Andrew Hulshult sound. You mentioned that you’d do ROTT 2013 if they paid you to remaster it. AH: There’s a ton of work involved in that. Doing that just for IDKFA was a ton of work. Like, that was months of getting that together. Um, yeah, I’d love to do that for ROTT if Apogee would be interested in it, but, like, it’s a time thing more than anything else. I think it’s a time thing for them, and it’s a time thing for me. I mean, they’re literally down the street, so, like, they can open up that conversation anytime they want, and it’s just a matter of when, you know? When’s the right time. TA: WRATH: Aeon of Ruin, I think is a game you composed a long time ago, at least in gaming, like, a few years ago, and it finally released this year. That’s a soundtrack where if anyone hears it, I think they probably wouldn’t expect it to be you when they listen to the soundtrack, and that’s one of the things I love about it, because here, like, he does more than just metal, like, you need to get that into your head, like, that feels like one of those things. How was it working on that soundtrack? AH: It was interesting back and forth. Jeremiah, the developer on that, the original developer, at first, I think he’ll be okay with me saying this, at first we did not, we didn’t see eye to eye on things, because I wanted straight up, like, almost no guitar at all, Quake, Like, this is what you’re going for, this is the audience, we need to harp even further into this, and he wanted some guitar mixed in there, and like, we would butt heads back and forth on it quite a bit, until we finally came to like a mutual understanding, and I started hearing him out a little bit more, and he started hearing me out, and I was like, okay, okay, I think we’re all good on this. But yeah, it was, that one was a little, a little more tough, just because the, like, the development cycle was, wasn’t, you know, as people know, like, didn’t, it didn’t go as great, like, towards about halfway through, maybe a little, even a little earlier than that, and I could see some of that happening in real time, just because I know all those guys, so like, it was unavoidable. So that’s, that’s hard to make art for when you know that the product itself is having some problems. But I think Christalynne Pyle did a good job with wrapping everything up towards the end of it, which was a task in and of itself, for sure. But, I don’t know, there were some weird ideas pitched out there at one point, where like, I think Fred wanted like, like straight up, like really over the top metal tracks at one point. I think they even had a trailer at one point where I was like, this is not the tone of this game. I don’t know where you guys found that music, but like, this is, this is not that. But I’m glad that everything in the end was able to have some cohesiveness and, and meld together. I really wish that we had time to do some action tracks, like, for that game. Like, I feel like there are moments where that could have, that could have been helpful, but also at the same time, that’s a big what if. You know, like, because there’s two things that you have to take into consideration. Which is, that’s the Quake engine. It’s like the OG Quake engine. You know, what are the limitations that we’re working with here? Can we dynamically swap music, and is it going to work well, just as well as you’ve heard in other titles? And number two, um, would that take people out of it? Because everybody remembers like the OG Quake having like, you know, every map had its song. Well, I say that. It was a disc running that just played a bunch of music. But basically, every map had a song for it. So, yeah, there’s, there’s a handful of things there. But I like the soundtrack. I think it’s cool. I think it’s, it’s, it’s got some really interesting moments in it where like, one of them where I was, I just said, “F*** it, whatever. We’re gonna, we’re gonna bow a guitar through a bunch of pedals and see what that comes out like." That’s one of my favorite pieces from that. I think that’s towards the end. But, um, yeah, it was a little bit of a struggle, but I’m glad I still went through it. I had fun, and I think that everybody that worked on it was pretty proud of it by the end. TA: Now, DOOM Eternal’s DLC. How did it feel for you doing IDKFA and now doing official DOOM music? Like, it’s your soundtrack with David Levy? Did id Software actually talk to you about IDKFA beforehand? AH: I know that IDKFA was, was passed around that studio a whole bunch, cause I, I’d get, um, DMs from people that work there that are now, like, I consider great friends, where they would reach out in, like, 2015, and 2016, and, like, all the way back as 2014, where they would be saying, you know, hey, I’m working at id right now, I just want you to know that I’m listening to your, to your music while I work, and I was always just like, oh, holy cow, that’s crazy, you know? Um, and I, you know, as far back as that, I was just like, hey, if you ever, you know, if you ever, if you ever need music, let me know, you know? So, but, like, never, never, you know, like, pushing like, the button or the boundaries, cause like, I think it was announced that Mick was working on there in, like, 2015? Like, it was like the year before, or something like that, when they really started showing some of the music, and I was like, oh, they’ve, they’ve, they’ve got that handled, okay, cool. So, um, but I was always interested in, in finding a, a way to work with that studio, cause I love DOOM, and, like, it’s really is, like, the core of my DNA wanting to work in games, is DOOM, and like, Duke 3D, um, so, yeah, I always wanted to work with them, and IDKFA, I kinda looked at almost as a resume, like, I was like, I’m gonna put this out there, if it gets popular enough, it’ll speak for itself, and it did exactly that, because, uh, in, gosh, that was, that was right at, like, quarter one, quarter two of 2020, when, when they approached me, I think it was, actually it was, I think it was quarter two of 2020, and said, hey, we, uh, we are in a position where we need, we need music, where we need music, and, uh, we need it quickly, and would you be up to the task for this? They fully were, they knew what they were asking was, was a tall order, in a short period of time, and they said, you know, we can absolutely use the base game stuff, but we wanted to at least reach out and, and ask you, because we, we feel like we can trust you, cause I, I’d made relationships with, with, uh, with Marty, some light ones with Hugo, with Chad Mossholder, their sound guy, I knew all of those people by then, and, um, I was like, hey, you know what, it’s, it’s like 35 or 40 days, f*** it, we, let’s do it, it was like, this sounds like a challenge, I’m totally up for it, and, you know, I had to keep my composure the entire time, but in the inside I’m like, oh my god, you know, like, I’m working on an official DOOM game, uh, and when, but when we got done with that, like, I don’t know, it’s one of those weird moments where you go, holy cow, we went from, uh, you know, a mod project, uh, all the way to the official thing, and it’s just, it’s insane, it’s, it’s crazy, I keep running into those portions of my career, I hope they never stop, there are, something always surprises me like that. TA: I think it’s safe to assume that a lot of people who tell you they love your music bring up Blood Swamps from DOOM Eternal’s DLC. Because I think every person I see on YouTube is like, everyone’s just doing Blood Swamps, it seems like the most popular thing and all, and for you that’s probably a weird feeling because you have this song which a lot of people love or something which you’re really proud of, but you can’t stream it or buy it legally. Can you comment on that in any form? What do you tell people who ask about buying your music from DOOM Eternal’s DLC? laughs AH: Well, Bethesda and id own all that stuff, they paid me well for it, so like I was happy to do all that, um, that’s not like a bullshit PR thing, like, for real, they took care of me. They own all that, so you know, if they, if they ever choose to put that stuff out, that would be awesome, I’d totally embrace it and get behind it with that, but sometimes studios do that, sometimes they don’t, and it’s just completely up to their call, but I will tell you that they have no problem with you, you know, grabbing it off YouTube or anything like that, so do that to your heart’s content, throw it on your phone, whatever you want to do, they just, they’re just glad that you like the stuff, and so am I, to be honest, but hey, hopefully one day we can get an official release, like, that would be cool. TA: Yeah, because I have the DOOM 2016 vinyl soundtrack, and I’d love to have DOOM Eternal music on vinyl as well. Anyway that’s something I’ve been thinking about because it’s probably a difficult situation for you to be in, because people would who want to support you, like, obviously they can buy DOOM Eternal and buy the DLC and stuff like that, but it’s an unfortunate situation for fans, is all, like, I’ll leave it at that. AH: It’s not really like a weird situation at all. I’m totally okay with whatever, Bethesda and id want to do with that, because they were completely up front, they’re like, we’re gonna own this, what we choose to do with that is…Yeah, yeah, and I was like, yeah, that’s fine, I just want to help, I want to make like, a cool DLC for everybody that’s stuck at home, and I want to write like, some kick-ass music for it. And, so there’s no feelings of like, you know, oh, this is weird because this isn’t out, or anything like that. I know people are gonna rip it out of the game, I know, like, so do they, and like, that’s fine. But, you know, hopefully, I would like to see an official release one day, but that is completely up to them, and I will respect whatever they want to do, because they’ve been nothing but awesome. TA: Now let’s just talk about Blood Swamps for a bit, because like, everyone loves the riffs and stuff like that, so, what was your thought process in creating that song? Did they ask you to make something that fit with the base game or tell you to just go wild and be Andrew with the music? AH: They told me to go wild and just be me, which I was like, that felt pretty dangerous to me, because I was like, man, the, you know, what’s established here from Mick? I’m like, that’s pretty strong. Like, that’d be like somebody walking into another DUSK soundtrack, you know, like, for the Indie Shooter, and then being like, we’re gonna do all synthwave, you know, like, no, that’s not how that works. You have to serve what came before you. You have to show respect to what came before you. And that’s really important for the fans before anybody else. Doesn’t matter with an executive producer, doesn’t matter with the musician, doesn’t matter with the artist. It’s for the fans. Like, you have to make sure that whatever you’re going to do is going to, they’re gonna go, okay, cool, yeah, I understand, you know, why you chose this. So really, for me, looking at it when they were like, hey, you just be you, do whatever you want, what you think serves Doom the best. I was like, well, that’s a no-brainer. I’m gonna, I’m gonna, you know, I’m gonna source some inspiration from 2016 and Eternal, and then write what I would want to write. So, the colors that I’m painting with are familiar, but the writing that I’m using, what I’m using to paint, or the picture I’m painting is different. So there’s some familiarity there. Because, you know, like, Blood Swamps is quite a bit different than stuff that you would hear on 2016 or Eternal. It’s a little bit more, this is, uh, this is like almost like a traditional metal song. And like, in fact, uh, I remember handing that over to Chad the first time and him being like, “Oh, metal. Alright." And I was like, “Really? That’s like, you’re surprised. But, um, the, uh, it’s just a little bit more almost traditional. But, um, yeah, there’s, like, it was nice having David and Chad to bounce stuff off of. Because where I would hand them something, like Blood Swamps was originally like just guitar, just, just bass, and just drums. And it started, I started adding things in at, uh, after talking to, um, to Chad and David quite a bit. Where they would be like, you know, “Have you thought about any sound design stuff?" I’m like, “Well, what did you, you know, what are you thinking? Show me the instruments that you’re working with and, you know, like, let’s just talk stuff out." We’d have like hour long conversations every single day. And we would all just learn from each other. It was, it was so cool. But, yeah, like Blood Swamps comes from a point, I just remember, I have to write something that if this is the only DOOM game I work on, it has to be just, like, way out there. Like, I have to, I have to, I have to just take my shot. And it has, I have to rip out all of the barriers that are like, “Hey, should I do this? Shouldn’t I do this? Who gives a f***?" Just, just just write the fastest, most aggressive thing that you can think of at this point in time, and we’ll go from there. And that’s what, that’s what Blood Swamps was. And then everything else came after it, I was like, “Okay." It was like, “We can do different things now." You know? TA: I think you mentioned how you had a few weeks to do the DLC soundtrack, but because you had the support system of those two, it was all possible in the end. I think you mentioned that in one of the other interviews. AH: Yeah, because David was handling, like, on the first DLC, he was handling the cutscene work, and he had his own, like, stuff where he was working on a boss, and a level, and then I got these two levels, so they split up the work evenly between us on both DLCs. And there’d be so many times where I’d call David or Chad and just be like, “Hey, how are you doing today?" You know? And one of us would be like, “Oh my God, I don’t know where to go." You know? And we would just talk back and forth, and somehow we would give each other ideas. It was magical. Like, it was crazy. Just after talking to David, if I had nothing in my head on what I should write, after talking to David or to Chad, I’d be like, “I know what I need to do now." It was cool. TA: Going back to IDKFA a bit, you mentioned how much work you had to put into revisit and, like, Remaster the original soundtrack. What did you think about revisiting those songs? Like, did you feel like, you know, maybe I should have done something differently? Or were you like, “No, I’m happy with this. I just want to preserve it for fans of IDKFA." AH: Yeah, it was more of a, it was a little tiny bit of, “I want to do things a little differently." But, like, I’m talking to really, really small degrees. It was more about preservation than anything else. And if something was being destructive while trying to preserve it, those were the things that I would try to eliminate. An example of that is there was a lot of compression on the original IDKFA. Just because I was still in my early 20s at that point, early to mid 20s at that point, mixing in an apartment that isn’t, like, acoustically sound or anything like that. So I’m making mix decisions that aren’t the greatest, but still hold up. Like, that album still sounds great, but just some of the compression side, like, on the master of it, is a little aggressive. So when I went back this time around, I actually went through every single one of those songs one by one and just gave it a little bit more head room, a little bit more breathing room, so that if you listen to it enough times, you’re not going to get, like, ear fatigue or something like that. That’s really what I was concerned about. And that’s all of the Doom 1 stuff from the original IDKFA all got that treatment where the threshold has been raised just a little bit so that it sounds a little bit more open and natural. And I replaced a couple snares here and there, and maybe like a kick drum and a bass, but they’re so small I still haven’t seen anybody notice them. TA: You should revisit Metallica’s St. Anger and do this for all the fans. AH: It is impossible to fix that! laughs There’s been bands that have done that. I’ve re-recorded that entire record and I see it on YouTube every now and then. I’m like this is… this would have been a cool record if it would have sounded okay, and maybe some structure changes were different, but yeah, it’s whatever. TA: I think when Metallica did Death Magnetic, they had the Guitar Hero Metallica stems which people used to mix it better than the actual album. How does this keep happening? AH: James attests to it. Those guys are so big that they legitimately have final say on everything that they do. So whenever they’re touring and you already have Tinnitus and you’re mixing in a tent, I remember them talking about “Yeah, no shit, the guitars are bright." I was listening to mixes in a tent and making mix decisions on the road. I’m like, “Oh, that makes a lot more sense now." Like, oh my god. Because the Guitar Hero mixes do sound way better. TA: This reminds me of when I watched Deafheaven and how amazing they sounded live. You have so many bands that release albums with brickwall mastering ruining the sound of an otherwise good album. It is a shame that some bands don’t get outside help for things like mastering. AH: Yeah, it’s…I mean I still do my own mastering stuff so I’m the start and finish with all my stuff but I totally get it whenever I see a band that has a record that’s just completely smashed. I’m like, “Yeah." If I was just a musician who really knew how to play guitar and that’s about it or really knew how to play drums and that’s about it, I understand how this happens. It’s just a bunch of guys in the room going, “Louder! This needs to be louder." laughs TA: So you revisited IDKFA’s original DOOM 1 music, but you also did almost a complete Doom II soundtrack. I think there was one track which was on YouTube or two tracks. When you were doing these new songs, how did it feel for you because now you’ve come so far ahead as a musician and did you feel tempted to make it a modern Andrew Hulshult album versus trying to be Doom II? How did you approach that? AH: Man. This whole IDKFA thing with id’s blessing has been an incredible experience. It feels like I’m closing a chapter of my career with the fans because IDKFA is what got me so many jobs and so much recognition beforehand. Well, IDKFA and Rise of the Triad, but IDKFA was a big one and I still get people that are like devs that reach out that are like, “I know you from the DOOM stuff." And I’m like, “What? DOOM Eternal?" They’re like, “No, IDKFA. I played that DOOM WAD." And I’m like, “Oh my god." So I still get jobs because of that. So whenever I sat down… Whenever Marty Stratton sent me an email about a year and a half ago to ask if I had time to sit down at QuakeCon last year and talk about some things, I was like, “Uh oh. Something’s either gone terribly wrong or he just wants to hang out." So we sat down and he was like, “Hey." He’s like, “I have an idea." And I was like, “What’s that?" He’s like, “What if we give you a license for the DOOM soundtrack for IDKFA so that you can put that out on all of the streaming platforms yourself and do whatever you want and you give us a license to do with what we’re working on, which was the DOOM and DOOM II remasters." And I was like, “That sounds cool." I was like, “I’d love to finally get that out on official sites and everything." And he was like, “Oh, it’s awesome." He’s like, “I was hoping you’d say that because this would just be so cool to have this as a selectable thing. Like to go from the Bobby Prince to this if people wanted to." And I was like, “Yeah." And I’ve been doing that with soundtracks recently anyways. About halfway through that whole thing, we were just trading war stories about the industry and just getting along. And I was having a blast. I was thinking, “Man, this is really going to be closing a chapter in my career." I was getting a little emotional. I was like, “I’ll tell you what." I was like, “I’ll do you one better." I was like, “Why don’t we finish DOOM II and make it the real deal?" People have asked for it forever. I’m like, “That would really poke my audience." They’d be like, “Holy shit! Doom 2 is finally finished!" And he was like, “If you’re up for it, yeah, absolutely." He’s like, “We’ll get you a license for anything that you do on that as well so that you can put that out as well." So, yeah. It was…walking into doing DOOM II was so much fun. Every step of the way. Adam Pyle, the guy that worked with me on Quake Champions, was the guy that I bounced all my mixes off of. He told me at the beginning, he said, “Hey, you know, do whatever you want." He’s like, “It’s you. It’s the reason people want to listen to it, so I don’t really have much of a say." I was like, “Bullshit!" I was like, “You worked with me on Quake Champions. I’m going to bounce every mix that I do off of you, and I want to hear feedback from you." It’s like, “I respect your opinion because we got stuff like we did on Quake Champions because we talked back and forth." So we did. I’d send him… I’d finish Running from Evil and send it to him, and he’d go, “This sounds great, or, you know, like, what if you did this?" It was only a couple times where he was like, “What if you did this?" I was like, “Oh!" They were always cool ideas. But I really respect Adam’s ability to throw out things every now and then. He’s just a great person to bounce mixes off of. So, just doing those one after another and getting to the end of it. Once it was all wrapped up, I’m not going to lie, once it was all together, I was just in my office and I was like, “Oh my god!" Having a moment where I had a grown man cry where I was like, “I can’t believe that this is happening. I can’t believe that, number one, I’m going to be part of the original DOOM in an official capacity. Number two, they’re going to ask me to talk at QuakeCon, like, live on stage and announce everything. And number three, they gave me a license for all this stuff so that I can put it out and I can actually make some money off of it. That doesn’t happen with a big studio. They don’t just go, “Here’s the soundtrack. Have fun." I don’t know. It’s just still so crazy. It hasn’t really sunk in for me still. I’m still in that weird spot where I’m like, “Yeah, this is out there. We’re promoting it." And once that’s over, I’m sure I’ll be like, “Oh my god." You know, like, “Holy cow." But it’s been fun. The DOOM II stuff, I wanted it to be something a little bit more fresh on where I’m at as an artist. I didn’t want it to be exactly like IDKFA, like the original DOOM I stuff. Because if I were to do that, I’d have to go back and completely remix all of DOOM I stuff, which I was like, “No, that has to be preserved. People know what that is." So you can’t touch that. That’s already done. So I thought, “Okay, well what if I just gave them how I would do DOOM II right now?" Which is exactly what it is. All that stuff is like, “Yeah, f*** yeah." Those are the exact decisions that I would make with synths, with guitars, with drums. I think everything slams. I think it sounds great. So it’s just a picture from 2011, 2012 with the original IDKFA. It got officially released in 2016, but it started working on it as far back as back. So it’s a picture of where I was as a musician, that far back. And then this one is a picture of 2024. So you get it’s kind of like a time capsule. TA: Was The Healer Stalks one of the new songs because it definitely feels like modern Andrew Hulshult? AH: Yeah, that was the second one written. I think I almost went in chronological order doing that entire soundtrack. TA: You and I have both been playing DOOM since the 90s. When I started learning guitar and playing a lot, I started thinking about the DOOM soundtrack and some of the songs definitely have bits that remind me of other band music like Pantera. When you did IDKFA and just heard the music in general, what did you think of that and how does it feel revisiting some of those songs now? Stuff like A New Level and This Love from Pantera instantly spring to mind. laughs AH: Yeah. Some of that stuff’s pretty close. Like sometimes, right? But it’s different enough where you’re like, oh, okay. Yeah. But yeah, there’s definitely some inspirations that were taken from like thrash metal for sure. Because I mean, like they always talked about Romero having on like Slayer and Metallica and all that stuff like playing while they were making the game. So it only makes sense that they’re like, you know, hey, make something similar around this. I don’t know exactly how that story went. I wasn’t there. I was like, you know, I was like four. But that makes complete sense in my head. And yeah, going back and listening to them like, yeah, it’s there somewhere in the ballpark of it for sure. Like TA: So after DOOM II, have you gotten people saying, when are we getting an IDKFA version of Quake and stuff? Because you did one song, right? AH: Yeah, yeah, yeah. I did the theme. I think I did that just for fun. And I think I honestly did that as people were, I saw a bunch of forum posts. It was either forum posts or Discord about people not sure like about me on DUSK of all things. Like it wasn’t even like a fully announced game, but they were like, “I’m not sure Andrew". And I was like, OK, you know what? I was like, f*** you. I’ll just remake the Quake theme. And then you’ll see if I’m the right person for the f***ing job. laughs And so I put that out and people were like, oh, and I remember like a bunch of the comments were like, oh yeah, okay, he can work on DUSK. TA: Do you listen to that soundtrack often? The original Quake? AH: Oh, man. I don’t listen to it. Listen to it. But like every time I go fire up Quake, which is about like once twice a year. A little more than that if I’m playing multiplayer with friends. That’s the thing I look forward to the most besides like the level design is the soundtrack just because it’s so out there. Reznor did such a good job on that. It’s incredible. God, I wish it’s a pipe dream, but I’d love to work with him on something and Atticus Ross on something at some point. That would be crazy. But they’re like way up there, you know. TA: Their movie soundtracks are amazing. I’ve actually been watching some of the movies just because they’ve done the music because I think the audio design in The Social Network is incredible. I think they did like the recent Teenage Mutant Ninja Turtles thing, which I still need to watch. AH: It’s so cool when artists step out of their comfort zone like that, where it’s like you’re known for like you’re angry and depressing music and then it’s like Teenage Mutant Ninja Turtles. It’s like now I’m interested. Yeah. TA: Going back to your music, we covered Blood Swamps being the most popular song which people bring up when they meet you and stuff. I saw this interview with Final Fantasy 14’s composer Masayoshi Soken who was asked about a song which he really liked, but no one actually brings up, and that he thinks deserves more attention. He said Game Theory. I want to know what’s that for Andrew Hulshult. AH: Splitting Time. Like whenever you brought that up, I was like, oh yeah, from the AMID EVIL DLC. I mean like it’s well it’s DLC. So like by nature, DLC doesn’t get as much attention, you know. But like the AMID EVIL DLC altogether before I talk about the music, the DLC is incredible. Like that’s my that’s one of my favorite things I’ve worked on like in recent memory. Like all the music’s great. Like it was , it was a joy to put it all together. All the sound design, all the traps and everything. It’s just an incredible DLC. If you don’t have it, you should go get it. That’s not me shilling and just oh go buy the game. Like it’s f***ing awesome. They did an incredible job. TA: Everyone should buy that game and DLC. AH: Well, I don’t want to look like a shill. If you like it, you like it. Like if you don’t, if you don’t dig it, don’t buy it. You know we’re not not here to like, you know try and sell a bunch of stuff. But like splitting time finishing up that piece of music. It felt like a real moment where I don’t know. I felt like kind of a shift as an artist where I was. I was way more comfortable with a lot of the more aggressive sound design elements being mixed in with compositions and finding ways to make them gel better. And everything really came together on that track and out whenever halfway through I was like, this is the final boss track. I was like I don’t care what you’re designing. I’m like, this is the final boss track. And you know, two seconds after they started listening to it, they’re like, oh yeah, this is the final boss track. We hadn’t even made the character yet. I was just like, here it is. That one hung around for a long time. And yeah, that’s I feel like that song is very much a good indicator of where I am musically right now. TA: Now let’s get a bit into the weeds. Let’s talk about your current guitar setup, your pedals, your amps, string gauge, pickups, I want to know whatever you’re using. AH: So the guitar I’m using the most is a Caparison Dellinger 7. I actually just had a pickup swap on it where I put some Seymour Duncans. I think I put an SH5 in the bridge and an SH2 in the neck on this one. Specifically because the SH5 on it has a really interesting thing where it doesn’t emphasize the low mids a whole bunch but they still cut through really well. So whenever you’re sitting there and like, you know, like chugging on stuff and you have to track that four times, it just sits a lot better in the mix than if you were to just use like stock pickups. There’s nothing wrong with Caparison stock pickups. They’re great. They’re super, super punchy. But for my mixing style I just, I know what I want in terms of pickups so I just, I swap those out. I also did the same thing actually last week with the 8 string. This is a Caparison Brocken 8 string. I don’t think they make this anymore. I swapped out the pickups on this one as well to a gosh, what is it? It’s Duncan. They’re really, really famous 8 string pickups by Duncan. And I can’t remember what they’re called now. TA: I didn’t know Seymour Duncan even had 8 string pickups. AH: They do 8 and like, I was originally going to get some Fishman Fluences for it because they seem like they would hold the top end in the midrange a little bit better but after I don’t know, I’ve just always been a Seymour Duncan guy. And after finding a couple that I really liked at a shop called Tone Shop up the street from me. I was like, man, I really want to put these in my 8 string and they have a tech there that’s just incredible at what he does with all my guitars. So I was just like, hey, order those and I’ll just leave the guitar with you and like a week later they came back and I was like, yeah, that’s exactly what I wanted, sounds incredible. I’ve got my Caparison 7 and 8, and I still have all the guitars that I’ve had over the years for the most part. I’ve got another Schecter 8 string here that is a really cool color. It’s super neat, like, it actually changes from blue to purple. TA: I think it is called Prism or something like that. John Petrucci has something like that on one of his guitars. AH: But yeah, this one has like the EMGs in it and it’s a cool guitar. It still plays great. Like, I still like it. But let me show you something that’s actually pretty sweet. So I still have, I bought this in like 2004. And I still have it. This is the guitar that I actually wrote all of IDKFA or most of it on and I wrote all of, I tracked all of Rides of the Triad with. It’s just a Schecter C6. It’s like just stock. It even still has the plastic in the back which is crazy. But yeah, this is like, I still have this guitar. I was like I was so close to going up to id, like which is just on the street for me and being like after IDKFA was finished, I almost was just like, here, you guys, you need this. You know, like, hold on to this or something. Like this is the one. But like, I don’t know. It’s not like a mainline DOOM game, you know? Like, it has to be something like a mainline game where I’d be like, I wrote this on this guitar here. You know, if you want this, it feels like it belongs to you. And also, part of me is like, no, don’t do that. Like, hang on to it. TA: Ok now string gauges. AH: For string gauges, 10 to 59 on 7 strings. And on 8 strings, I think it’s 10 to 65. And then typically on 6 strings, I just like 10 to 46. TA: Do you use D’Addario strings? I use them mostly. AH: I use D’Addario for the most part, but I bounce back and forth sometimes to Ernie Ball. TA: What about your amp setup and your pedals and stuff like that? AH: So amps, I’ve sold almost every amp I’ve ever owned. I had a JC-120. I had a couple of those Crate Blue Voodoos way back in the day. The ones that were like, yeah, the ones that were, were basically copies of those Ampeg tube amps that they made a long time ago. I had a Valve State 8100. I had a bunch of amps and a bunch of VHT cabinets as well too. And I sold all of them years ago. I’ve really just been like working inside the box for the most part with like neural DSP plugins into an RME interface and I also went as far as getting one of these recently, which is a Neural DSP Quad Cortex. So basically this is all of their plugins built into like a really nice processor. But for a project I’m working on recently they were like, hey you need an amp. And I was like, yeah, you’re probably right. I do need an amp. So I went and bought this and I plug it into two 100 watt Seymour Duncan power stages. Okay. They’re like, they’re these little tiny like 100 watt power amplifiers. They’re solid state power amplifiers. And I run the stereo out from that thing into the left and right side of those and those go into two Engel 2×12 cabinets. Which, okay, Engel 2×12 cabinets are awesome. Ever since I heard a Rammstein record that used them I always wanted to grab one because I was like, god, those things sound huge. TA: I wasn’t sure about this because a friend of mine said he was sure AMID EVIL was recorded on an Axe FX Ultra. AH: Any guitar stuff I’ve done has used either Native Instruments Guitar Rig from way back in the day. Like IDKFA used a ton of Native Instruments Guitar Rig 5 and Guitar Rig 4. But pretty much everything since DUSK has used Neural DSP for guitar work. It’s just me plugging directly into my RME UFX and sometimes I’ll use pedals going into it like the Exotic BB Preamp but most of the time it’s just a dry DI signal getting manipulated inside the box. So, the ones that got the most use on DUSK were the Moogerfooger low pass filter. Believe it or not, like anytime you hear the sound of something becoming kind of lo-fi or anything. It was always run through this filter. It was pretty cool. But the thing I like about it the most is the drive circuit on it. Like I don’t even like it that much as like a filter filter. The drive section on it is just so aggressive that it’s a really interesting sound and like that sound that you hear on the DUSK soundtrack which is like all of the really high high end that’s like really high energy. It’s almost like the Nine Inch Nails stuff. A ton of that comes just from driving the front end of this thing. And same way with the Fulltone Catalyst. But yeah, it’s just a few of them. I think there’s one more that I use a lot. I don’t think I have it here. It’s the ZVEX Fuzz Factory which is just an insane sounding pedal. It just sounds like garbage. And that’s why I like it. It just sounds like you are destroying a signal which is perfect. I’m cool. That sounds cool. That’s a great effect. I like that. TA: You’ve accomplished a lot in your career so far with recognizable music. As a musician, how have you been learning to improve your own skills like programming drums, software, and how do you balance doing that while you have a lot of folks who want to work with you on new projects? AH: Every day is just like I don’t know. If you’re not teaching yourself something every day, this is my train of thought. If I’m not trying to sound better in my own head, whatever I think is better, I’m wasting my time. So if I feel like the drum kit I’ve used like two or three times on two to three different records, if I’m like that feels stale. If I then go if it feels stale and I know the ends and outs of it and how to make it sound good then I need to change that drum kit. I need to find something different and work with it and see if I can get some different sounds out of it. So I’ll change instruments and just purposefully put myself in positions where I don’t know where I’m at or what sounds good with it just so that I can find my way out of it. It’s kind of like limiting yourself, like putting yourself in a box that’s really important as an artist to make sure that you are working within a certain scope of things and going hey, you know, here’s something that’s completely unfamiliar, get used to it and this is what you have to work with. So, yeah, like I don’t know, just constantly challenging myself is part of who I am for the most part. So, it’s just how it always goes. TA: I’m glad you brought that specific bit up because in another interview of yours you mentioned how once you got to your thirties the most important thing became getting good sleep which a lot of people take for granted in their twenties. So my question is that trying to have a routine is very important even if you can’t stick to it 100%. What does a day in your life look like right now? AH: A day right now looks like about, a typical day is about anywhere between 6 to 7 hours of sleep which is about what I need I’ve found out, like it’s like somewhere around there, sometimes 8 and then randomly I’ll have days where it’s like, oh you need like 11 hours I don’t know why, but I feel fine waking up completely recharged with like 6 and a half to 7 and a half hours of sleep. So what I’ll do every morning is I’ll wake up, I’ll go take a shower immediately, like that’s the only way I can start my day is like I feel like I’ve got to it feels like I’m washing off yesterday I don’t know how else to explain that and then I gotta have a coffee and then I gotta start writing things on a whiteboard that’s right over beside me to the left because otherwise I’m just gonna spin my wheels all day long and think, oh I should do this, I should do that, I’ll be thinking about everything I need to do and then never actually do anything. I don’t know if that’s ADD, ADHD or whatever that’s undiagnosed, I’m sure it is to some degree which I’ll get to that at some point but until then I have the whiteboard and as long as I write stuff down on it on what I want to do that day, I’ll knock it all out, every single piece of it. But what’s super important for me to do is just plan out the day early on and then everything just comes to it afterwards. The other thing that’s kind of new for me too is around like 4 o’clock typically I’ll now try and do, this has been within the last 3.5 months, I’ll try and do about 20 to 30 minutes of cardio. Just because I feel like for some reason elevating my heart rate really takes me from hey I could focus before to now I’m super laser focused and can get through whatever I need to and it also puts me in a much better mood if I’m having a shit day. TA: You’ve previously mentioned that you love playing Cities Skylines. Did you play Cities Skylines 2? laughs AH: Yeah, but you know like I haven’t gone back to it yet. I need to try it again at some point. But oh boy like it needed some more time in the oven whenever I tried it. Like no offense to them. I was just like wow. TA: I mean you probably tried it on like your proper gaming PC. I just like to play Steam games on a Steam Deck and I could get it at 5 fps or something after a bit of playing. AH: Even with the 3080 I think I was at points I was sitting there at like 35 frames a second. I’m like really? With the 3080? This is where we’re at huh? Okay. TA: Do you still play Hunt: Showdown and did you try the new Hunt: Showdown 1896 update? AH: Yeah. They had some really interesting choices with their UI that they just pushed with this one that a lot of people aren’t in favor of. I’m getting a little more used to it as time goes on. But man there are some things they need to hammer out with it. But yeah I still play that like a couple times a week with my buddies in New Blood. Like with Dylan who’s working on Gloomwood. I’ll play it with David every now and then. I’ll play it with Mason who’s the developer on Faith. Like we’re all, just like we all just hang out. We’re all just friends. So Leon, me and Leon play it I think the most. Leon’s the lead on AMID EVIL. But yeah like New Zealand and America playing an online fps game is a wild thing but we have a great time doing it. TA: Before we wrap up, I want to know your favorite bands and artists right now in and out of video games. AH: I’m pretty boring on this one to be honest with you. I need to branch out a little more. Favorite bands outside of video games right now like for sure and they’ve sat there for a while is Gojira. I really like their mixing. I like how tight they are live. I like their choices on composition. I don’t feel like they write a bad song. I could throw out the obvious ones. Metallica is another one just because James Hetfield’s right hand is like what inspired me to play guitar. Like how fast you can do those things is crazy. Outside of or in video games I’d still say I still think and it’s going to be a weird choice because you’re like well you write all this aggressive music. What is Jesper Kyd? That guy is just like great on everything he touches and everything he touches is always unique. But I always go back to his early stuff like the Hitman franchise because it’s just so strange and like it really suits those early games really well. If you listen to it outside of it, it feels like a really weird cold kind of soundtrack. Even from the very first game which has a lot of interesting things like almost drum and bass choices. It still feels like a cold front. You know, like a Hitman. And I always just find that stuff fascinating. How he was able to take so many different genres of music between all those games and still make them fit correctly for that character. So yeah and I think he worked on the Darktide stuff more recently which I need to give a listen to. Everybody’s told me that’s incredible but I don’t know I was knee deep in like four active developments whenever that game came out. So I just haven’t given it a chance. TA: Hypothetical situation, if you had no time or budget constraints, if you could compose for any single game and any single movie which would you pick? AH: So let’s see for any game if it had the right direction I’d really like to take a shot at like a Duke game. Because I feel like that is an IP that could be brought back if it’s brought back in the right way. And you have to think that’s really going to be dictated by whoever the creative production is at the time. So if it was done in the right way I’d love to step into that. Either that or I’m going to throw another one out to you. I’d love to work on Minecraft. Just like chill out you know. Like just make something that’s completely chill. So those are completely two opposite sides of the spectrum. But as far as a movie, man, that’s a great question. Let me think about it for just a second. Man on Fire. Like I love Denzel Washington’s work as number one: as an action hero I think he’s great. But number two whenever he is able to have enough time to put drama into things. And like either I don’t know how else to explain it other than he does a f***ing crazy fantastic job. Either Man on Fire or American Gangster. One of those two soundtracks I think I could do would be great to work on. Because there’s so many different emotions between both of those films. It’s a big roller coaster that doesn’t go up and down once. It goes up and down and does like a loop. And like you know, it takes you side to side. Like both of those films do that really well. 01:48:40.760 –> 01:48:42.760 TA: You have a lot of bands you’ve been listening to for a long time like Metallica. What are your thoughts on their recent or new albums? AH: I can find things I like on like the records that they put out because like I’m a die hard. Even with this last Megadeth record. I could still find stuff that I like I can chew on. No problem. Absolutely. But you know these guys aren’t going to write like another Master of Puppets. That comes around once in a lifetime. You know what I mean? And they struck it four times. Like with Kill ‘Em All, Ride the Lightning, Master of Puppets and …And Justice for All. So like to even just get that is crazy. But I do find things that I like on all their newer stuff. Like I think What was the 2016 record that they had? Hardwired to Self Destruct. Yeah I think that that actually had some real moments of really really good writing on it. Specifically the last track. I felt like Hardwired was a great track. But I also thought Moth into the Flame was written super well. There’s a handful of just really really really good writing on that record. On 72 Seasons, there’s still a handful that I really like. But they don’t sync as much for me. And I’m not sure if it’s because I’m looking for something faster or not. Which that’s just not where they’re at at the moment. That’s not what they’re writing. And that’s okay. I will say the last track on that record I feel like is perfect. It’s so good. I can’t remember what it’s called off the top of my head at the moment. I’m terrible with song names sometimes. It’s crazy. It’s like 11 minutes and it feels like a 5 minute and 30 second song. I remember listening to it the first time. I was like gosh. There’s so much emotion thrown into this song that it’s just a joy to listen to. I love it when I can tell that someone really dumped all their emotions onto something. That’s when it really strikes a chord for me. But yeah even the last stuff from Slayer, there’s things that I can find that I enjoy. but I know I’m not going to get the revolutionary record that we had growing up. That’s okay. I’m just glad they’re still making music. And it’s still pretty sick. TA: What’s the most random piece of music memorabilia that you’ve held onto for a long time? AH: I had a friend that I worked with a long time ago who fell on hard times at one point and he was friends and and like worked with Pantera for a long time. And he was like man he’s like I’m trying to get rid of this stuff I’m like why don’t you just hold on to it and like like here’s here’s you know here’s some cash if you need some cash to get by. He’s like no no no he’s like you hold on to it just pay me for it. I was like okay so I’ve got this vinyl of the Great Southern Trendkill that’s one of the original vinyl releases, but I also have a plaque that came like it was given to one of their either their sound or their lighting crew at one point and it’s like for the tour in Japan for the Great Southern Trendkill that same time. And I was like where did you get this you know like what the hell. And he’s like yeah we just you know had him and I knew the guy and he had like five or six of them that they gave him by accident so he gave me one. I was like oh okay all right. So I have both of those things in my closet they’ve hung out with me for like gosh I want to say 15 16 17 years now but those old ones will never go away. Some people keep expensive booze in a decanter. Teah and I keep home made cold brew coffee. pic.twitter.com/7DJlgWcjaB — Andrew Hulshult (@AndrewHulshult) October 10, 2020 TA: Ok for my last question, how do you like your coffee? I usually ask this at the end, but I remember an old Tweet of yours (linked above) made me even more curious about your answer. AH: Yeah man I like the cold brew stuff. I loved hot coffee forever but like cold brew I don’t know the longer I go the easier it is to just sit on a desk and sip on. I don’t have to be like that’s hot. I can just be like no we’re just getting all of the caffeine all at once if I want to. So cold brew coffee. Cold brew black. I’d like to thank Andrew Hulshult for his time and help with this interview over the last few weeks. You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.
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Back in December, I reviewed Square Enix’s monster collecting RPG Dragon Quest Monsters: The Dark Prince on Switch. I loved my time with it despite its many technical issues. I expected it to hit PC like Dragon Quest Treasures, another Nintendo Switch exclusive, but I didn’t expect a mobile release. Square Enix’s newest release of Dragon Quest Monsters: The Dark Prince on iOS, Android, and Steam brings all prior paid DLC into the game at a lower entry point, but removes one feature. This is the online real-time multiplayer battles. Beyond that, Dragon Quest Monsters: The Dark Prince on Steam and mobile is already a massively better experience just on value with its lower price point and the content included, but is the game worth your time in this crowded release period and with its premium price? That’s what I aim to answer with my Dragon Quest Monsters: The Dark Prince mobile review also covering the game on Steam Deck. If you aren’t familiar with Dragon Quest Monsters itself, it is a spin-off series of the main Dragon Quest games featuring turn-based combat, but instead of the main player fighting, you capture, breed, and raise monsters to fight for you. When I played Dragon Quest Treasures, I enjoyed it, but was told that it is a “Monsters-lite" game so when Dragon Quest Monsters: The Dark Prince was announced for Switch, I was excited to play it. I ended up loving it as you can see from my review linked above, but I think it is a very strong monster collecting RPG with turn-based combat regardless of if you like Dragon Quest or not. What made Dragon Quest Monsters: The Dark Prince more interesting, is in how it feels like a side story and prequel to Dragon Quest IV. Dragon Quest Monsters: The Dark Prince also had a seasonal feature where the monsters changed depending on the season and area you’re in. When it comes to the story, Dragon Quest Monsters: The Dark Prince, the bits from IV already made it more interesting than the usual spin-off, but I found myself focusing more on getting my own dream monster party rather than worrying about the narrative. I’m super pleased with how well thought out the mechanics are and how the large zones, hundreds of monsters, and combat made me want to keep playing it more even on Switch when I first beat it let alone now on iPhone, iPad, and Steam Deck. Beyond the normal turn-based battles and recruiting new monsters, Synthesis in Dragon Quest Monsters: The Dark Prince is like Shin Megami Tensei’s fusion, and there is just so much you can do with skills here. The seasons here don’t just change monsters, but also areas you can explore with map changes. This means a water body that you can’t cross will be frozen in one season letting you access a new secret. Combat in games like this can get monotonous so I’m glad to see the many quality of life features here like the tactics menu that plays out similar to the original Persona 3, direct commands, and more. You aren’t here to just defeat enemies, but also scout them to bring to your party and become stronger. I didn’t end up testing the online multiplayer on Switch much, so I can’t comment on how big a loss that is here, but it is a game mode being cut nonetheless. If you did play it on Switch, keep that in mind as it is the only area the mobile and Steam versions are lacking compared to Switch. Dragon Quest Monsters: The Dark Prince already shipped with a lot of content, but the DLC only elevated the experience. This DLC was sold in the Digital Deluxe Edition or as standalone DLC for the base game. Just the DLC was over $25 on Switch, so having the full base game with all DLC included for $24 on mobile makes it an amazing deal, but I’ll get to that in a bit. This DLC included The Mole Hole, Coach Joe’s Dungeon Gym, and Treasure Trunks. The Mole Hole was a dungeon that lets you scout (recruit) monsters you’ve fought before and it made min-maxing a lot easier during the game. The DLC was also good to speed things up since you could also easily scout monsters who only appear during a specific season or through synthesis. The Coach Joe’s Dungeon Gym DLC has randomly generated maps and they are meant to be postgame challenges rather than experienced while playing the game. The final DLC is just a chest that can be opened once an hour with 10 items in total. This is like a cheat DLC if you may. I didn’t think it was good to have useful game modes or content in paid DLC, but that isn’t a problem anymore with all of it included on iOS, Androidl, and Steam in the base asking price. Now let’s get to the mobile port features. With Square Enix, you can never be sure what features will make it into the final game. Dragon Quest Monsters: The Dark Prince does not have controller support. This is beyond disappointing since the game is literally a console title ported to mobile. I tried 6 different controllers without any luck to be sure. Aside from controller support, Dragon Quest Monsters: The Dark Prince on iOS has cloud saves and a few graphics options. The cloud saves work well. When it comes to controls, I was surprised at how well Dragon Quest Monsters: The Dark Prince felt with touch controls. It uses a floating joystick on the left for movement and a jump button mainly while exploring. The one minor issue you might run into is some touch targets being a bit small on the non Plus/Max phones. These aren’t an issue on iPads at all though. The controls feel good, but Square Enix should’ve left full controller support in since this is a console game ported to mobile after all. One of my only real issues with Dragon Quest Monsters: The Dark Prince on Switch was on the technical side. The frame rate was rough at launch with visuals not being great either. The former got addressed to some degree unlike Pokemon Scarlet & Violet, but the latter never got fixed. On iPhone 15 Pro, iPhone 12, and even iPad Pro, I had no major issues with the visuals or performance. There are some hiccups on iPhone 15 Pro when running at the highest graphics quality setting and moving through some locations, but it isn’t remotely as bad as on Switch. The game feels massively better to play on iOS. Check out the comparison below for the low and high graphics options on iPhone 15 Pro: There aren’t specific visual or frame rate settings on mobile outside of the resolution option in display settings. This lets you play at low, medium, or high graphical quality options. These presets also affect other settings like the frame rate limit and post-processing. This setting can only be changed from the title screen on mobile while you can adjust it on the fly on PC. I stuck to the high setting on all my iPhones. Dragon Quest Monsters: The Dark Prince sadly has some minor performance issues even on iPhone 15 Pro as I mentioned above. The low setting seems unusable with how blurry it gets. On my 2020 iPad Pro, the high preset has more regular frame drops than iPhone, and it also seems to be running with some tweaked settings. Overall, even the older iPad Pro runs it well, but not as good as iPhone 15 Pro as expected. Every device I tested on including the iPhone 12 ran it a lot better than Nintendo Switch. Visually, it looks a lot cleaner than Switch even on older iOS devices when played at high. Square Enix didn’t just do a bare-bones port here. It has fullscreen support during gameplay on my iPhone 15 Pro, and even has a pattern or artwork to fill the screen during areas with pre-rendered or static 16:9 elements. This pattern or artwork is mainly used on my iPad Pro since it doesn’t support fullscreen there for gameplay. This also applies to Steam Deck to make up for that aspect ratio in parts. I’m glad to see Square Enix put in the work here to make sure it still looks good regardless of aspect ratio. Dragon Quest Monsters: The Dark Prince Steam Deck impressions On Steam Deck, regardless of my settings, I couldn’t get Dragon Quest Monsters: The Dark Prince to run at a locked 90fps even at the low preset when played at 800p. I decided to opt for a 60fps target, and that was a lot easier to achieve. One oddity is the game not letting you adjust resolution when playing on Steam Deck normally. You can do this by forcing the resolution from the game’s properties before launching it. Dragon Quest Monsters: The Dark Prince on PC lets you adjust graphical quality (low, medium, high), anti-aliasing (off, low, medium, high), maximum frame rate (30 to uncapped), toggle v-sync, and adjust display mode (windowed, fullscreen, borderless). If you play at 60fps, I recommend setting your Steam Deck OLED refresh rate to 60 to avoid jitter as well. Having now played Dragon Quest Monsters: The Dark Prince on iOS, iPadOS, Steam Deck, Switch OLED, and Switch Lite, there’s no doubt that the Switch version is the worst of the lot despite the online mode being removed from mobile and Steam. The massive increase in performance and better visuals with all DLC included at a much lower asking price only makes it better. One thing to note is that the game is marked as Steam Deck Playable and not Verified because Valve says some in-game text is small and may be difficult to read. I didn’t have any issues with this, and I feel like Valve has marked games with smaller text as Verified before. Either way, you can safely buy this one to play on Steam Deck. If you skipped Dragon Quest Monsters: The Dark Prince on Switch, the new mobile and Steam ports are the way to go. While the mobile version lacking controller support is disappointing, it is still a game I see myself playing regularly with its improvements over switch and fantastic core gameplay loop. Having all the DLC included means you will have enough content to last you even longer. If you do value controller support in a game like this, the Steam Deck is the way to go. Hopefully we see Square Enix keep bringing more Dragon Quest games to mobile in the future. Right now, the iOS version of Dragon Quest Monsters: The Dark Prince is easily one of the best mobile releases of the year.
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Over the years, I’ve been able to interview some of my favorite developers ever including a few I never though would be possible, but it isn’t often I get to talk to one of the few people responsible for what is likely my favorite game of all time. That’s where Christopher Ortiz AKA kiririn51 of Sukeban Games comes into the picture. We’ve covered their titles on TouchArcade for years because at one point VA-11 Hall-A was even supposed to come to iPad (and I asked about that later in this interview). With Sukeban Games’ newest project, .45 PARABELLUM BLOODHOUND, officially announced, I had a chance to have a long chat with Christopher Ortiz about the game, fan reactions, VA-11 Hall-A, inspirations, Suda51, The Silver Case, and also coffee of course. TouchArcade (TA): Tell us a little bit about yourself and what you do at Sukeban Games. Christopher Ortiz (CO): I’m Chris, I’m a game creator and I do way too much in this company. I like to hang out with friends and eat delicious food when I’m not locked in. TA: I last spoke to you in 2019 around the time VA-11 Hall-A hit PS4 and Switch following its prior release on PS Vita and its debut on PC. Even back then, as a fan of the game, it was wild seeing so much merchandise and promotion in Japan. You recently visited Japan for Bitsummit. How has it been for you visiting Japan and seeing the reception to VA-11 Hall-A and now your new project, .45 PARABELLUM BLOODHOUND? CO: Japan is like my home away from home even if its government doesn’t like it, so that’s a homecoming for me. Very emotionally charged. I also haven’t been at a game event as an exhibitor since Tokyo Game Show 2017; that was 7 years ago. That’s 7 years of roaming game events and being like “I want that” “I want some of this energy”. Now I feel like a pro-wrestler that’s coming out of retirement to a brand new world and industry; I’m lost, confused, not knowing if I still have it… but I was worried about nothing. People didn’t forget about us and still support the studio no matter what, so I’m never taking shit for granted, or letting these memories slip away. This will be my fuel to move forward. TA: I consider VA-11 Hall-A one of my favorite games of all time, and I replay it each holiday season. When you worked on it many years ago, did you ever expect to see it grow this big and even get multiple figures with a new one coming for Jill soon? CO: I didn’t expect the game to sell more than 10-15k copies, but we definitely knew we had something special brewing, or else we wouldn’t have pushed through with it. It’s just that the scale of said success was a little overwhelming and I think we’re still recovering from some of its unexpected side-effects. TA: VA-11 Hall-A is now playable on PC, Switch, PS Vita, PS4, PS5 (through back compatibility). Whatever happened to that iPad version that was announced years ago? Are ports like that up to Ysbryd or do you also have some involvement? I’d love to see it hit Xbox as well if that’s possible. CO: I actually playtested a build for iPad but it didn’t go anywhere for whatever reason. Maybe I failed to respond to an email. You’d have to ask the publisher. TA: Many years ago, Sukeban Games were just Kiririn51 (yourself) and IronincLark (Fer). How has the team changed since then? CO: We’re currently six people. Some have come and go, but overall we want to keep a small and tight operation. TA: Leading into this question -> How has it been working with MerengeDoll? CO: Merenge’s a trooper. She has this supernatural ability to pull ideas directly out of my brain and give them visual shape, so it’s always been a pleasure to work with her. It sucks that some of the projects she was working on as main artist got canned for reasons beyond our power, but it is what it is. The day will come when people will get to see Merenge’s true power. There’s still a lot of Merengedoll in 45pb so that’s cool as hell. TA: Can you talk about how it was working with Garoad on the music on VA-11 Hall-A? Just like the game, the soundtrack is one of my favorites ever. CO: Michael and I always had similar music tastes and influences, so the process was very free-form. He’d make a track, and I’d love the shit out. Repeat the process until the soundtrack is ready to go. Sometimes I would send him a song I liked as a reference, sometimes he’d create a completely original song that would inspire images in the game, then the images would inspire more music. This synergy gave the game a firm identity that stands the test of time in my opinion. TA: I didn’t realize it until recently, but VA-11 Hall-A kind of became one of those indie games that had a very vocal fanbase and got a good amount of merch that keeps selling out. I think the vinyl box sets are also on multiple pressings now and that SLUT shirt keeps selling out. A good friend of mine recently bought it as well. How much input do you have in the merchandise? Is there anything you want to see made that hasn’t happened yet? CO: I don’t have much input on merch creation. I mostly give the thumbs up or down once a whole chain of people already made the hard choices beforehand. Would like to be a little more involved for 45pb now that I know what I’m dealing with. TA: I still have a few more questions before getting to your new game. Let’s go back to 2019 for a second. Playism’s JP release of VA-11 Hall-A included a fantastic art book cover. I really wish I could get that piece of art signed by you and framed. Can you talk about the inspiration for it and how you pay homage to your favorites like that in your work? CO: Back when I drew that cover I was going through really tough times; even though I hadn’t fully realized yet. We were very focused on surviving the collapse of our country and many other things. During this time, at our old office, we’d listen to a lot of Gustavo Cerati; his album Bocanada to be more precise and its tunes managed to keep us going in the face of uncertainty. So when I was asked to draw a new piece for the artbook I couldn’t help but pay homage to it. I admit now that it’s a little too overt and I would do it differently now, but I’m still proud of it. In fact, I’ve been reconsidering my approach to inspirations a lot in the past few years, and this will be obvious once people play 45pb. TA: You and Fer have spoken a lot about VA-11 Hall-A over the years, but I cannot pass up a chance to talk about how amazingly written and designed the characters are. Looking back at the work you put into it, did you expect certain characters to become as popular as they did? CO: I expected Stella to be the most popular one since her gifs would often go viral before release, but you can never predict this sort of thing. And it’s like I said before; I sort of knew certain things were gonna be a hit, I’m just unable to properly articulate why I thought that way or why it worked, and at this point I rather not know. The moment a hunch becomes a science the magic disappears. Formulas are terrible in this line of work. You gotta let things flow; Let them become their own beautiful thing. TA: I’ve joked with friends about how N1RV Ann-A is my “Silksong", but I have no problem waiting as long as it takes. I still enjoy revisiting VA-11 Hall-A often. Do you go back and try out whatever you had done for N1RV Ann-A or VA-11 Hall-A while working on unrelated projects? CO: I like jotting down lore and characterization stuff for a rainy day. I love to draw Sam, I love coming up with new designs, characters; playing around with the general looks of the game, ideas for shots during cinematics; one liners, environments, atmosphere. I even like to imagine “what if this didn’t have to be a bartending game?” and other extreme musings, but that’s about the extent of the mindspace I dedicate to it currently. Once we’re done with 45pb Nirvana’s development will pick up dramatically, though that really depends on if the spark is still there by then. So far it has no signs of extinguishing. TA: As a huge Suda fan myself, I’m curious what you thought of No More Heroes 3 and Travis Strikes Again? As much as I love No More Heroes 3 (more than 11 playthroughs), I think Travis Strikes Again might just be Suda’s most “Suda" game yet. CO: I REALLY like No More Heroes 3’s combat, but I wasn’t a fan of its writing. Maybe it was COVID, and game development is really tough; especially with the hardcore deadlines they had. But in general I think it wanted to be one thing at the start and then had to become another in order to be shipped. It’s a shame, and it is what it is. I just hope they only make new original games from now on and forget about sequels and reboots. Re-releases are OK; especially of the lost media kind, like Frog Minutes or the 25th Ward back in the day. As for Travis Strikes Again, I agree it’s the best of the newer games. Feels like reading someone’s diary sometimes and that’s the kinda art I enjoy. I guess I didn’t see much of that in 3 outside of continuing some plot threads from TSA. TA: What are your thoughts on Grasshopper Manufacture under Netease and the remasters announced? Suda even mentioned today that he’d love to bring Flower Sun and Rain to Steam. CO: Netease is a big corporation so my hope would be that Grasshopper gets all the money and time they need to cook. TA: VA-11 Hall-A’s journey from PC to PS Vita was quite something, and it involved many parties across regions. I remember buying the Japanese release just for the box art with no English included for publisher reasons. When it came to Switch and PS4, I think you wanted the JP release to have English so anyone could import it. How has it been for you now in Argentina trying to get your own game’s merchandise and merchandise in general? It is a pain over here with delays and extra import fees. CO: I simply don’t import anything these days. I don’t wanna bother with Argentinian customs. Protectionist policies are stupid. Sure, make all electronics more expensive to import so the local market has a chance to compete, but there’s no Argentinian PlayStation to compete with, is there? There’s no Argentinian Steam, and so on. Only idiots come up with this sorta policy. Brazil does the same shit as well. Would be cool if they stopped. TA: You’ve worked in PC-98 and PSX aesthetics a few times. When .45 PARABELLUM BLOODHOUND was announced, I was floored by how it looked like the perfect game I’d want from you. The reception has been largely positive, but I can’t imagine what you and the team went through leading into its reveal with N1RV Ann-A and such. Can you talk about how the last few months have been for yourself? CO: We’ve been locked in and doing our thing. No crunch, all fun. We party, we feast, we travel. We touch that proverbial grass. Lots of insecurities and self-doubt for sure. We even tried to downplay things and manage expectations before the reveal, bracing ourselves for possible apathy from the crowd because it’s not Nirvana. But when it came to actually putting in the work there was no hesitation. I’m happy the announcement worked out, but now we gotta buckle up and finish the story. TA: .45 PARABELLUM BLOODHOUND has been revealed, people can wishlist it on Steam, and I immediately thought of Vagrant Story x Sukeban Games’ Vibe when I saw the trailer. How has it been interacting with fans discussing it online and offline? CO: It’s been incredibly fun, even though there’s so many comparisons with old games. Not that I mind but there’s been some ridiculous comments out there that boggle the mind. One thing that surprised me was the amount of fanart right after the reveal. That shit was great. A fan even brought us a drawing that we proudly displayed on our table at Bitsummit for everybody to see. Our crown jewel By @TumugiV !!! Thank you as always!!!!! pic.twitter.com/N1hbLMY25Q — Sukeban Games (@SukebanGames) July 21, 2024 TA: Probably too soon but when can I buy the key art as a poster and get it signed? CO: Maybe on release. TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND from a visual and gameplay perspective? CO: When coming up with the actual gameplay for 45PB there was a unique concern. People know Sukeban as a Visual Novel/ADV developer because of Va11halla, and I wanted a sort of bridge between that audience and something more action-focused. I saw Parasite Eve’s battle system, but instead of saying “I want more of that” I thought “This is a good solution to my predicament” thanks to the hybrid of real time and turn-based gameplay. And that’s pretty much the way we work. Rather than wanting to imitate something, or wanting more of it, I look to games of the past in order to solve modern problems. We don’t need to reinvent the wheel every time. For the visuals, I remember roaming the streets of Milan in 2019. I was ultra depressed, and didn’t actually have a country to live in at the time so I was also in a state of limbo. The mix of modern structures and old buildings, then juxtaposed to all the neon lights and LED screens along the river had my imagination running wild. For me that was the genesis for the game’s look. This marriage between the old, the new and the decadent. The cherry on top was when I moved to Buenos Aires and found a similar atmosphere, except it included that South American roughness and texture that’s absent in Cyberpunk worlds (which tend to be mostly inspired by east asian aesthetics), so I decided to lean on that to create something unique. TA: Tell us a little bit about the team working on it including the composer, and how long it has been in the works. CO: We’re two people working on it day-to-day (me and the programmer), plus Merenge helping with additional character and production design. The composer this time around is Juneji, who has been doing a LOT of work with us over the years. We have this massive stash of incredible music that he’s made, but it remains unfortunately private due to circumstances with failed projects. Same with Merenge’s art. There’s been some hella demoralizing moments since it’s hard to work on things for so long, pouring your soul into them only to see them crumble in front of you, but we’ve remained a tight group over the years and one of my goals is that the world can finally witness their talents on a large stage. I owe them that much. We also added an old friend in a producer/babysitting role and it’s helped us to not neglect important non-game stuff. As for how long it’s been in development: Technically since 2019 but the current iteration is roughly 2 years old. Before that it was all experiments until we arrived at the right “moment to moment” gameplay. TA: .45 PARABELLUM BLOODHOUND had a teaser, gameplay, and now has a steam page. Are there any plans to offer a demo on PC in any of Valve’s demo fests on Steam in the near future? CO: It’d be a pain in the ass to maintain a demo for this particular game so we rather keep those for offline events. Never say never though. TA: A lot of my friends who love VA-11 Hall-A are excited for .45 PARABELLUM BLOODHOUND. Will it be accessible for everyone or is it too soon to say how the difficulty will be handled? CO: It’s too soon to explain, but as I’ve mentioned before, the battle system itself is meant to be a bridge between vibes-based players and action-oriented players. Not that I’m trying to satisfy both, but rather ease one type of player into a new system. TA: What is your favorite aspect of .45 PARABELLUM BLOODHOUND right now? CO: As a game? definitely the atmosphere and the script. I sometimes play it for leisure on my Steam Deck while tryna sleep and wonder “Damn, what’s gonna happen next?” only to be like “you wrote this shit! you know where it goes!”. Also the combat is fun as hell once it opens up after the first chapter. Chaining skills and upping the tempo of combat after pulling off sick tricks makes for addictive gameplay. This will make sense later unless we fumble it. TA: Can you give us an interesting development / design anecdote for .45 PARABELLUM BLOODHOUND and VA-11 Hall-A? CO: So I mentioned the influences of cities like Milan and Buenos Aires in the creation 45PB’s world, but one thing that people might have noticed by looking at very early screenshots was that it used to feature some locales reminiscent of Hong Kong. I actually scrapped a lot, if not all of it, in favor of the “South American Cyberpunk” I’m aiming for after a conversation I had with a friend from China. I was consulting with him about getting the fonts and the text of the billboards just right so it felt authentic, but then my mind broke and I began asking to myself “Why go through all this effort trying to be authentic when I can just leverage my own culture?” and it’s a sort of mantra I’ve been following ever since. I find terms like “cultural appropriation” silly, but the word “appropriation” by itself is something I’ve been contending with a lot. “Is it my place to tell this type of story?” “Is it okay if these characters speak this or that way?” and so on. Not that it limits my creativity or that I’m afraid of hurting sensibilities; I frankly don’t give a shit. I just think that more original works can be born if we leverage what makes us unique instead of trying to make more of what we like. It’s all about balance. TA: Since the announcement, you’ve no doubt had folks asking for a console version when we don’t even have a release year for .45 PARABELLUM BLOODHOUND, but I wanted to know if there was any thought into working with a publisher or will this be self-published? CO: We want to self-publish on PC and let other companies handle consoles. We’re in the process of finding the right partner for this. TA: What were the inspirations behind Reila Mikazuchi’s design and character? CO: I don’t know if I’ll get in trouble for this but I admire actor and singer Meiko Kaji a lot. I love her movies, you name them: Prisoner Scorpion, Stray Cat Rock, Lady Snowblood, Jeans Blues. Something in her look is so captivating and I wanted my own Meiko Kaji for 45PB. I needed a character design that can say a lot with just the eyes. Someone who can project that inner pain and tragedy effortlessly, so using Meiko Kaji as a point of reference was a must. As for the writing, every time I come up with characters they’re always a composite of several people I know and myself. So as to not ruin your impressions of her, I shall keep these inspirations a secret. TA: How many iterations did you go through for her final design which rules by the way? CO: I always had in mind the main look of long, black hair and pale skin. Plus the third eye. The thing that took me the most work was coming up with the outfit. She was wearing a suit at first actually! Then I wanted her to have a jacket, but finding the right type of jacket was a challenge. I gave her a biker jacket but it looked weird and I had to experiment a lot until I stumbled upon the current design. Merenge helped me with some accessories, such as the shoes, gloves and the logo on the back of the jacket. TA: VA-11 Hall-A saw VA-11 Hall-A Kids and Sapphic Pussy Rhapsody released following the game. Ahead of .45 PARABELLUM BLOODHOUND, should we expect any smaller projects like that? CO: Never say never but our plan with this game is to release it, let it be and move on to something new. No DLC or anything like that. Ports to future platforms are always on the table but that’s the extent of it. If A24 or someone else wants to make a movie about it I’ll listen. TA: What does a day in your life look like right now? CO: Right now I’m a little f***ed up. I’m usually a good boy who works from 9am, takes a little lunch break then locks in again until 4 or 5pm, but sleep escapes me lately so I’m just trying to contend with that in whatever way I can. The key is to not stress over not having much sleep. As long as shit gets done it’s all good. When I’m not working I try to catch a movie at one of the many small cinemas in my neck of the woods, or go outside and take a walk and buy books I’ll take forever to read. Buenos Aires has this magic that inspires me to go outside and have low key adventures. Can’t get too crazy because this is still latin america and we don’t f*** around, but I love it here and being surrounded by so much culture, great food, and a crazy clubbing scene keeps me sane. Especially when there’s friends around. I owe them a lot for my mental health even if I’m a huge recluse sometimes. I’m the type to uninstall messaging apps for a minute when I really need to be alone. TA: What have you been playing lately that you’ve enjoyed a lot? CO: There’s so many video games. This year I really loved Children of the Sun and Arctic Eggs. Late last year I was really into The Citadel, Lethal Company and RoboCop: Rogue City. I’m now in the process of going through The Evil Within, which feels like a lost Grasshopper game sometimes. There’s the Elden Ring expansion, and I also recently replayed Kane and Lynch 2 with a friend and had a blast as always. That game is so f***ed up in the right ways. We need more grit like that. TA: What do you think of the current state of indie games? CO: Every time I go to a game event I’m always madly inspired by all the unique games I see at the indie spaces and that energy is partly what kept me going despite all our production hiccups. That sense of community. That we all have this burning desire to create for the sake of creation. That shit is great. I f***ing love indie games and I think they’re better now more than ever. BUT… I worry that we are trying to lean too much on familiar concepts and inspirations. Games like Arctic Eggs do it right in that it’s trying to look like an old PSX game, but there were no PSX games like Arctic Eggs. Then there’s games that feel so blatant in their desire to be like one of the classics that I’m like “weren’t we supposed to be the creative ones?” not to mention the over reliance on “Roguelike” mechanics and such. But it’s not all bad. There’s some really cool shit all the time; especially on places like itch.io. It’s just that humans in general can be creatively bankrupt regardless of production scale. There’s triple A slop, there’s indie slop. There’s no escaping the slop. Being indie doesn’t make you inherently more creative and that’s okay. There’s always room for growth as long as we’re cognizant about our shortcomings. TA: Are you looking forward to playing any specific game this year? CO: I’m really looking forward to Slitterhead. Dunno if they’ll be out this year but there’s also Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, Eating Nature (from the Arctic Eggs dev)… There’s a lot I’m excited about. My Twitter feed is an endless stream of cool indie games I doubt will ever see the light of day but the attempt is appreciated nonetheless. TA: Obviously scheduling and such, but if we managed doing this interview on a call, I’d have taken this chance to nerd out about The Silver Case with you. I’m glad I listened to my friend and powered through it because that typewriter sound was too much for me. I adore The Silver Case and I know you love it as well. What elements from it inspired you the most and what’s your favorite track from the soundtrack? CO: The Silver Case has always been one of those games that felt like a white whale to me. It was so utterly inaccessible that my mind pretty much created its own Silver Case by trying to fill the gaps. I used to browse this creepy Suda51 fansite way back in the day and I was always searching for every bit of info on this inscrutable-ass game, so when it actually released in a language I can understand I was afraid I wasn’t gonna like it but I think it was much more than I could ever have imagined. In that sense, the way Silver Case inspires me is tightly related to this need to fill gaps. The space between the real Silver Case and what I was imagining it to be is where a lot of the ideas for the presentation in games like Va11halla or The Radio Wave Bureau were born. I can’t choose a single favorite song if I’m being honest. The whole soundtrack has such a vibe. Could be the Sayaka Baian theme that plays in Kamuidrome, but tomorrow it could be the opening theme, then the next day another one. TA: Did you end up trying it out on console or just playing it on PC? CO: I bought and played the game on every platform. TA: The Silver Case’s original box art and aesthetic is probably the only thing I love as much as that in VA-11 Hall-A. What elements from its visual style had you curious back then? CO: Definitely the stoic look of every character. Takashi Miyamoto is my goat along with Yoshitoshi Abe. For Va11halla I had to be very expressive with the characters because that’s what the story commanded, but ever since I was a kid I always had an affinity towards designs that say a lot with minimal facial expressions. Two of my favorite films are Patlabor 2 and Ghost in the Shell, and Serial Experiments Lain is also one of my favorites, so you can probably tell where I’m coming from with this. I was also so transfixed by the UI. I could go on and on about this subject, but I’ll always lament that The Silver Case didn’t create a movement after its release. Visual Novels could look so much better if we had 1% the imagination of that original Grasshopper team. I’m not sure, but I think the look was done by Akihiko Ishizaka who would go on to work on Killer7 and Danganronpa. I wish he was still working with GhM. Or maybe he still does and I’m talking out of my ass. TA: I think you’ve met Suda more than once now. How has that been for you and has he played VA-11 Hall-A? I know Travis Strikes Again has a VA-11 Hall-A tshirt that is the objectively best and only one everyone should use. CO: I’ve met the guy twice and I’ll always lament not knowing enough japanese to just talk and talk all day with him. We share a lot of common interests, though the generational gap can be felt when he starts yapping about Japanese media from the 70s. I do know he played my game but I’ve no clue if he actually enjoyed it. Will have to ask if I ever see him again. TA: Are you still up for this if the opportunity arises? CO: There’s a story behind this that I’ll have to sit on for a while longer. TA: My current game of the year for 2024 is Like a Dragon: Infinite Wealth. I know you loved Yakuza: Like a Dragon, but did you end up trying Infinite Wealth/8 or Gaiden last year? CO: I love Like a Dragon so much but I didn’t play Gaiden, and Infinite Wealth seemed like too much of a commitment when I played at launch. The game was throwing mechanic after mechanic at me in a way that made me feel overwhelmed. Like there was too much game ahead of me, so I put it off for the time being. Maybe once I’m in the mood again I’ll give it a honest shot. TA: VA-11 Hall-A has always been perfect to play on a portable. I loved it on Switch and recently found a mod that adds full controller support to the PC version. I’ve been revisiting it on Steam Deck. Have you had a chance to try it on Steam Deck yet? CO: I did and saw it sort of works but not quite. I wish I could go back and tweak it but it’s not technically feasible. The Game Maker version we used doesn’t even work properly on modern Windows and it’s the reason we haven’t been able to do any sort of fix or update to it. Aside from simply not having the time to deal with all that mess we made (at a technical level). TA: Honestly I still have a lot more I want to discuss with you, but I think I should save that for part 2 or a future interview. Let me end this with one final question. How do you like your coffee? Go into as much detail as you can. If not coffee, talk about your favorite beverage. CO: I like my coffee black like a moonless night. Even better if it’s accompanied by cheesecake on a beautiful afternoon. TA: Probably not smart, but it is nearly 2 AM and sending these questions over made me want to replay The Silver Case. Next time we talk, let’s do a dedicated discussion on The Silver Case. CO: Absolutely! I’d like to thank Christopher Ortiz for their time and help with this interview over the last few weeks. You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.
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Marvel vs. Capcom Fighting Collection: Arcade Classics ($49.99) As a fan of Marvel, Capcom, and fighting games back in the 1990s, Capcom’s line of fighters based on Marvel’s characters were like a dream come true. Starting off with the excellent X-Men: Children of the Atom, these games just kept getting bigger and better. Moving on to the wider Marvel Universe with Marvel Super Heroes, then the at-the-time unbelievable crossovers between Marvel and Street Fighter, on to the over the top Marvel vs. Capcom, and then the wildly over-the-top in all the right ways Marvel vs. Capcom 2, Capcom kept raising the stakes. That wasn’t the end of the series, but it takes us up to the end of what is covered in Marvel vs. Capcom Fighting Collection: Arcade Classics. Oh, and you get Capcom’s excellent Punisher belt scrolling beat ’em up as some extra mustard. A fantastic set of great games. This collection appears to have been handled by whoever did the Capcom Fighting Collection, and in most respects it has similar features and extras. That unfortunately extends to only having a single save state across the entire collection, shared by all seven games. That was annoying enough in a collection full of fighting games, but it’s even worse with a beat ’em up in here where you might want to, you know, save your progress independently of whatever you’re up to in the fighters. Oh well. Everything else here is as you would want it. Lots of options like visual filters and gameplay options, great extras including an extensive array of art and a music player, and rollback online multiplayer. New to this set is NAOMI hardware emulation, and whoever Capcom had on the job did it well. Marvel vs. Capcom 2 looks and plays great. I’m not going to knock it for this, but I do want to say that I wish some of the home versions were included. The PlayStation EX versions of the tag-team based games are different enough that it would be neat to have them in here, and the Dreamcast version of Marvel vs. Capcom 2 has a lot of fun extras that make it a superior choice for home play for the solo player. I also wouldn’t have minded if Capcom had tucked its two Super NES Marvel games in here, even if they aren’t the greatest of games. Well, the collection’s name says Arcade Classics, and unlike with Blizzard it seems the word is being properly applied here. Marvel fans and fighting fans alike have a reason to rejoice with this fine collection. The games are superb, they’ve been treated with care, and you get a good suite of extras and options. Only having a single save state shared between the games is a serious bummer, but otherwise I can’t find much to pick on here. Marvel vs. Capcom Fighting Collection: Arcade Classics is another must-have compilation from the folks at Capcom, and it plays great on the Switch. SwitchArcade Score: 4.5/5 Yars Rising ($29.99) I’ll admit that I was pretty skeptical of this game from its announcement. I like Yars’ Revenge a lot. One of my favorite 2600 games. So when I read that WayForward had been tapped to make a Metroidvania-style Yars game starring a young hacker with a bare midriff code-named Yar, I felt like I had accidentally surfed over to a parody site. Just the perfect storm of “why", you know? So do I have to eat those words? Yes and no. First and foremost, this is a good game. WayForward does a solid job with this kind of thing, and so it did here. Looks and sounds good, plays well, and the map layouts are fine enough. In true WayForward fashion, the bosses tend to drag on too long, but it’s not a deal-breaker. Commendations must also be given to WayForward for doing its best to handle a bit of a tough ask in trying to connect this game to an ancient single-screen shooter. You get to play Yars’ Revenge-style sequences fairly often, the abilities you earn are evocative of the original game, and it connects to the relatively fleshed-out lore as well as it can. It still feels like a massive stretch, but I suppose Atari has little choice but to try to make long passes like this one. Its classic library can only be Recharged so much, after all. It just feels like a game that is torn between two audiences with very little overlap, and I’m not sure if that was the right call versus doing something wholly original. Still, while the argument can rage on about whether or not this made sense conceptually, there’s no doubt the game itself is enjoyable. I don’t think the finest in the genre have much to worry about, but if you’re looking for a Metroidvania game to sink your teeth into over the course of a weekend or so, you won’t have a bad time with Yars Rising. And who knows? Maybe they follow up on this once or twice and it all feels natural. SwitchArcade Score: 4/5 Rugrats: Adventures in Gameland ($24.99) I’m a few years too old to have much nostalgia for Rugrats, though not so old that I didn’t watch it with my younger siblings from time to time. Like, I know the names of the main characters and the theme song. Don’t ask me about the movies or the grown-up versions, and certainly don’t ask me to recall any specific episodes. I know the Rugrats, but I have no special warm and fuzzies for the brand. With that in mind, I didn’t really know what to expect from Rugrats: Adventures in Gameland. I heard someone say it was like Bonk, and that does fit Tommy’s physical build if nothing else. Well, only one way to know for sure. I started up the game, picked Tommy, and went into the tutorial stage. First thing to hit me was the crisp visuals. Crisper than the show, if my memory serves. The next thing to hit me was the awkward placement of the controls. Luckily, there’s an option for that. The music was the Rugrats theme, so that all checks out. There were some Reptar coins to collect, and some simple puzzles and enemies to deal with. Alright, no problem. Platformer with some exploration in the levels, a tried and tested formula. Not very Bonk-ish, but that was never promised. At a certain point Tommy had taken a few hits, so I decided to swap over to Chuckie to enjoy his full life meter. I then noticed that he had a very familiar jump. A very high but somewhat hard to control jump. Surely they didn’t? I swapped over to Phil, who had a low jump, then to Lil who could… float. They did. They really did! Folks, this is a Super Mario Bros. 2 (USA)-inspired game! Sure enough, the enemies I had just been stomping on could also be picked up and thrown. There were also blocks I sometimes had to pick up and pile up to reach higher places. Slightly non-linear stages with lots of verticality! Stages where you have to dig in sand, and you know Phil is the expert digger of the bunch. Awesome. I mean, there are some homages to other platformers in here, but the main gameplay evokes what is probably one of the higher-selling classic games that never gets riffed on. Not bad, not bad at all. The boss battles are even interesting and enjoyable. After playing for a while, I even noticed I could swap the visuals and soundtrack between the spiffy modern versions and NES-level 8-bit renditions. It plays well either way, and both styles have their merits. Oh, and you can use a filter. There if you want it. But yes, creative and fun. Inspired by a game I love quite a lot. Uses its license well. You can play multiplayer! Aside from the control issue, the only gripe I have is that it’s a bit too short and simple. Rugrats: Adventures in Gameland is a better game than I expected it to be. It’s a quality platformer in the style of the Western Super Mario Bros. 2, with some extra elements and features to keep it from being too close to its source. The Rugrats license has been implemented well, though I did find myself wishing it had voice acting for the cut scenes. A little on the short and breezy side to be sure, but worth a play for fans of platformers and the Rugrats alike. SwitchArcade Score: 4/5
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For a lot of folks who have been following Capcom’s fighting games over the years, the Marvel vs Capcom Fighting Collection: Arcade Classics announcement was unbelievable given recent events and the reception of the last Marvel vs Capcom game. As someone who has only played Ultimate Marvel vs Capcom 3 and Marvel vs Capcom Infinite, I had always wanted to play the earlier games given the praise a few of them got from competitive and casual players. I’d be lying if I said I also wasn’t just excited to hear the Marvel vs Capcom 2 music officially because it is that good. So here we are months after its announcement, and Marvel vs Capcom Fighting Collection: Arcade Classics is available on Steam, Switch, and PlayStation with Xbox coming in 2025. Marvel vs Capcom Fighting Collection: Arcade Classics games included Marvel vs Capcom Fighting Collection: Arcade Classics ships with seven games included. They are: X-MEN CHILDREN OF THE ATOM, MARVEL SUPER HEROES, X-MEN VS. STREET FIGHTER, MARVEL SUPER HEROES vs. STREET FIGHTER, MARVEL vs. CAPCOM CLASH OF SUPER HEROES, MARVEL vs. CAPCOM 2 New Age of Heroes, and THE PUNISHER which isn’t a fighting game, but a beat ’em up. These are based on the arcade versions so you don’t need to worry about missing features like some older console ports here. These include the English and Japanese versions so yes, Marvel Super Heroes vs Street Fighter does include Norimaro in this collection when you choose the Japanese version for that game. This review is based on me having played Marvel vs Capcom Fighting Collection: Arcade Classics for about 15 hours on Steam Deck (both LCD and OLED), 13 hours on PS5 (via backward compatibility), and about 4 hours on Nintendo Switch. I’m not qualified enough to talk about the ins and outs of the games included here because this collection was my first time playing them, but I will say that the fun I’ve had with Marvel vs Capcom 2 pre-release has more than justified the asking price to the point where I want to buy both console physical releases just to own a physical version of it. Marvel vs Capcom Fighting Collection: Arcade Classics new features If you played Capcom Fighting Collection, the interface and front-end of Marvel vs Capcom Fighting Collection: Arcade Classics will feel familiar. In fact, it even has the same issues that collection has, but I’ll get to that a bit later. Marvel vs Capcom Fighting Collection: Arcade Classics includes online and local multiplayer support, local wireless support on Switch, rollback netcode for online play, a training mode, customizable options for games, an important option to reduce white flashes or light flickering per game, various display options, and a few wallpaper options. Outside the games, the training mode included (you can access this per game), includes hitboxes, inputs displayed, and other options making it even better for newcomers. Speaking of newcomers, Marvel vs Capcom Fighting Collection: Arcade Classics has a new one button super option that you can enable or disable when you play online and search for other players. Marvel vs Capcom Fighting Collection: Arcade Classics museum and gallery Marvel vs Capcom Fighting Collection: Arcade Classics also includes a robust museum and gallery with all the game soundtracks (more than 200 tracks) and more than 500 pieces of artwork. Having played Marvel vs Capcom Fighting Collection: Arcade Classics online with a friend who is also covering it, he let me know how a lot of the artwork in this collection has never been public before. For me, it is all new, but I thought that was notable for longtime fans. It is worth noting that things like sketches or design documents don’t have translations on them for any Japanese text. As for the music, I’m glad we finally have an official way to listen to these soundtracks in 2024, but I hope this is the first step to getting a vinyl release or streaming releases for them. How is the Marvel vs Capcom Fighting Collection: Arcade Classics online multiplayer experience with rollback netcode? Before getting into the online experience, the options menu features its own network settings letting you enable or disable microphone, voice chat volume, input delay, and connection strength on PC. On Switch, you can only adjust input delay. The PS4 version lets you adjust input delay and connection strength with no voice chat options. I assume folks will use the PS5 and PS4 native voice chat options here instead of an in-game one. It is disappointing to see the Switch version lack a connection strength option as of the build I have. Pre-release, I only managed testing the online on Steam Deck wired and wirelessly with another player who was also on Steam. In our experience, Marvel vs Capcom Fighting Collection: Arcade Classics online is similar to Capcom Fighting Collection on Steam, but massively improved over Street Fighter 30th Anniversary Collection. You can adjust input delay and cross region matchmaking as well. We tested most of the games and also did a bit of co-op in The Punisher. It just works despite the distance between us. Marvel vs Capcom Fighting Collection: Arcade Classics ships with matchmaking support for casual matches, ranked matches, and also leaderboards including a High Score Challenge mode. I also want to note that when you rematch when playing online, the cursors remain correct so you can pick whoever you were playing as before in games like Marvel vs Capcom 2 instead of having to manually move the cursor each time to select your team. Little things like this add up to make the collection feel like a lot of love went into ensuring the best possible experience for players including ones learning the games for the first time. Marvel vs Capcom Fighting Collection: Arcade Classics issues My biggest complaints with Marvel vs Capcom Fighting Collection: Arcade Classics are with how it has just a single save state (quick save) for the entire collection. This isn’t one single save state per game, but one for the entire collection. I was hoping this issue from Capcom Fighting Collection wouldn’t carry over but here we are. Another minor complaint and settings not being universal or an easy apply or toggle the light reduction or adjust visual filters at once. Having options per game is good, but I would’ve liked to just enable light reduction and turn off the filter for every game at once. Marvel vs Capcom Fighting Collection: Arcade Classics on Steam Deck – Verified already I first tried Marvel vs Capcom Fighting Collection: Arcade Classics on Steam Deck and it works perfectly out of the box. Given it is Steam Deck Verified I shouldn’t be surprised, but you can never tell with new games until you try them yourself. When played on the Deck itself, Marvel vs Capcom Fighting Collection: Arcade Classics runs at 720p and it supports 4K when docked. I played at 1440p for the most part docked and then 800p handheld. It is still 16:9 though with no 16:10 support. The Marvel vs Capcom Fighting Collection: Arcade Classics PC graphics options are under the PC Settings menu in options. These let you adjust resolution, display mode (fullscreen, borderless, windowed), and toggle v-sync. Marvel vs Capcom Fighting Collection: Arcade Classics on Nintendo Switch While Marvel vs Capcom Fighting Collection: Arcade Classics looks fine on Switch, the biggest downgrade from other platforms is the load times. Going in and out of games on Steam and PS5 is almost instant while the Switch version has loading for basically everything. This adds up and since I’ve been playing it on all three platforms at once, it was very noticeable. I hope the connection strength option is added eventually as well since PlayStation and PC have it. The Switch version does support local wireless while the others do not though. Marvel vs Capcom Fighting Collection: Arcade Classics on PS5 I wish Marvel vs Capcom Fighting Collection: Arcade Classics was native on PS5 rather than played via backward compatibility because PS5 Activity Card support would’ve been amazing to get in and out of different games from the dashboard. Barring that, it looks excellent on my 1440p monitor and loads quickly even when played off an external hard drive. You can move it to the SSD for even faster loading. I have no complaints with the PS4 version on PS5. Marvel vs Capcom Fighting Collection: Arcade Classics is one of Capcom’s best collections yet across everything and not just fighting games or arcade games. It offers superb extras, fantastic online play on Steam, and it has been a joy to experience these games for the first time. I just wish there was more than one save slot for the entire collection for save states. Marvel vs Capcom Fighting Collection: Arcade Classics Steam Deck Review Score: 4.5/5
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Later this month on September 27th, NIS America will release FuRyu’s action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Ahead of the launch, I had a chance to talk to Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game, inspirations, collaborations, how the project came into being, Final Fantasy Versus XIII, coffee, a potential Xbox release, and much more. This interview was conducted in parts with TAKUMI’s portion being done on video call with Alan from NIS America translating and then it being transcribed and edited for brevity. The portion with Kazushige Nojima and Yoko Shimomura was done over email and is towards the end of this interview. TouchArcade (TA): Tell us a little bit about yourself and what you do at Furyu right now. TAKUMI: I’m a director and producer at Furyu. A lot of my work involves creating new games and working on brand new projects. For Reynatis specifically, I’m the person who came up with the main idea for the game. I produced it, I directed it, and I saw pretty much everything through from the beginning to the end so anything and everything related to Reynatis, I handled everything. TA: I’ve been playing FuRyu’s games through many publishers in the West from the 3DS days, leading into PS Vita, PS4, PS5, PC, and mostly on Nintendo Switch. It feels like Reynatis has the most hype around it from any game which I’ve seen from FuRyu. How does that make you feel as a creative producer? TAKUMI: First of all, I’m very happy. I take it very positively. I’m just simply pleased that people like it so much. About the buzz and attention it is getting, it feels like it’s actually more from abroad than inside Japan. I’ve been checking things out on Twitter and I noticed that a lot of times whenever they post information about the game, when they post trailers, when they post things like that, a lot of the comments that they’re receiving are from people outside of Japan. And so he says it seems like the fan base for this game abroad is large, or will be large. And it also seems like, as you mentioned, up till now, this game has been receiving more feedback and more positive user interaction than any other FuRyu game in the past. So I’m really pleased to see how it seems to be being received in the West so far. TA: Okay, so the game is obviously available now in Japan for people who live there to buy on console. How has the response been from players in Japan for the game? TAKUMI: As someone who’s liked Final Fantasy Kingdom Hearts and things like that, I feel that the fans of those works, basically the works of Tetsuya Nomura in particular, seem to have really latched onto the game. They really appreciate what I’m doing and I really get the sense that they kind of understand everything. I’ve seen that as they’ve been playing the game, they’ve been noticing things and seeing how the story progresses and being like, “Oh, yeah, that’s how it should be," or, “Yeah, I kind of expected that to happen." And so they’ve gotten really excited and really delved into the world of Reynatis. They’ve also, kind of without really even being prompted, have kind of taken things farther to the next level, like, “I wonder where he’s going to take the story from here. I wonder what’s going to come next. I wonder…" All these little sub things that he hadn’t really had a chance to maybe flesh out or think about yet are things that the fan base has already decided to move forward with and already decided to start thinking about what’s going to come in the future. Of course a creator, that makes me feel incredibly pleased and also kind of gets my creative juices flowing as it were, too, to think about what I want to do next. On the gameplay side of things, FuRyu games always kind of have areas that stand out a little bit more than others or have things about them that make them kind of unique and very FuRyu you could say. A lot of players have come to appreciate those things, too, and really enjoy those things as well. So for the people who really have always appreciated FuRyu games and have played them up until now and enjoyed them, they seem to be liking and enjoying the game as well. So far on both of those fronts, it seems that user reaction has been positive and people have really been enjoying it. TA: I’m glad you mentioned Kingdom Hearts and Final Fantasy because from when the game was revealed, a lot of my friends who are hardcore Kingdom Hearts fans and who have been following Final Fantasy for a long time, everyone brought up Final Fantasy Versus XIII’s trailer and everyone’s trying to draw parallels with that and talking about how is this connected here, is that connected there? Can you comment on whether Final Fantasy Versus XIII’s trailer and that whole hype cycle over there had any influence on the project. TAKUMI: So that question is a sensitive question, it’s a sensitive topic. There’s things that I can and cannot say in regards to it, but one thing I want to point it specifically is that as a fan of Nomura-san’s work and as someone who saw that original trailer for Versus XIII, and purely wondered what would this game have been like, what kind of game would this have been, how would it have played, and all these things like that running through my head, as a fan, I wanted to put myself on the same level as other fans. And as a representative of that fan base, I wanted to create my own take on it. If this game would have come out, maybe it would have turned out like this. So that feeling in terms of how Reynatis is related to Final Fantasy Versus XIII, you could say it’s something like that. I can’t speak too much beyond this little window of speaking, but I have talked to Nomura-san. They’ve talked about several things about this,and the idea is that Nomura-san knows what he’s thinking and the things that they’ve talked about. As a fan and as somebody who really loves these works, I really wanted it to be from one fan to all the other fans out there. I feel like that group of fans who did love those games, that’s who Reynatis is for. At the end of the day, all that really comes from that specific title is the inspiration. So seeing that initial trailer and that initial thought of “I wonder what this would be like" was an inspiration, certainly, for Reynatis. Reynatis is something that is wholly his own. It’s something that totally came from me as a creator. It is dyed in my own color as a creator. Everything that I wanted to express as a creator is what’s in this game. It’s not a copy or a rip-off of something else that’s come before, something that might have existed. It’s completely wholly my own. This was simply an initial spark of inspiration to make me think about what this world would be. Everything else about this world that is Reynatis is something that I made myself and created myself. TA: So out of the many FuRyu games I’ve played over the years since Lost Dimension and stuff like that, my favorites are The Caligula Effect 2, Crymachina, and The Alliance Alive. Every single game usually has I’d say 75% of it is really good with memorable story, music, and stuff like that. But there are some aspects which fall short, and we usually see either technical shortcomings or some people might not like the gameplay or something like that. So I wanted to know if you’re happy with the current state of the game because I know there are updates planned. TAKUMI: The game originally came out on July 25th in Japan, and from there, we had an actual play session where we streamed it, and there were people watching on Twitter, commenting, and since then, people have had a chance to play the game and receive their comments. Obviously, to recreate the game, or to do things on a fundamental level, that’s impossible, but obviously, small things that we can brush up, as we are going through, for example, boss balancing, the amount of time that enemies come out, little quality of life features that kind of have to do with those things, all of those things will be addressed in the updates that are coming out. There’s an update coming out on September 1st in Japan, and then either with that, or a little bit before that, we plan to, again, start addressing some of those issues Beyond that, obviously, if there’s any bugs or any kind of technical flaws or things like that, those are all intended to be addressed to over the coming months, because the last DLC is scheduled to come out in May, and so up until that time point, we are going to continue to work on the feedback that we’ve received, and implement as much as we can, as is reasonable and possible, into the game. One thing I also want to point out is that specifically for players in the West, the version of the game that you be getting, essentially, will be a version that’s been refined and brushed up, compared to everything that’s come out in Japan, so please look forward to the best version of the game when it does come out here in the West. TA: So I read the NIS America translated Famitsu interview with Takumi-san, Yoko Shimomura, and Kazushige Nojima in two parts (here and here). It was the two-part long interview and was really nice. So first, thank you to NIS America for translating that officially for us. Secondly, I wanted to touch on the part about how you approached both of them because it was very interesting and funny. I wanted to just ask you about that. How did you approach them directly? Is it just something like you messaged them or do you approach their representatives or the companies at all? TAKUMI: It was pretty much what I said in the interview. Most of this was direct. I reached out to them directly. I didn’t contact them through a company. I didn’t do super formal emails or uptight things. The thing about Shimomura-san specifically is that Furuyo had actually done some work with her in the past on some other titles, so I kind of had an in there, but even still I ended up reaching out to her through X / Twitter. For Naora-san, who was the illustrator for the game, it was a PM to him on X / Twitter. Kaburagi-san, who also did the illustrations, I spoke with him on X. Nojima-san, they did a lot of LINE. Even once the project had begun, a lot of the communication was still done via PMs and via private messaging and things like that. At no point was it ever really a very formal thing. I would just kind of reach out to people as necessary and say, “hey, what do you want to do about the music?" or something like that. It’s a lot rougher than you might have imagined in terms of how a company normally performs its business. TA: That’s hilarious. It makes sense why you contacted them because they are very talented folks, and while the premise and game seem interesting, I wanted to know what prior works of theirs made you reach out to them individually? What are your favorite works by them? TAKUMI: Well, basically, I’ve been playing Kingdom Hearts since I was a kid. I think the big part is that my personality and values were formed by Kingdom Hearts. So, when it comes to Shimomura-san’s music, I have a strong image of Kingdom Hearts. And then, in connection with that, I’ve been playing titles like Final Fantasy VII and Final Fantasy X. I think Nojima-san’s scenario has a strong feeling from that. I think I’ll just say that I wanted to do Nojima-san’s scenario with Shimomura-san’s music. for Shimomura-san, obviously, most people think of Kingdom Hearts. It’s a really, really special game. It’s a series that I started playing when I was little. It influenced my values and who I am as a person. So, that was someone that I really wanted to work with specifically. In terms of Nojima-san, obviously, I’m a big fan of Final Fantasy VII, Final Fantasy X, and works like that. I wanted to work with them because I just wanted to work with them. I liked their work and he wanted to work with them. TA: I wanted to know, before the game started production, what games did you play that maybe inspired some aspects of this thing? Did you start doing research and playing more action games from other developers to see how they are? TAKUMI: I’m honestly an action game fan to begin with. So, whether it be older titles, whether it be more recent titles, I feel like I’ve played them all. Whether you’d want to call that research or not is kind of something different, but I have played them and I have enjoyed them and obviously, there’s a lot of things that I’ve taken inspiration from, you could say, from within that. However, one thing I want to point out really specifically is that, and this is something you know as someone who’s played many FuRyu titles, is that FuRyu size-wise and scale-wise doesn’t have the budget to do something like a Final Fantasy VII Remake or a Rebirth. That’s just on another level. When I was creating the game and thinking about what I wanted to do, I thought carefully about what would be fun for the players. What will the players enjoy? Let’s make that and then let’s also try to make everything within the game something that’s fun. So for example, even beyond the gameplay, you have the scenario, you have the story, you have all of these things that individually are disparate, but all of them together are what makes Reynatis the experience that it is. I want players to experience it as a whole and not so much as an action game solely, for example. If you compare Reynatis to something like Final Fantasy VII Rebirth, it’s obviously not going to compete on that level. Where it can compete is on this level as an entire package, as a game experience that is the sum of its parts beyond being some specifically one thing. TA: Can you talk about how long Reynatis has been in production? TAKUMI: About three years, give or take. TA: So how was it working for the team during the pandemic? TAKUMI: The pandemic was just at its peak. I think it was a time when we couldn’t meet face to face and talk about it. But I don’t think I was in that much trouble. The development company that was actually developing it was basically all-in-one, and we were able to work with the top development team. If we had been able to communicate with them, I think we could have made the game without any problems. After the pandemic actually settled down, we were able to meet face to face. We were able to communicate while eating together. I don’t think there was a big problem in terms of development because we couldn’t meet face to face because of the coronavirus. Things kind of kicked off right at the beginning of the pandemic, specifically when it was really difficult to go out and actually meet people. Truthfully, at the very beginning, we didn’t have a lot of opportunity to actually meet face to face and talk about things.However, A, as time went on, and B, because we were having lots of meetings and things like that, the people that we were working with to develop it, all of them actually were in the office. Because we had a good direct line of communication with the development staff, the head of the development staff, we felt like there were no issues there. Also, as the project continued, things loosened up, and so I was able to meet people face to face. We were able to go out to eat and talk and have meetings and things like that. So things proceeded smoothly. Even in the midst of the beginning of the pandemic, when it was more difficult to meet people, I don’t feel that it really impacted the work negatively. We were able, and I specifically was able to do my work without any problem, and things proceeded well. So there were really no issues from that sense in regards to the pandemic situation. TA: So one of the things I noticed is, before the game was officially revealed for localization, there was a lot of hype around “NEO: The world ends with you. Everyone was speculating if this is part of the same universe or what’s happening And now we have an official collaboration, which is officially licensed and stuff like that. So I wanted to know two things: As a fan, play NEO :The World Ends with you and how did you approach Square Enix for the collaboration? TAKUMI: I played the original on DS in the beginning. I played the smartphone game that only lived for a brief period. I played Final Remix when it came out on Switch and then of course NEO: The World Ends With You as well. I’m a simple fan just like everyone else when it comes to the series. I have played them all. For the collaboration, I did go directly to Square Enix as a company and approached them from an official capacity as a company. Thinking in the console game space, looking at collaborations between companies it’s very rare. All I can think of is that there was a collaboration between Capcom and Konami using Metal Gear Peace Walker and Monster Hunter 2G. Aside from that, I can’t really think of anything else in terms of console creators coming together to make it. Because this is something that hasn’t really happened before, it had to be a bit more official. On the flip side, because it hasn’t happened before, there was really nobody I could talk to internally to be like, “Hey, so how do I go about approaching this? How do I go about making it happen?" I got a lot of feedback like “Oh, that’s impossible. You can’t do that." However, I have the kind of personality where I’m very strong and straightforward with things. I said “No, no, no, look, if it’s not impossible, there’s a way to do this. I’m going to find a way to do this." The simplest thing in that case was to drop the plan, to go to Square Enix directly and say, “Hey, look, I’m making this game. I really like The World Ends With You. The setting for my game is also Shibuya. Is there anything we can do together?" That’s basically how the collaboration came about. TA: Can you comment on what platforms Reynatis was always planned for? What was the lead platform? TAKUMI: All of the platforms were decided from the beginning, but as you mentioned, you have to come up with a lead platform. In this case, it would have been the Switch and so the Switch was the main, and then the others came out from there. TA: In the past, whenever I played FuRyu games, regardless of how much I liked them, the lead platform usually has some technical issues. I remember playing The Legend of Legacy on 3DS, which had a lot of technical issues, but now it’s perfect when you play it on modern platforms. Reynatis is a very visually striking and good-looking game from its trailers. So I was just wondering how it would run on Switch. TAKUMI: I understand where you’re coming from. Even though the Switch is the lead platform, honestly speaking, this game pushes the Switch to its limits. Within me, there’s two rules I have to fulfill for this game. One is the producer, and the other is the director. As the producer, I have to be more mindful of things like unit sales. How many players are going to purchase and play the game? So within that, obviously, it makes the most sense that you release a game on as many platforms as you possibly can to maximize those elements. On the flip side, as the director and as a player myself, it would have been great to focus on maybe one platform like PS5 or something to really push things to the next level. But at the same time, that’s a balance that I have to maintain within all things. There was a lot of internal struggle within how to handle that. But at the end of the day, the balance was essentially taken within those two elements of myself that I had to do. I’m happy with what came out. TA: So far, FuRyu games release on consoles in Japan and get ported to PC for the Western releases. Has Furyu ever considered doing PC internally in Japan for these games? TAKUMI: Actually, there was a title that came out recently that we did internally on PC. So it is something that we have been thinking about and working internally on. So yes, games are coming out made by us specifically for PC platforms. At this point, Mr. Sonobe, FuRyu Localization Coordinator, added that FuRyu has established a partnership with NIS (America) to sell full-priced console RPGs due to their expertise in translation, promotion, and sales capabilities. TA: The reason I ask is because we’ve seen a lot of promotions in Japan for Steam versions from publishers there. Like SEGA does with competitions for Like a Dragon and Steam Deck. Obviously you need to release on Switch, but you now also have a high end handheld PC. I see a lot of interest for Steam versions. Do you see more people recently asking for PC versions in Japan? TAKUMI: Please take this as my opinion specifically and not a representative of the industry. For me and the people around me, the two worlds are very different. There’s the world of console gaming, as we call it, and then there’s the world of PC gaming. Those worlds don’t necessarily meet, and it seems like the players of one specific place, like console or PC, generally want to keep their play experiences limited to that space specifically. If you were to divide it up into three things, you would have consoles, you would have PCs, and then you would have smartphones. And so these are kind of the three arenas that exist. And these are kind of the three arenas that people generally tend to stay in when they’re developing and releasing games. I don’t even necessarily know people who play on PC who have a Steam Deck or who want to play specifically on it. If they want to play a console game, they would play it on console if they had the desire to do so. That’s kind of where I feel the industry is specifically in Japan. TA: Because you mentioned smartphones, I think FuRyu has one title which is available in the West on smartphones through another partner, Arc System Works, which is The Alliance Alive Remastered. I believe it uses NIS America’s translation for English. Do you have plans as FuRyu to do more smartphone ports of premium games? TAKUMI: As a company we don’t have a plan to make games specifically for smartphones. It is more that our division specifically is focused on making console games and we believe that consoles are a place that can provide specific experiences that can only be provided by console games. The reason you saw something like The Alliance Alive Remastered come out on smartphones, was because we felt that it would be appropriate and because we thought it would still play well on the smartphone. For something like a super hardcore action game or something that would require more intricate controls, that wouldn’t really be suitable to be on smartphones so it wouldn’t happen. Our plan and goal going forward is to develop first for console and to bring out the best we can do in the console gaming space. IF that work is suitable enough to be brought to a smartphone, and still be able to be played well, and it doesn’t lose any of its intrinsic fun that you have from playing on console, then we will think about it in the future, but it kind of is on a case by case basis. TA: So I play FuRyu games on multiple platforms, but there’s one platform that hasn’t seen FuRyu support much. This question isn’t just from myself, but also from readers who usually want to know why some games aren’t coming to Xbox. only myself, but a lot of our readers also usually ask us to check in on the possibility? I know there could be many reasons for why, but I still wanted to ask you directly about this if there are plans to do Xbox Series X versions of these games from FuRyu? TAKUMI: Personally, I would like to do Xbox versions of the games but the reality is that in Japan there’s not enough demand from consumers. There’s not enough recognition from consumers for the platform itself to be able to justify being able to make an Xbox version. To talk about things from a development standpoint, you have to understand that adding another platform to the development cycle means you have to account for that within the schedule. Within that as well, the development team has to have the experience to be able, having worked on that platform, to be able to develop it appropriately for that platform. Because the team doesn’t have that experience, it suddenly becomes a very high hurdle to clear and be able to make this game. I would definitely like for us to be able to do it. I find it would be something that would be interesting. It’s just the reality of it that it’s a difficult thing to do for the reasons I mentioned. TA: Reynatis is coming out in the West in a few weeks. I wanted to know what you’re most excited to see when players get their hands on the game in the West? TAKUMI: I really want players to enjoy playing the game for a long time. Nowadays, you kind of have an issue that when a game comes out, it’s not uncommon for spoilers to get posted, whether that be videos or things like that. We’ve worked really hard to make sure that those spoilers don’t get out there. One of the ways that they’ve avoided having things spoiled is by having this– we talked about it a bit earlier–but by having this free DLC release schedule going forward that will bring up new story content and secret story content. There’s going to be one that comes out October 1 that will be global. NIS America will release the game in the West in September. So players will kind of have to catch up first, but after that, they get to experience everything in real time with the Japanese player base as well as the updates come out. I hope that this is something that encourages people to keep playing the game and to play it for a long time to come and to really enjoy what they’re playing and seeing all the secrets and things that they have, because these are things that, again, are going to be not spoiled because it’s all coming out at the same time once the game gets released in the West. TA: One of my favorite aspects of FuRyu games is always the art and music. That’s usually consistently very good. I wanted to know, are there any plans after all the DLC is out to have a Japanese release of the full art book covering everything and a full soundtrack? TAKUMI: At the moment there are no plans specifically to do either of the things that you mentioned, but in regards to the music I really think Shimomura-san made a fantastic soundtrack and I would love to be able to get that out there to people in some fashion. So, hopefully we can do it, but there are currently no plans. TA: Unrelated to Reynatis which we’ve covered a lot, I wanted to know what you’ve been playing outside of work in the last year, like in 2024, which you’ve enjoyed a lot, and what platforms you’ve been playing on? TAKUMI: So for this year, I played Tears of the Kingdom and I played Final Fantasy VII Rebirth. Generally speaking, due to everything going on with Reynatis, I have a feeling that I didn’t get to play as much as I would have liked for everything else, but those are the two ones that I remember playing the most. Platform-wise, I probably played most on PS5. As an addition, I’m a huge Disney fan and I’m also a big fan of Star Wars. All the information coming out about the new Star Wars materials has gotten, like, kind of reawakened that fire that I have, for the Star Wars property, so I’ve really been enjoying Jedi Survivor. TA: What project that you’ve worked on so far is your favorite. If it is Reynatis, talk about another one as well. TAKUMI: So I’ve only worked on two games: Trinity Trigger and Reynatis. To talk about Trinity Trigger, I was only the director on that game so I didn’t have the opportunity to do anything on the Producer’s role so thinking about the broader scope of things and how to reach out to customers on that. That’s something I felt was an area missing for me. I really wanted to do it. As a result of having that feeling on Trinity Trigger, I was able to, when the time came to Reynatis, I was able to take on the role of Producer, Creative Producer, and Director and therefore I was able to do everything that I wanted to do in this game. To oversee every single aspect of it. By the same token, because Trinity Trigger was the first game I had worked on and I directed, I was able to do a lot of what I wanted to do with it. It is of course a title to him that remains really deep in his memory, but the game that I have the most affection for is Reynatis. TA: For a lot of people, when they see FuRyu’s games, there are quite a few available on current platforms. Reynatis has the most hype. What would you like to say to folks who are excited for this who have not played a FuRyu game before? TAKUMI: One of the things that I feel is most representative of FuRyu titles in general, is that they all have a very strong theme. If you look at each and every one of these games, the theme is very strong. The message reaching out to people is very strong. Reyantis is no different. This might be a rough or harsh way to put it, but if there are people who feel that they are weak, if there are people out there who feel like they are being put down by society, they can’t live and carry out their lives like they want to, I want you to play Reynatis. One of the big themes in the game is that within Japanese society itself, there’s a very famous expression that you’ve probably heard many times before: “The nail that sticks out gets hammered down" People in Japan have a tendency to go with the flow, and supplement themselves into what the rest of society wants them to do or say, and as a result of that, many people kind of feel really pressured and they’re stifled within what they actually want to do. Whether it be in Japan or outside, if you feel that way, this is absolutely the game for you. The message within this is very strong and I feel like it will resonate with people who feel like they maybe are put down by society or that they are not a place they want to be in society. Going back to what we spoke about before, while the game might not be able to compete in the arena of graphics or richness in setting, the game does have a message that resonates just as strongly as for Final Fantasy VII if not more. I believe it can compete and beat it in that. I think that because the message in the game is so strong, it will remain in people’s hearts and minds and it will be something that will be a really positive and memorable experience for them. I hope people pick up the game for those reasons. This part of the interview with Yoko Shimomura and Kazushige Nojima was conducted over email. TA: How did you get involved in the Reynatis project? Yoko Shimomura: Via a sudden attack from TAKUMI. (laughs) TA: What have you learned composing for games for many years now and how do you implement these learnings in your future compositions and recent ones like Reynatis? Yoko Shimomura: It’s difficult to put into words. I think that experience does become a new power, but I mainly compose via feeling, so turning that into words is difficult. TA: My favorite soundtracks done by you are definitely LIVE A LIVE, Radiant Historia, and Street Fighter II. I’m very curious about the Reynatis soundtrack. What has been your favorite part of working on it so far? Yoko Shimomura: Thank you! The night before recording, even though I was totally worn out mentally and physically, I just had more and more compositions flowing out of me, which was fun. (laughs) I was really ablaze with the idea, “I’m definitely going to finish this!" TA: As a composer you have a very distinct style that when someone hears a work by you, they know you composed it. How do you feel that your style is recognizable through multiple iterations of technology? Yoko Shimomura: I wonder! I get told that a lot, but I don’t really understand it myself. People have said that in the past, my compositions tended to be different based on the work, so there isn’t really a feel that they were all composed by me. I think maybe my style hadn’t quite come out yet. TA: Were you inspired by any other games when working on the Reynatis soundtrack? Yoko Shimomura: I wasn’t influenced by any other work in particular. TA: You’ve worked on the scenarios of many of my favorite games of all time. How do you approach different games today compared to how you worked in the 90s? Kazushige Nojima: It depends on the game genre. For games where the narrative comes first, players today want a character who is a convincing portryal of a fully-fledged person, rather than a character that is an avatar for the player, as was common in the past. In that case, it then becomes important to give the world the character inhabits a sense of presence. I do like those old games that were more akin to a fairytale, though. I’d like to work on one again in the future. TA: How did you get involved with this project? Kazushige Nojima: I received a call from my old acquaintance, the composer Ms. Shimomura. She asked if it was OK to share my contact info with TAKUMI. Things started from there. TA: Is it influenced by Versus XIII in any way? Kazushige Nojima: I didn’t think it was when I was writing it, but I can’t say for certain. TA: Having now seen the game’s scenario all the way, what is your favorite aspect of it, and what do you think fans of your other work should pay attention to here? Kazushige Nojima: It’s difficult to answer this while avoiding spoilers. I think that Marin’s change in mannerisms [throughout the course of the game] is well-depicted. TA: What have you enjoyed playing this year and have you played Reynatis yet? Kazushige Nojima: I’ve been doing nothing but dying in it, but I’ve enjoyed ELDEN RING. I’ve also enjoyed Dragon’s Dogma 2. Embarassingly enough, I’m only partway through REYNATIS. Sure enough, I’m just not good at action games, so for the games I mentioned, I’m enjoying the atmosphere of their worlds. I think the game I’ve played the most of is Euro Truck Simulator. TA: So now the last question is for everyone here. How do you like your coffee? TAKUMI: I don’t actually like coffee. *laughs* I don’t like things that are really bitter. I generally go for iced tea or black tea. If I’m going to drink coffee, I’m going to put a ton of cream, milk, or sugar to drink it. It is kind of funny that in university, I worked at Starbucks so I had to know a lot about coffee, so it is kind of funny that way. Alan Costa: I like coffee with milk or soy milk. If I’m drinking iced coffee, I like just an americano with just ice and no sugar. The two responses below were via email. Yoko Shimomura: I like iced tea. I drink it all the time. I like doubling up [on the bags] to make it strong. Kazushige Nojima: Black. And strong. I’d like to thank TAKUMI, Alan Costa, Chihiro MacLeese, Mr Sonobe, Anna Lee, and Lottie Diao for their time and help with this interview. Editor’s note: I unfortunately lost the recording I took myself where the other attendees from NIS America and FuRyu mentioned how they had their coffee and could only include these two. You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 6th, 2024. Well, this is the last one. You’ll see one more special from me next week with a few reviews that have specific embargo dates, but this is the final regular SwitchArcade Round-Up for TouchArcade by yours truly. We’ve been at this for several years and I wish I could have seen the Switch through to its end with these articles, but circumstances dictate another course. We’re going out with another chunky one, with a pair of reviews from our pal Mikhail, a pair of Shaun reviews, a handful of new release summaries, and the usual lists of new and expiring sales. Let’s ride one last time! Reviews & Mini-Views Fitness Boxing feat. HATSUNE MIKU ($49.99) After Imagineer’s success with the Fitness Boxing games that led to the hilarious but good Fitness Boxing Fist of the North Star, I didn’t know what IP the team would work with for a new fitness game. When Fitness Boxing feat. HATSUNE MIKU was announced, I thought it was a smart collaboration, but was curious to see how the game felt after Fist of the North Star. I’ve been playing it over the last few weeks alongside Ring Fit Adventure and I’m impressed with Fitness Boxing feat. HATSUNE MIKU in many ways. If you’re new to the Fitness Boxing series, these games, as the name suggests, use boxing and rhythm game movements to get you into shape through daily exercises, mini-games that also get you sweating, and more. With Fitness Boxing feat. HATSUNE MIKU, everyone’s favorite vocaloid gets in on the action and there’s even a separate dedicated mode for her songs in addition to the normal songs included in this release. Keep in mind that this is a Joy-Con only game so you can’t play it with a Pro Controller or any third party accessories as far as I’m aware. As with other games in the series, there are difficulty options, a free training mode to do as you please, warmups, and tracking with reminders and the systemwide alarm that can remind you even if your Switch is in sleep mode. There are cosmetics you can unlock through the points you earn by playing as well. I can’t comment on the DLC yet, but as for the base release, I liked Fitness Boxing feat. HATSUNE MIKU more than Fist of the North Star aside from one issue. The audio in Fitness Boxing feat. HATSUNE MIKU is great, but the main instructor’s voice isn’t great. I ended up turning this voice down because it felt out of place with the rest of the game, and just sounded a bit weirdly directed. Just like the Fitness Boxing Fist of the North Star release from Imagineer, Fitness Boxing feat. HATSUNE MIKU is a solid fitness-focused game that does a great job of bringing Miku to the world of Fitness Boxing to try and appeal to her fans. While it is a competent fitness game with its daily workout, customization, and tracking, I feel like it would be better as a complement to something like Ring Fit Adventure or your own other exercise routine rather than being the sole exercise you do during the week. -Mikhail Madnani SwitchArcade Score: 4/5 Magical Delicacy ($24.99) Magical Delicacy from sKaule and Whitethorn Games is one I hadn’t paid much attention to until a friend of mine linked me to an Xbox Game Pass announcement for it. Since then, I’ve played it on Switch as well, but feel like it needs a bit more time in the oven. I adore Metroidvania-style platformers and cooking games, but it feels like Magical Delicacy takes the good bits of both genres while not putting them together in the best way possible. This results in a game I adore in parts, but one where the flaws hurt a bit more. You play as Flora who is a young witch in a story that’s equal parts mysterious, magical, and wholesome. Your aim is to cook meals and craft for various folks, and I was surprised at how well the exploration was implemented aside from the backtracking that annoyed me sometimes. I expected it to be lacking compared to the cooking and crafting, but the team nailed the Metroidvania elements. There are some issues with ingredients in the crafting and in how inventory is managed. This is made a bit worse by the UI that I took a while to get used to with interaction. Magical Delicacy makes a great first impression with its gorgeous pixel art visuals, lovely music, and tons of settings. The latter includes UI scale and text options that are both very useful when playing on Switch in handheld mode. I feel like Magical Delicacy would have benefited a lot from an early access release or will from potential updates. When it comes to the Switch version, it plays very well aside from some seemingly frame pacing-related hiccups. It has good rumble as well. Having played it on Xbox Series X, this is definitely a game I’d play more on a portable so a Switch or Steam Deck version would be best. I just play the genre more on handhelds. Magical Delicacy is a game I should’ve loved given it is basically a blend of a Metroidvania and a crooking/crafting game, but it feels a little undercooked (I couldn’t resist) in parts thanks to some inventory and backtracking issues. While it is a very good game right now that feels at home on Switch, a few quality of life updates and polishing will make it an essential. -Mikhail Madnani SwitchArcade Score: 4/5 Aero The Acro-Bat 2 ($5.99) A lot of companies tried their hand at the whole mascot platformer thing in the 16-bit era in the wake of Sonic the Hedgehog‘s explosive success. Like, the sheer number of them is just baffling. Even more than I remembered. Not many of them managed to see sequels, but Aero The Acro-Bat is part of that elite few. How each member of that club got there is its own story, but in Aero’s case it seems to have been a combination of the first game going over well enough, and sheer force of will to try and make fetch happen. Sadly, fetch did not happen. Aero spin-off Zero the Kamikaze Squirrel launched several months after Aero 2, but outside of that Aero was never seen in another original title again. Does that make Aero The Acro-Bat 2 a bad game? I don’t think so. It doesn’t seem like it was a big enough success to merit another follow-up, at the very least. But then again, Sunsoft’s parent company had recently lost a ton of money on a bad investment involving golf courses, and that certainly put it in a fiscally conservative mood for a while. Either way, I don’t think the fault can be placed on the quality of the game. It’s as good as the first game was, with all that implies. A more polished experience that in shedding some of those rough edges loses some of its character, but a decent enough platforming romp. I was fully expecting this release to be in Ratalaika’s usual emulation wrapper, but much to my surprise there’s been an upgrade in the presentation. This feels a lot more tailor-made for the game, and in terms of both options and extras I think this is a far better experience overall. Box and manual scans, achievements, a gallery of sprite sheets, a jukebox, a bunch of cheats, and more. I frankly have no complaints at all about how the game plays and the suite of features here. The only nit I will pick is that you only get the Super NES version of the game here. I feel like the SEGA Genesis/Mega Drive version should have been included too, just to keep everyone happy. Those who enjoyed Aero The Acro-Bat should naturally give Aero The Acro-Bat 2 a shot. I even think those who were slightly put off by the first game’s quirks might have a better time here. I really have to commend Ratalaika for stepping up its game with the emulation wrapper for this release. Perhaps I’m being greedy, but I’d love to see the first game updated with a similar interface just for consistency. A fine release for Aero fans and those on the look out for 16-bit platformers to play, and one that makes me optimistic for the remaining reissues of this series. SwitchArcade Score: 3.5/5 Metro Quester | Osaka ($19.99) I got quite a bit of enjoyment out of the original Metro Quester when it released a while back. It’s a bit of a bear to get into, but once you understand its rules and what you have to do, it’s an immensely satisfying dungeon-crawling turn-based RPG. Experimenting with party builds to try to find the optimal team was a task I truly enjoyed taking on. With that in mind, I was very happy to see that there was another game in the series coming. Metro Quester | Osaka feels a little more like an expansion pack than a proper sequel, but I’m more than happy with that given how much I got out of the original. The story here is a prequel to the original game, and we’ve moved to Osaka as a setting. You get a whole new dungeon to explore, and some new character types to do that exploring with. Osaka is a much wetter location, so you’ll need to use your canoe to travel over the water in places. With the new dungeon comes new weapons, skills, and enemies to deal with. Definitely more to chew on here for those who have wrung out the original game, and if you had a good time there then you will enjoy this one, too. That said, this game shares much of its broader mechanics with the original Metro Quester. If you need an explanation, please check out my review of that game for more details. Short version: turn-based combat, top-down dungeon exploration, and a whole lot of inching your way outward a little further each time before having to head back to camp. You know, the good stuff. Those who are careless will find themselves in hot water very quickly, as planning and cautious play is practically a necessity in this game. Those who found themselves fully absorbed in Metro Quester will find plenty to enjoy in Metro Quester | Osaka, and new players should probably just skip right to this game. It’s more of an expansion pack than a sequel, but that in no way should be taken as a bad thing. Rather, it just seems like the designer wanted to send players on another adventure that pushes out the existing systems in some fascinating ways. It’s certainly a game you’ll have to be patient with to get the most out of, but those willing to invest the time will enjoy the dividends. SwitchArcade Score: 4/5 Select New Releases NBA 2K25 ($59.99) NBA 2K is back… in 25 form! You know, I find myself wondering something. What happens to the name of this series when we hit the year 2100? NBA 2K100? Just feels weird. We’ll have to talk about that when the situation arises, I suppose. Apparently this year’s version has improved gameplay, a new feature called Neighborhood, and some nonsense about MyTEAM. I’m not going to pretend to know what’s going on here, so instead I will just toss out the amount of space you’ll need on your memory card for this game and then move on. Here we go. 53.3 GB! Shogun Showdown ($14.99) Got room in your heart for another riff on Darkest Dungeon? This one has a Japanese-inspired setting, and there are a few bits in here that change things up a little. Setting all of that aside, this is very much a familiar style of game and I think it’s a decent enough example of such to be of interest to those on the hunt for another one. Aero The Acro-Bat 2 ($5.99) Well, there’s a review up above this section, but in case you’re in the habit of skipping down the page, let me fill you in. This is the somewhat more polished sequel to the successful Aero The Acro-Bat, all done up in Ratalaika’s emulator wrapper. Said wrapper was given additional effort for this release, and it looks good! The version of the game included is the Super NES one, and you can play the North American release or the Japanese one. I wish the Genesis/Mega Drive version was in here, but I can’t imagine Aero fans being unhappy with this overall outside of that. Sunsoft is Back! Retro Game Selection ($9.99) Sunsoft is back! Okay, Sunsoft has been back for a while now, and you probably don’t need a trio of heretofore non-localized Famicom games to sell you on that. So instead let the games sell you on themselves, as you get a trio of unique and varied titles in this bunch. A side-scrolling action platformer, an adventure game, and an action-RPG of sorts. I reviewed this set a couple of days ago, so I advise checking that out if you need more details. Short version: if you like weird old games, this is a good pick-up. Sales (North American eShop, US Prices) Some fun stuff in the inbox today, including a really good price on the Cosmic Fantasy Collection. A little dear at its normal price, but at 40% off I think it is worth considering for retro RPG fans. I’ll also call out the enjoyable platformer Tinykin, which is at its lowest price yet. Have a good look through those lists and see what catches your eye. Select New Sales Zombie Army Trilogy ($8.74 from $34.99 until 9/12) Zombie Army 4: Dead War ($14.99 from $49.99 until 9/12) Wild Seas ($2.49 from $4.99 until 9/12) Chants of Sennaar ($14.99 from $19.99 until 9/13) The House of Da Vinci 3 ($4.99 from $9.99 until 9/13) Warhammer 40k: Boltgun ($15.39 from $21.99 until 9/13) Toziuha Night: Dracula’s Revenge ($1.99 from $4.99 until 9/16) Monkey Barrels ($7.49 from $14.99 until 9/19) Banchou Tactics ($15.99 from $19.99 until 9/19) Transiruby ($10.49 from $14.99 until 9/19) Picontier ($19.99 from $24.99 until 9/19) Kamiko ($1.99 from $4.99 until 9/19) Fairune Collection ($3.99 from $9.99 until 9/19) Alchemic Dungeons DX ($3.19 from $7.99 until 9/19) Ninja Smasher! ($6.39 from $7.99 until 9/19) Ninja Striker! ($1.99 from $3.99 until 9/19) Great Ambition of the Slimes ($9.59 from $11.99 until 9/19) Shinobi Non Grata ($11.99 from $14.99 until 9/19) Let’s Build a Zoo ($7.99 from $19.99 until 9/20) Owlboy ($8.74 from $24.99 until 9/20) Hakuoki: Wind & Blossom ($44.99 from $49.99 until 9/20) Omen of Sorrow ($7.99 from $19.99 until 9/20) Dungeonoid 2 Awakening ($4.49 from $8.99 until 9/20) The Witcher 3 Wild Hunt CE ($23.99 from $59.99 until 9/22) Knights of Grayfang ($10.49 from $14.99 until 9/26) Gale of Windoria ($7.49 from $14.99 until 9/26) Justice Chronicles ($7.49 from $14.99 until 9/26) Armed Emeth ($7.49 from $14.99 until 9/26) Jinshin ($10.49 from $14.99 until 9/26) Alphadia Genesis ($7.49 from $14.99 until 9/26) Grace of Letoile ($10.49 from $14.99 until 9/26) Tinykin ($6.24 from $24.99 until 9/26) Despot’s Game ($4.99 from $19.99 until 9/26) Cosmic Fantasy Collection ($29.99 from $49.99 until 9/26) Cosmic Fantasy ($15.90 from $26.50 until 9/26) Cosmic Fantasy 2 ($15.90 from $26.50 until 9/26) Spirittea ($15.99 from $19.99 until 9/26) Punch Club 2: Fast Forward ($9.99 from $19.99 until 9/26) Railway Empire 2 ($37.49 from $49.99 until 9/26) Lil’ Guardsman ($11.99 from $19.99 until 9/26) Potion Craft Alchemist Simulator ($11.99 from $19.99 until 9/26) Euphoria ($1.99 from $14.99 until 9/26) Of The Red, the Light, & Ayakashi ($25.06 from $50.13 until 9/26) Modern Combat Blackout ($1.99 from $7.99 until 9/26) The Friends of Ringo Ishikawa ($8.99 from $14.99 until 9/26) Arrest of a Stone Buddha ($8.99 from $14.99 until 9/26) Fading Afternoon ($16.99 from $19.99 until 9/26) Astor: Blade of the Monolith ($14.99 from $24.99 until 9/26) Tamarak Trail ($8.99 from $14.99 until 9/26) Rigid Force Redux ($3.99 from $19.99 until 9/26) Yaga ($6.24 from $24.99 until 9/26) Rabi-Ribi ($13.99 from $19.99 until 9/26) Sales Ending This Weekend Dead in Vinland: True Viking ($2.79 from $27.99 until 9/7) Gunslugs ($4.79 from $7.99 until 9/7) Gunslugs 2 ($4.79 from $7.99 until 9/7) Heroes of Loot ($4.79 from $7.99 until 9/7) Heroes of Loot 2 ($5.99 from $9.99 until 9/7) Meganoid ($5.39 from $8.99 until 9/7) NOISZ re:||COLLECTION G ($19.99 from $24.99 until 9/7) Phoenotopia: Awakening ($6.99 from $19.99 until 9/7) Space Grunts ($8.39 from $13.99 until 9/7) Stardash ($5.99 from $9.99 until 9/7) Superhot ($9.99 from $24.99 until 9/7) Dormitory Love ($24.49 from $34.99 until 9/8) Dying Light: Definitive Edition ($9.99 from $49.99 until 9/8) Fur Squadron ($2.79 from $6.99 until 9/8) Tchia: Oleti Edition ($23.44 from $34.99 until 9/8) That’s all for today, this week, this month, this year, and forever, friends. I haven’t been very loud about this, but this is not only the end of the SwitchArcade Round-Up, but also of my eleven and a half years at TouchArcade. I’ll still be writing here and there at my blog at Post Game Content as well as putting up exclusive articles on my Patreon, but other than that I think I’m hanging up the ol’ webs on this specific kind of work. Twenty-six years in this end of the business is a good run, and I’m ready for new challenges. Do look for me at one of the aforementioned places, hit me up on BlueSky and say hi, and if you’re a fancy executive looking to hire a very seasoned writer, I’m your guy. With that said, I will extend the highest possible gratitude to all of TouchArcade’s readers for being with me on this leg of my life’s journey. I treasure all of you more than you can know. I wish you all the sincerest happiness in your lives, and forever and always – thanks for reading.
Welcome to this week’s edition of the Steam Deck Weekly. If you missed my Warhammer 40000: Space Marine 2 Steam Deck review, read it here. Today’s article focuses on Steam Deck impressions and reviews for many games I’ve been playing over the last few weeks with the Steam Deck Verified games and one notable set of discounts on right now. Steam Deck Game Reviews & Impressions NBA 2K25 Steam Deck Review While many scoff at yearly sports releases, I’ve always been a fan of 2K’s NBA games despite the issues. NBA 2K25 is notable for a few reasons. The first is that this is the first time since the PS5 generation began that the PC version of NBA 2K25 is actually the “Next Gen" version rather than being based on the older consoles. The second reason is that the official PC FAQ confirmed that NBA 2K25 is optimized for Steam Deck. While it doesn’t have an official rating from Valve yet, this was great to see. Now that I’ve played NBA 2K25 on Steam Deck and also both consoles thanks to review codes and buying a disc, I’m more than pleased with the game, but it has some of the usual issues you’d expect. If you’ve been playing NBA 2K on PC for a few years, the standout features of this year’s entry are the ProPLAY technology for improved gameplay which has only been on PS5 and Xbox Series X prior to NBA 2K25. WNBA also makes its PC debut with NBA 2K25 alongside the MyNBA mode. If you ended up skipping the last few years of NBA 2K games on PC in the hope of getting the full experience, NBA 2K25 is it for sure, and I hope it does well enough se we keep seeing not only the Next Gen version on PC, but also 2K doing good work on Steam Deck. On PC and Steam Deck, NBA 2K25 has 16:10 and 800p support which is already a good sign. Beyond that, it has AMD FSR 2, DLSS, and XeSS support, but I disabled this. I’ll get into why a bit later. You can also adjust v-sync, dynamic v-sync that targets 90fps during gameplay and 45fps outside that (including The City), toggle HDR (yes it works on Steam Deck), texture detail, overall quality, and two shader options. I recommend letting the game cache all the shaders on initial boot for the best possible experience during gameplay. For some reason, NBA 2K25 on Steam Deck does a quick shader cache on each boot. It isn’t too long but is notable. The NBA 2K25 PC graphics options have an advanced menu with many options including shader detail, shadow detail, player detail, crowd detail, NPC density, volumetric effects, reflections, era filters, global illumination, ambient occlusion, TAA, motion blur, depth of field, bloom, and max anisotropy. This is quite a feature packed PC port when it comes to settings. I left most on low or medium with turning off the upscaling since it made gameplay look a bit too blurry. The main settings I left at medium were player level and shader detail. I also capped the game to 60fps at 60hz using the Steam Deck quick access menu. This provided the best and most stable experience with better clarity than the defaults. Speaking of the default, if you don’t care about adjusting any settings, the game has a Steam Deck visual preset which works fine out of the box, but it looked a bit too blurry for my liking. This is what made me play around with the settings over the last few days. I was curious if NBA 2K25 is playable offline. I know many of the modes require an internet connection but what happens if you try booting up the game when not online? When trying this on my Steam Deck OLED in airplane mode with wifi turned off, the game booted up but didn’t let me load MyCAREER or MyTEAM. There’s a Connect option in the menu to retry connection, but I could get into quick play and eras fine while offline. I noticed some load times were quicker when offline as well. When looking at the console versions, NBA 2K25 is a much better experience than Steam Deck technically, but I find myself playing it more on Valve’s handheld after years of enjoying these games on Switch and more-recently on Steam Deck. The biggest differentiator is the load times. Even on my Steam Deck OLED’s internal SSD, NBA 2K25 doesn’t load as fast as PS5 or Xbox Series X. It isn’t as bad as older systems, but this was a notable difference. Beyond that, keep in mind that there is no crossplay for the PC version with both consoles. As with every recent NBA 2K, the microtransactions are still a problem. This is important if you want to play some of the modes that have a focus on them. If you just want to get this to have a great looking and playing basketball game, they might as well not exist, but keep that in mind when you make your purchase since NBA 2K25 is a $69.99 game on PC as opposed to being priced lower for the last few years. With NBA 2K25, the Steam Deck now delivers a fantastic portable basketball experience at feature parity with PS5 and Xbox Series X. With a bit of tweaking, it looks and runs great, and I’m glad to see 2K finally bring all the features to PC after many years. If you own a Steam Deck and were hoping for a good experience with NBA 2K25, 2K and Visual Concepts have delivered. Just be aware of the microtransactions in some of the game modes though. NBA 2K25 Steam Deck review score: 4/5 Gimmick! 2 Steam Deck Impressions If you’re not familiar with Gimmick! 2 yet, read Shaun’s review of the Switch version here. I was curious to see how it felt on Steam Deck. As of this writing, Gimmick! 2 hasn’t been tested by Valve, but it runs fine out of the box. In fact, it even has a mention of Steam Deck and Linux fixes in its newest patch. Gimmick! 2 is currently capped at 60fps on Steam Deck, and I even recommend forcing your Steam Deck screen to 60hz if you play on an OLED to avoid any jitter issues. There are no graphics options at all, but it does seem to support 16:10 display by default for the menus at least. When I forced the game to run at 1080p on the Steam Deck’s own screen, I wanted to make sure the game wasn’t stretching the visuals like some others do. I can confirm it indeed supports 16:10 properly after making sure of the aspect ratio of the UI and other elements. This only applies to menus though as the actual gameplay runs at 16:9. While I was hoping to see Gimmick! 2 support above 60fps, it isn’t a deal breaker or even close. I wouldn’t be surprised if this gets Steam Deck Verified soon because it runs perfectly out of the box. As for the game itself, I definitely agree with Shaun’s review linked above. I’m just glad to see Gimmick! 2 run so well out of the box on Steam Deck. Arco Steam Deck Mini Review Arco is a game I adored from the get go, but it felt like it was a few updates away from greatness. The dynamic turn-based RPG with pixel art visuals and a lovely story hit PC and Switch a few weeks ago, and it has gotten a major update on Steam already fixing most of my issues. As of this writing, the update isn’t live on Switch and I decided to review the Steam Deck version since that is the most up to date right now. When looking at Arco trailers, you might think it is just a nice looking tactical game. Well, it is a lot more than that, and the combat system is very interesting. In fact, the audio and story surprised me the most. Arco has you experiencing different stories with characters that have unique gameplay styles (in a way). While it is a turn-based affair, there are real-time elements. I saw someone call it Superhot meets a pixel art tactical RPG and I feel like that isn’t giving you the full picture, but it is a glimpse into the kind of blend of gameplay you can expect here. On Steam Deck, Arco ships Verified from the get go, and I had no issues playing it on both my Steam Decks. It is capped to 60fps as far as I can tell and has 16:9 support only. The current build on Steam Deck includes an assist mode (beta) letting you skip combat, get infinite dynamite, and more. These are good to have if you want to skip the combat, but I’m happiest about the option to skip the first act when replaying the game. On paper, Arco seemed like it would be very good, but I didn’t expect to love it as much as I do now. It feels dynamic across the board with superb visuals, music, and a lovely story. If you want an interesting tactical RPG with a memorable story, get Arco right now. There’s even a free demo you can try on Steam right now. Arco Steam Deck review score: 5/5 Skull and Bones Steam Deck Steam Deck Mini Review Skull and Bones is an interesting release to cover. It launched on PS5, Xbox Series X, and PC earlier this year, but wasn’t on Steam until just over a week ago. Having never played it before, I wasn’t sure what to expect aside from a friend of mine telling me he enjoyed it despite its many flaws on Xbox. I was also curious to see how it felt on Steam Deck as a current generation console title, but Ubisoft posting about it being playable gave me some hope. For this review, I’m focusing on the Steam Deck port more than the game. On Steam Deck, Skull and Bones has an official Valve rating of being Playable. On booting it up for the first time, you have to login to your Ubisoft Connect account and this process isn’t smooth because the interface feels sluggish. I was hoping it would just pick up my details since I logged into Ubisoft Connect for Prince of Persia: The Lost Crown, but I had to do it again for Skull and Bones. Beyond that, the tutorial runs fine, but I wanted to get more stable performance. I set it to a 30fps frame rate limit and it runs at 16:10 and 800p. I opted for FSR 2 quality upscaling as well, though performance is more stable with the performance upscaling preset. I left everything else on low aside from textures which I set to high. I found this delivered a good experience overall. As for Skull and Bones as a game itself, I’m still early on since I’ve only played it for just over a week now, but I see the potential here. If Ubisoft keeps supporting it, it will be an easier recommendation. It is already a better experience than before looking at what was added in recent updates. Skull and Bones is a hard game to recommend at full price, but I do recommend checking out the free trial. I enjoy naval combat and open world Ubisoft games, and Skull and Bones with all its updates so far is good, but it has potential to be better. If you do plan on playing Skull and Bones on Steam Deck, keep in mind that it is an online only experience. I will likely grab it on console to also play there with cross progression. Skull and Bones Steam Deck review score: TBA ODDADA Steam Deck Review I love interactive toys like Townscaper because they are excellent at letting me spend a few minutes trying to create something cool. When ODDADA was announced, it felt like the next great interactive toy for me, and that’s exactly what it ended up being with a small caveat in its controls. ODDADA is not technically a game, but a music maker hybrid that feels like a game. The aesthetic reminds me of Windosill in a way, but it really is a gorgeous and elegant little toolbox with a plethora of ways for you to create something special. You interact with it using a mouse or touch controls on Steam Deck, and slowly progress through the different levels and instruments working your way to the end. The randomness element makes it so every creation sounds and feels different. On Steam Deck, I mentioned ODDADA has no controller support yet, but it runs perfectly at 90fps out of the box. There are a few graphics options like resolution, v-sync, and anti-aliasing toggles. You don’t need to worry much about settings in this one, but the text in the menu is a bit small for Steam Deck. Aside from the lack of controller support, I have nothing bad to say about ODDADA. I would argue that even with full controller support, it will play best with touch or mouse controls, but I know some folks prefer a controller across the board. If you enjoy music, art, or just want to make your own music with a lovely little game, ODDADA is for you. In its current state, ODDADA doesn’t have controller support, but it plays perfectly with touch controls on Steam Deck. The team is working on getting it Steam Deck Verified so keep that in mind if you plan on purchasing it now or later. ODDADA Steam Deck review score: 4.5/5 Star Trucker Steam Deck Mini Review Sometimes, a game is released blending two genres together in a way that might not satiate either fanbase. These situations can result in a game that doesn’t hit as hard for anyone, but there’s also a chance that it manages to capture a new audience. I feel like Star Trucker is one of those with how it tries to do automobile simulation and space exploration at once, but without going too deep into either of those genres. This one hasn’t been rated by Valve, but I didn’t have any issues playing it on Proton Experimental right now. Your aim in Star Trucker is to explore space, take on jobs, earn money, and unlock more to do on the massive galactic map. It includes many difficulty options and the ability to tweak things as you like before starting a new game. While I love the gameplay loop, the real highlights are the visuals, writing, and voiced banter on the radio. On PC and Steam Deck, Star Trucker lets you adjust video mode, resolution (16:10 support included), refresh rate, v-sync, graphics quality, render scale, shadow quality, temporal anti-aliasing, ambient occlusion, mesh detail, and light shafts. I opted to use a custom preset with low shadows but left everything else at normal. I also turned off temporal anti-aliasing. This was good enough for a 40fps or so target. I’m sure someone will find a better compromise in visuals for improved performance, but I was happy with this while playing. The major issues holding Star Trucker back are the controls that took me a good while to get used to. I hope these see some improvements in updates. Star Trucker surprised me with its blend of truck simulation and its setting in a way I didn’t think was possible. This feels like a game catering to what I enjoy a lot in automobile simulation and exploration games. While it might not be for everyone, I’ve enjoyed playing Star Trucker quite a bit ever since I got review code on Steam Deck. I hope the developers optimize it a bit more for Valve’s handheld though. Star Trucker Steam Deck review score: 4/5 DATE A LIVE: Ren Dystopia Steam Deck Mini Review Originally released in Japan on PS4 only back in 2020, Sting and Idea Factory’s DATE A LIVE: Ren Dystopia has made its way to the West only on Steam, and it is a great follow up to DATE A LIVE: Rio Reincarnation. If you’re not familiar with it, Date A Live is a light novels series from Koshi Tachibana with illustrations by Tsunako. DATE A LIVE: Rio Reincarnation was a great introduction to that world, and every fan of that release needs to play DATE A LIVE: Ren Dystopia. DATE A LIVE: Ren Dystopia has you playing as Shido who has a dream about a girl named Ren, and this is where the narrative begins with multiple paths and returning characters. There are many choices to make as you’d expect, and it is all accompanied by very good art from Tsunako. DATE A LIVE: Ren Dystopia feels more lighthearted across the board, and it serves as a perfect compliment and follow-up to DATE A LIVE: Rio Reincarnation. I’m just surprised it took this long to see it released in English. DATE A LIVE: Ren Dystopia runs perfectly on Stema Deck out of the box. I didn’t need to change anything. It has 16:9 support at 720p and plays all cut-scenes without issues out of the box. I recommend checking the system settings to ensure the confirm button is set to A and not B. Also make sure it isn’t stretching the 16:9 image to 16:10 in fullscreen mode. DATE A LIVE: Ren Dystopia is an easy recommendation for fans of DATE A LIVE: Rio Reincarnation with its lovely art, music, and memorable characters. I don’t recommend playing it before Rio Reincarnation though. DATE A LIVE: Ren Dystopia Steam Deck Review Score: 4/5 Total War: PHARAOH DYNASTIES Steam Deck Review Impressions I can’t recall the last time I’ve seen a free game update or re-launch get a new store page on Steam, but that’s what happened with Total War: PHARAOH DYNASTIES. When SEGA reached out asking if I wanted to try the update early, I figured it would just be early access to the update, but not a brand new app on Steam. I always thought Total War: PHARAOH was good and had potential, but it clearly wasn’t ready for a full price launch when it debuted. Fast forward to today, Total War: PHARAOH DYNASTIES is exactly what the original should’ve been, and it is an easy recommendation on PC, but the Steam Deck version has some caveats. Total War: PHARAOH DYNASTIES builds on the original by nearly doubling the main campaign content, adding in four new factions, the Dynasty system, and tons of improvements to existing areas of the game. If you already own Total War: PHARAOH, Total War: PHARAOH DYNASTIES will feel like a sequel in some ways, but also an enhanced re-release in others. It is a great game right now. On Steam Deck, Total War: PHARAOH DYNASTIES still doesn’t have controller support, but it is playable with the trackpad and touch controls. I’m still playing it on and off to see how it feels, but my initial impressions are very positive as someone who enjoyed the original Total War: PHARAOH but thought it needed more work. Pinball FX Steam Deck Impressions Shaun has been talking about Zen Studios’ Pinball FX series so much over the years, that I’ve always wanted to check it out on a handheld. I ended up getting some of the tables for older games on Switch before, but with the new digital version of the game simply titled Pinball FX out on Steam since last year, I was curious how it would play on Steam Deck. When the two new DLC tables were released, I downloaded the game on Steam Deck to see how it and the DLC tables felt. What surprised me the most is the PC port features, and how it plays on Steam Deck. I’ve not played every single DLC table so I can’t comment on how the game will run there, but having access to a lot of PC graphics options including proper HDR support on Steam Deck makes it hard to not recommend at least downloading the free client to see how you find it. As for the gameplay, I’ve played about 7 tables since getting the game, and I love this release. I’m looking forward to covering more of these tables in the future, but Pinball FX feels like a love letter to the world of pinball. While not a review, Pinball FX is absolutely worth your time on Steam Deck. Even if you don’t want to buy anything, I recommend grabbing the free to play version on Steam to access a few of the tables at no additional cost. This will let you see how the game looks and runs on Steam Deck as well as sampling a bit of the many tables available as paid DLC. New Steam Deck Verified & Playable games for the week I’m surprised Black Myth: Wukong is marked Unsupported and not Playable given it performs better than a lot of Verified games. I’m glad to see Hookah Haze and OneShot: World Machine Edition Verified this week. I’m looking forward to playing them both. Black Myth: Wukong – Unsupported (Read my review here showing it is playable) F1 Manager 2024 – Playable Hidden Through Time 2: Discovery – Playable Hookah Haze – Verified METAL SLUG ATTACK RELOADED – Verified OneShot: World Machine Edition – Verified Slash Quest – Verified Syberia – Verified Toree’s Panic Pack – Verified Volgarr the Viking II – Playable Steam Deck Game Sales, Discounts, and Specials Check out the Games from Croatia sale with discounts on the amazing Talos Principle series and much more this week. This sale is on until Monday morning. That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.
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Apple just announced October 2024’s new Apple Arcade games with NBA 2K25 Arcade Edition () as the headliner. Following yesterday’s news about Balatro, Apple confirmed that NBA 2K25 Arcade Edition will release on October 3rd with three App Store Greats. NBA 2K25 Arcade Edition is notable because it marks the debut of The Neighborhood on iOS letting you explore the immersive world, outdoor streetball courts, NBA legends recruiting, a new badge system, and more with limited-time quests planned. Check out the NBA 2K25 Arcade Edition gameplay screenshot below: Alongside NBA 2K25 Arcade Edition, we have Smash Hit+, Furistas Cat Cafe+, and Food Truck Pup+ joining Apple Arcade as App Store Greats. I’ve only played the first of those before so I will be checking out the others assuming I can stop playing Balatro+. If you’d like to sign up to get the new games, check out NBA 2K25 Arcade Edition here on Apple Arcade. With Balatro+ and NBA 2K25 Arcade Edition this is definitely the best month in a while for the service. What do you think of the newly revealed Apple Arcade games?
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Well here it is, friends. This will be the last of my retro game eShop lists, mostly because I am running out of retro consoles with a good variety of games to choose from. I’ve left one of the best for last, though: the PlayStation. Sony’s first whack at the ol’ console market succeeded beyond any expectations, and it’s little wonder it built a library so full of great games that we still see re-releases to this day. Sure, these games gave Nintendo a black eye a quarter of a century ago, but it’s all smiles now for everyone who can enjoy them on their platforms of choice. We’ve got ten of our favorites here, in no particular order of course. On with the PlaySta-Show! Klonoa: The Door to Phantomile – Klonoa Phantasy Reverie Series ($39.99) Klonoa is a really great game that probably didn’t get as much attention as it deserved, but got enough that it didn’t go totally unnoticed. Probably one of the more successful 2.5D platformers on the console, even. You play as a little floppy-eared cat-creature who is navigating the world of dreams to stop a dangerous threat. Vibrant visuals, snappy gameplay, interesting bosses, and a surprisingly impactful story for what it is. The second game, originally released on PlayStation 2, isn’t quite as good as the first, but you have to get them as a set anyway. Final Fantasy VII ($15.99) This is one of the big ones, isn’t it? The Japanese RPG that finally woke the wider Western market up to the genre, Square Enix’s biggest success ever, and one of the main instruments of the PlayStation’s rocket to the top of the business. Sure, there is that remake of Final Fantasy VII out there, but I hope by now that people realize what that really is. If you want to play the original Final Fantasy VII story, you’ll have to risk getting your eye poked out on some sharp polygons. Still a very good game, and it’s not hard to see why so many people took to it the way they did. Metal Gear Solid – Master Collection Version ($19.99) Another very big name from the PlayStation, Metal Gear Solid dragged a franchise that was more or less dormant into the spotlight of a much bigger stage. The Metal Gear Solid series got a lot sillier over time, and perhaps started gazing into its own belly button a little too deeply. But it’s hard to argue with this first game, which feels less like a bizarre trip through Kojima’s philosophical musings and more like an episode of GI Joe. It doesn’t hurt that it’s a very fun game to play, either. And hey, if you enjoy it enough, both of the PlayStation 2 follow-ups are available on Switch too. G-Darius HD ($29.99) Alright, let’s venture into the weeds again just a little bit. G-Darius took Taito’s classic shoot ’em up series into 3D, and it’s amazing just how well it made that transition. Sure, those chunky rough-textured polygons haven’t aged as well as the sprites in the 2D games, but there’s a real charm to them. The vivid colors, enjoyable enemy-catching mechanic, and creative bosses make for one heck of a solid shooter. Chrono Cross: The Radical Dreamers Edition ($19.99) I could almost fill this entire list with Square Enix games, but I’m going to leave it with this one and Final Fantasy VII just to give other games a chance. Chrono Cross had an impossible job: follow up one of the most well-liked Japanese RPGs ever made. And no, it couldn’t quite manage that task. People today do not speak of Chrono Cross the way they do Chrono Trigger, and that’s fair. But pull it away from that comparison and you’ll find a really clever and gorgeous RPG with a huge cast of (admittedly poorly developed in the main) characters to recruit and play with. Also, one of the best video game soundtracks of all time. Feel free to @ me, I’m right. Mega Man X4 – Mega Man X Legacy Collection ($19.99) I love just about every Mega Man game to some extent, but I am well aware that my vision is clouded by bias stemming from a severe case of childhood nostalgia. As such, when it comes to recommending games in the series with clearer eyes, there are only a few games in each series I feel good about putting in the hands of non-fans. With the Mega Man X series, it’s just two games: Mega Man X and Mega Man X4. While I enjoyed the games between them, X4 just feels like it has itself put together better than most of its siblings. This was a short-lived slice of balance, because things went off the rails again with the next game. But hey, don’t take my word for it – buy the Legacy Collections and see for yourself! Tomba! Special Edition ($19.99) You know, there were a lot of games published by Sony as first-party releases that it ended up not owning. I always assumed Tomba was as much a first-party property as Crash Bandicoot was, but… oh wait, I guess it was. Anyway, Tomba! is a really interesting platformer. It incorporates a lot of adventure game elements, but the action is on point too. Just don’t forget that that creator of Tomba! is the same guy behind Ghosts ‘n Goblins. It might seem breezy at first, but it’s going to challenge you as it goes on. Very neat game, and I’m glad it’s available again. Grandia – Grandia HD Collection ($39.99) Okay, technically Grandia was a SEGA Saturn game first, but the PlayStation port was clearly used as the basis of this HD release so I’m putting it here. Grandia comes from many of the same people who made Lunar, and it channels much of its spirit. In a time period where many RPGs were taking heavy cues from Evangelion, Grandia dared to be a bright and cheerful adventure. It also has a very satisfying combat system that builds on what Game Arts was doing with the Lunar games in strong ways. The other game in this set isn’t too shabby either. Tomb Raider – Tomb Raider I-III Remastered Starring Lara Croft ($29.99) Another true icon of the PlayStation era, Lara Croft had five adventures on the PlayStation by the time the console reached its end. The quality varied from game to game, and some of them were stronger at some things and weaker at others. If you asked me to pick the best one, I think I’d have to go with the original. It was more focused on actual raiding of tombs and less on action, and I think that was putting the best foot forward as far as the Core Design period of the franchise went. But this is another chance to make up your own mind, because you get the first three games here whether you like it or not. moon ($18.99) Let’s finish up with a deeper cut. Originally only released in Japan, moon was something of a deconstruction of the contemporary RPG. Indeed, its creators refer to it as an anti-RPG. In practice, it’s more of an adventure game than anything else, and it is very… punk? Can I call it punk? There are parts of the game that aren’t very fun at all, but it’s also not trying to be fun all the time. There’s an interesting message to this game if you see it through, and I’m glad we finally got to see this come out in English. And that’s the list, friends. Are there any PlayStation 1 games you enjoy on the Switch? Feel free to sound off down in the comments and let us know what you’re thinking! It’s always interesting to hear the opinions of others on this kind of thing. I hope everyone has enjoyed this series of articles as much as I’ve enjoyed writing them. As always, thanks for reading!
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 5th, 2024. Thursday already, eh? Where does the time go? We’re going in hard on the reviews again today. I have two for you, covering Emio – The Smiling Man: Famicom Detective Club and Teenage Mutant Ninja Turtles: Splintered Fate. Our pal Mikhail chimes in today too, with his looks at Nour: Play With Your Food, Fate/stay night REMASTERED, and TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK. We then move into the finest new releases of the day, then sweep up with the lists of new and expiring sales. Ah, Thursday. I shall miss you when it is Friday. Let’s go! Reviews & Mini-Views Emio – The Smiling Man: Famicom Detective Club ($49.99) It seems like the latest trend is making sequels to decades-dormant franchises. Video games, always trying to be like Hollywood. Nintendo has rather unpredictably decided to resurrect Famicom Detective Club, a series mainly known in the West through the “blink and you’ll miss it" remake of the first two games that came out on Switch a couple of years back. I feel like there may be a connection here. At any rate, for the first time this millennium we have a brand new Famicom Detective Club adventure! That’s nifty. The challenge with bringing back an old brand is in deciding how faithful to the original the new game should be. The risk of being too faithful is that the game could be seen as old-fashioned or out of date, but change too much and there’s a chance fans could be completely turned off. Emio – The Smiling Man: Famicom Detective Club leans more toward maintaining the style of the recent remakes, themselves hewing quite closely to the originals. It’s an odd blend, to be sure. The visuals are as good as anything you would see in similar games from modern times, and the story certainly pushes a little further than what the Nintendo of the 90s would have done even in Japan. But the gameplay feels very old-school, and I think that is a determining factor in whether or not you enjoy this game. A student is found dead with a paper bag over his head that has a smiling face on it. This digs up some old unsolved murders from eighteen years ago that featured a similar calling card, which raises all manner of questions. Then there is the urban legend about Emio, a killer who promises to give his victims an eternal smile. Has a previous killer resurfaced after all this time? Is it a copycat? Is there really any such thing as Emio? The cops are stumped, so it’s time to call in the Utsugi Detective Agency! Using the powers of going around to places and badgering people, you’ll do what the law enforcement was powerless to: find the truth! Basically, you’re searching around every scene for clues, talking to all of the people you meet (sometimes you need to press the issue and ask multiple times to get what you want), and trying to find the connections you’ll need to solve the case. Think of the sections of Ace Attorney outside of court and you’re not too far off the mark. Depending on how well you take to this kind of gameplay, you mind find parts of the game to be annoying or a slog. There are certainly bits I feel could have been handled more smoothly, and it feels like specific chains of logic needed just a little more signposting. Well, this is a Cat Hair Mustache genre, and I suppose by that standards Emio isn’t doing anything particularly egregious. And you know what? That’s where I’m going to leave it. I have some criticisms of the story, but I enjoyed it on the whole. It was engaging, twisty, and well-written. Some of the plot beats didn’t hit me the way it seems they hit others, but I can’t really talk about that in detail without ruining the story. And I really don’t want to do that, because this is a tale that is best experienced fresh. I liked more than I didn’t, and when it picks up it really picks up. Emio – The Smiling Man: Famicom Detective Club is not the sort of thing we typically see from Nintendo, but if there was any rust on the team it assuredly doesn’t show. It’s perhaps a little too adherent to the original games in its mechanics, and while the plot is mostly excellent there are some times where the pace falls off or things resolve in ways I didn’t find as satisfying as I would have ideally hoped for. Still, these are minor complaints for what is otherwise a thoroughly enjoyable mystery adventure. Welcome back, Detective Club. Don’t stay away so long this time. SwitchArcade Score: 4/5 Teenage Mutant Ninja Turtles: Splintered Fate ($29.99) We’re starting to get a nice little set of TMNT games on the Switch, aren’t we? You can enjoy the Konami classics in the Cowabunga Collection, get an incredible modern take on the arcade beat ’em up formula with Shredder’s Revenge, bring the modern arcade home in Wrath of the Mutants, and now satisfy your urge for something with a little more home console flavoring in Splintered Fate. There are a couple more on the way, too. We’re swimming in Turtles! With Turtles? Turtles, they’re everywhere. So how is this one? Not too shabby, actually. I mean, if you’ve played this on Apple Arcade then you know the deal, and if you’re reading this site then the odds are somewhat decent you have. But just in case, let’s go over the broad pitch. Basically, imagine taking a TMNT-style beat ’em up and blending it with Hades. Alright, that pretty much does it. You can go it alone in the usual roguelite style, or play with up to four players via local or online multiplayer. Mikhail and I did the online multiplayer thing together and it worked rather well, so that’s a good way to go. The game is fine when you’re on your own, but adding more people predictably improves the experience. That’s TMNT for you. Anyway, some kind of shenanigans occur with Shredder and a mysterious power. Splinter is in trouble, and the Turtles have to try to figure out how to save him. When all you have is a katana, every problem looks like a Foot Soldier. Slice, dice, and/or bludgeon whatever enemies come in front of you, dash tactically to avoid attacks, pick up some perks that you can enjoy in your current run, and collect another currency to score some permanent upgrades. If you die, it’s back to the lair to try again. Roguelite beat ’em up. But with the Turtles, so it’s automatically better than it would be without them. It isn’t particularly inspired, but it does its job well enough. I wouldn’t call Splintered Fate a must-have in general, but TMNT fans will probably enjoy this twist on the usual fare. The multiplayer is well-implemented, and it’s good to see that important TMNT element wasn’t passed over despite this being the kind of game that is usually played solo. Those without an affinity for the Turtles can find better roguelite games to play on the Switch, but with this being such an intensely competitive genre on the platform it’s to the credit of Splintered Fate that it can manage to keep pace at all. Not bad. SwitchArcade Score: 3.5/5 Nour: Play With Your Food ($9.99) When Nour: Play With Your Food originally released on PC and PS5, I was a bit surprised to see it not also released on Switch and mobile. It felt like a perfect fit for touchscreens as an experimental food art experience. I played it on PC and liked it quite a bit, but this isn’t a traditional game for everyone. If you enjoy playful sandbox-like experiences and love food, you will likely find a lot to love in Nour: Play With Your Food, but the Switch version is a bit lacking. If you’re new to Nour: Play With Your Food, it has you playing with specific food types across different stages with interesting music and a lot of over the top nonsense (compliment). It feels like a combination of an interactive app made for those who love food and art equally. Initially, you only get access to the basics, but I found myself surprised at how much the developers added to let you literally play with your food as the name suggests. This is when I realized why it might not be as easy to play on a touchscreen. I am disappointed in the lack of touchscreen support on Switch though. Aside from that, Nour: Play With Your Food was a bit of a heavy game on Steam Deck as well, and you can see the cutbacks on Switch to have it run decently. The biggest issue is the load times being long both docked and handheld on Switch. Nour: Play With Your Food is worth experiencing if you love food, art, and interactive apps. While the Switch version isn’t the best way to experience it, Nour still feels best on a portable, and I hope it does well enough to get more DLC or even a physical release. We don’t see many releases like this in gaming, but games like Nour and Townscaper are the perfect compliment to more-involved RPGs and story-driven games. -Mikhail Madnani SwitchArcade Score: 3.5/5 Fate/stay night REMASTERED ($29.99) Fate/stay night REMASTERED launched about a month ago on Nintendo Switch and Steam worldwide. I was hoping to have it covered sooner, but the month has been really busy and Fate/stay night itself is very long. Before covering the game itself, I want to take you on a bit of a journey. Many years ago, a close friend convinced me to watch Fate/Zero as one of the first few anime I watched from start to finish. Back then, I wanted to experience more from the universe, but there wasn’t really something interesting I could officially play in English. I ended up importing the PS Vita version of Fate/stay night Realta Nua just to own it, and since then have basically been playing whatever Fate-related release or Type Moon property we see in the West. This includes Fate/EXTELLA, Fate/Samurai Remnant, watching Fate/stay night, and even trying out Fate/Grand Order for a bit. All of that led to me being very glad that Aniplex brought over Witch on the Holy Night and Tsukihime‘s remake recently, but there was the one game I was hoping we’d see released in English somehow. I didn’t bother with fan translations, and kept hoping we’d see Fate/stay night in English. Here we are. It still feels unreal that this is in English and on Switch. But is it worth your time and money? Well I can save you some time and say absolutely on both fronts with a few caveats. Fate/stay night REMASTERED is a remaster of the 2004-released Type Moon visual novel covering the story of Emiya Shirou, the Holy Grail war, and more. This is basically the best entry point into the Fate universe, and I know there are many who have only experienced it through anime and other games so far, so this is now a chance to see the origin of the series as it was meant to be. Fate/stay night REMASTERED even with its few quality of life features is still a 55+ hour experience at least, and that makes the low asking price shocking. I get that this is a remaster of an older game, but the volume of text and work done really makes it one of the best value releases on the eShop this year. If you already played the original versions of Fate/stay night in Japanese, Fate/stay night REMASTERED does a lot to improve the experience. Obviously it adds English, but the 16:9 support is welcome. It also feels like a lot more work went into this than I initially expected. I’ve been playing a bit of the PS Vita release to compare, and the developers of this remaster have done a great job at making Fate/stay night look good on modern displays, but don’t expect the gorgeousness of Tsukihime‘s recent remake. While I love Fate/stay night itself, I’m glad that the developers actually put in touchscreen support on Nintendo Switch. I played most of Fate/stay night REMASTERED on my Switch Lite (which is sadly busted now) and then synced it to my Switch OLED to play at home and also docked. It feels perfect on Nintendo’s hybrid system. Hopefully it gets more platform releases in the future like iOS and PS5 so more can experience it. Speaking of more platforms, I also played a good amount of Fate/stay night REMASTERED on Steam Deck. It works perfectly out of the box. If you were wondering where to play Fate/stay night REMASTERED assuming you owned a Steam Deck or Switch, get it wherever you want but make sure you play it. It is that good. There’s nothing really holding Fate/stay night REMASTERED back right now aside from no physical release on Switch, and I hope it does well enough to get one in the future to go on my shelf with Witch on the Holy Night and Tsukihime. Fate/stay night REMASTERED is basically an essential for visual novel fans and I still can’t believe it is not only available in English, but also on both Switch and Steam. The low asking price makes it an even easier recommendation. While it may not look as good as Tsukihime‘s recent remake, Fate/stay night REMASTERED is still worth your time, and I’m glad I finally got to play it in English after all these years of owning the Japanese PS Vita release. -Mikhail Madnani SwitchArcade Score: 5/5 TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK ($49.99) As someone who didn’t bother with VR outside of borrowing a PS VR headset on PS4 Pro years ago, I know I’ve ended up missing out on some great games. When looking at what my friends who own current VR headsets talk about, in addition to games like Thumper or Beat Saber, I used to see rumblings of TOKYO CHRONOS and ALTDEUS: Beyond Chronos mentioned. Both were praised for their stories and also for being full experiences in VR. I never got to experience the stories until TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK hit Switch through Izanagi Games just over a month ago. When you first boot up TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK on Switch, you get to choose which game you want to play. The first game has you experiencing the story of high school friends in an alternate version of Shibuya, lost memories, killers, and more. If you’ve played many visual novels or adventure games, the narrative here will feel very predictable in parts, but it isn’t bad. It has good visuals and I feel like trying it out in VR after seeing how it feels on Switch just for the novelty of a full visual novel in VR. ALTDEUS: Beyond Chronos on the other hand is a lot better with its production, music, writing, voice acting, and characters in general. It also goes beyond being a pure visual novel in parts, and I love when developers do this. Punching above your weight in a visual novel usually makes for a more memorable experience when coupled with important story beats. ALTDEUS: Beyond Chronos is the standout of the two, but I think the pack is definitely worth buying if you’re ok with the controls and movement in the demo. Aside from some aspects of the stories not hitting as hard, the Switch version has some performance issues when it comes to camera movement. These aren’t a dealbreaker, but it is distracting having that happen during first person and other encounters. The rest of the Switch features more than make up for it though with touchscreen support (my favorite feature in adventure games) and good rumble. TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK is a great experience on Nintendo Switch with its touch controls and rumble support added to make it even more immersive. I’m glad I got to finally experience these stories since I never owned a VR headset, and I hope to see more from this team in the future. If you enjoy sci-fi stories, I urge you to download the demo at least to see how this one feels on Switch. -Mikhail Madnani SwitchArcade Score: 4.5/5 Select New Releases Fitness Boxing feat. Hatsune Miku ($49.99) This might be the winner for the title that does the most clear and concise work in explaining a game’s content. At least for 2024, anyway. So yes, this is Fitness Boxing. Featuring Hatsune Miku. It has 24 songs from Miku and friends, plus 30 more from the Fitness Boxing series. Plenty of tunes to punch it out to, in other words. Mechanically, it looks like the other games in the series. No surprise there. Pick it up if you want a Fitness Boxing game featuring Hatsune Miku. Gimmick! 2 ($24.99) I reviewed this yesterday, but in case you missed that, allow me to bring you up to speed. This is a very faithful follow-up to the original cult favorite, building on its foundations a bit, bringing in a slick new presentation, and still as hard as that piece of a Subway pizza sub you lost under the sofa back in the 90s. If you don’t mind a challenge and enjoy clever platformers, you’ll want to check this one out. Touhou Danmaku Kagura Phantasia Lost ($29.99) Are you tired of switching between games based on whether you feel like playing a rhythm game or a bullet hell shoot ’em up? Touhou Danmaku Kagura Phantasia Lost is here to save you from the inconvenience! There are two modes in this game, and it kind of feels like peanut butter and chalk in some sense. But the Touhou theme ties them together, and for fans of the property I’m sure it will pass muster. At least you know the music will be good? EGGCONSOLE Hydlide MSX ($6.49) We’ve already seen one version of Hydlide release in EGGCONSOLE, but here’s another one for good measure. It came after the one we have, but before the NES one. It falls somewhere in between them as a result, and I suppose if you are a Hydlide super-fan then you’ll want to grab as many versions as they release. For everyone else, I’m not sure how much more you’ll get out of this MSX version if you already played the PC-8801 release. Arcade Archives Lead Angle ($7.99) Well, at least Hamster’s mixing it up a little. This is a 1988 Seibu Kaihatsu release, a follow-up to Empire City 1931. It’s one of those gallery shooters that were all the rage at the time, though I can say with some confidence that Lead Angle was not all the rage at the time. It’s a decent enough example of the genre though, so if you enjoy this sort of game you probably shouldn’t be too quick to push the plate away. Shooting gangsters! You don’t see that kind of theme all that often anymore either, come to think of it. Sales (North American eShop, US Prices) Not much excitement going on today, but No Man’s Sky is never a bad choice. The rest of the good games in the inbox are frequently on sale, so do what you will with them. Oddly, one could say the same about the outbox. I’ll leave all of that business to you today, as I don’t have any strong feelings on the matter. Select New Sales No Man’s Sky ($23.99 from $59.99 until 9/17) The Last Campfire ($1.99 from $14.99 until 9/17) XALADIA: Rise of the Space Pirates X2 ($8.09 from $17.99 until 9/18) Scars of Mars ($15.99 from $19.99 until 9/18) Die for Valhalla ($3.59 from $11.99 until 9/25) Moonlighter ($3.74 from $24.99 until 9/25) Thea: The Awakening ($5.39 from $17.99 until 9/25) Children of Morta ($5.49 from $21.99 until 9/25) Dungeon of the Endless ($3.99 from $19.99 until 9/25) Yes, Your Grace ($2.99 from $19.99 until 9/25) Hypnospace Outlaw ($4.99 from $19.99 until 9/25) Nowhere Prophet ($2.49 from $24.99 until 9/25) Soccer Story ($7.99 from $19.99 until 9/25) Family Man ($1.99 from $19.99 until 9/25) South of the Circle ($6.49 from $12.99 until 9/25) Wingspan ($9.99 from $19.99 until 9/25) Sales Ending Tomorrow, September 6th Ambition: A Minuet in Power ($4.99 from $9.99 until 9/6) Dance of Death: Du Lac & Fey ($2.39 from $15.99 until 9/6) Fear Effect Sedna ($1.99 from $19.99 until 9/6) Galak-Z The Void Deluxe ($2.99 from $14.99 until 9/6) Kingdom Rush ($5.49 from $9.99 until 9/6) Kingdom Rush Frontiers ($5.49 from $9.99 until 9/6) Kingdom Rush Origins ($8.24 from $14.99 until 9/6) My Time at Portia ($4.49 from $29.99 until 9/6) PowerWash Simulator ($17.49 from $24.99 until 9/6) Skulls of the Shogun ($3.99 from $19.99 until 9/6) Suhoshin ($4.49 from $14.99 until 9/6) The House of Da Vinci 2 ($4.99 from $9.99 until 9/6) Ty the Tasmanian Tiger 4 ($9.99 from $19.99 until 9/6) Ty the Tasmanian Tiger HD ($10.49 from $29.99 until 9/6) Violet Wisteria ($7.49 from $14.99 until 9/6) What the Fork ($4.49 from $17.99 until 9/6) That’s all for today, friends. We’ll be back tomorrow to finish things up, with more reviews, new releases, and sales to look at. Hey, did you know? I have an at-the-moment dormant blog that is going to get active again soon. You can find it at Post Game Content. If you like reading Shaun’s thoughts on games, you’ll certainly find some there. I hope you all have a thrilling Thursday, and as always, thanks for reading!
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Back in April, the Razer Nexus (Free) app on iOS and Android was updated with support added for an unannounced “Razer Kishi Ultra" controller boasting features like analog stick deadzone customization and more. Since then, Razer has announced and released the Razer Kishi Ultra with support for more than just phones. The Razer Kishi Ultra is also the most expensive mobile controller as far as I’m aware, but it offers more features than expected for specific devices. Having used the Razer Kishi and the Backbone One including the new USB-C versions for years now, I didn’t think I needed a new controller, but the Razer Kishi Ultra changed my mind in a way the Hori Split Pad Pro did on Nintendo Switch a few years ago. Razer Kishi Ultra – what’s in the box The Razer Kishi Ultra box included the controller itself, a few sets of rubber cushions to use depending on your device, a sheet of stickers, and an instruction booklet. For the price point of $149.99, I expected to have a carrying case or at least a pouch included. Beyond that, the box and casing for the controller in the box are good quality as usual from Razer. The Razer Kishi Ultra rubber cushions come in pairs that are properly labeled for use with iPhone (Pair A), iPad Mini 6th generation (Pair B), and Android (Pair C). If you use a case, you don’t need to use any of these rubber cushions. Razer Kishi Ultra compatibility – iPhone, Cases, Android, and iPad Mini While most mobile controllers, especially the telescopic ones, only support iPhone and Android, the Razer Kishi Ultra also supports tablets like the iPad Mini 6th generation. We’ve also recently had some telescopic controllers ship with bluetooth support, but as for USB-C, this one seems to have some of the best compatibility. For the purpose of this review, I tested the Razer Kishi Ultra on my iPhone 15 Pro, iPhone 14 Plus, and wired on my iPad Pro. I didn’t test on Android or Windows, but I did try it on my Steam Deck wired. It is detected as a generic Xbox gamepad, but it did work when I was playing NBA 2K25 on Steam Deck yesterday for review and it also supports decent rumble in games like Bakeru that I tested with. Razer Kishi Ultra buttons, d-pad, and triggers Before getting to the new features, how does the Razer Kishi Ultra actually feel and perform? I was a bit worried about the d-pad, but it ended up working great when I played games like Garou: Mark of the Wolves ACA NeoGeo or even newer ones like Hades and Hitman Blood Money Reprisal. Beyond the d-pad, the shoulder buttons and triggers work well just like Razer’s older controller. The analog sticks are comfortable and smooth to use with the face buttons being clicky albeit with more travel distance which I didn’t expect after the original Razer Kishi. Overall, I have no complaints with the Razer Kishi Ultra d-pad, buttons, or triggers after considerable use including some sessions lasting a few hours where I played Zenless Zone Zero while charging my phone through the passthrough charging here. In terms of feel, the textured finish isn’t rubbery, but it works well for a grip and remains very comfortable to hold even for a few hours. I don’t usually care for Chroma stuff on controllers, and just like the Razer Kitsune, I would’ve preferred if the lights could somehow match the gameplay on screen. Razer Kishi Ultra – new features The main draw of the Razer Kishi Ultra is the full-size form factor. Instead of feeling like a compact mobile controller as we’ve seen with Razer’s prior release or the Backbone One, the Razer Kishi Ultra is a full-size one that feels like you’re holding your phone in the middle of a good quality console controller. This may not be a plus for some looking for a compact solution, but it isn’t meant to be that. The full-size form factor makes this the comfiest mobile controller I’ve used by far. The other features are the Chroma customization through the app, haptics (for Android and Windows), and virtual controller mode (Android only). The virtual controller mode is good for Android games since we see some notable ones skip adding controller support outside iOS on mobile like Genshin Impact. Aside from the new features, the Razer Kishi Ultra has a 3.5mm headphone jack, passthrough charging (15W), and the L4 and R4 shoulder buttons. Razer Kishi Ultra features missing on iOS – haptics and virtual controller mode The haptics and virtual controller mode are only available on Android (or Windows as well for the former) and not available on iOS. I don’t really care about virtual controller mode, but I hope Razer can work on something to enable the haptics in some way for iOS devices as well. I love haptic feedback on PS5 and HD Rumble on Switch, so having something that tries to do similar things on iOS would be nice. Razer Kishi Ultra price point – is it worth it? I already think most folks are better off getting a PS5 or Xbox controller to play wirelessly on iOS as the best possible and cheaper option. If you do want a good controller that has a telescopic form factor and attaches onto your phone, the most popular options are already $99.99 so the Razer Kishi Ultra at $150 is definitely a more premium controller. Is it worth that much more? If you’re ok with the current Razer Kishi and Backbone One price point, this is definitely worth the extra price for the comfort, but the lack of the haptics makes it feel like a lesser experience on iOS compared to Android where you get the fully featured experience. It remains to be seen if the joysticks on this one don’t drift over time as well. Razer Kishi Ultra – the best mobile controller in 2024? If you’ve not read my review of Razer’s older controller, check it out here. Moving from that more compact form factor that I’ve gotten used to for years across Razer and Backbone products to this big one has been interesting. Just like the Hori Split Pad Pro for Nintendo Switch, I find myself wanting both a full-size controller and a more compact one for iPhone. The Razer Kishi Ultra is easily the comfiest mobile controller I’ve ever used, but I wish it was easier to travel with. I worry about how it might end up in my bag unless I carry it in the big box it ships with. I don’t know if the Razer Kishi Ultra will replace my normal Kishi or Backbone One when I travel, but I’m definitely only using it when I play at home. At the asking price, I was hoping for hall effect analog sticks though. I’ve had drift issues with multiple controllers over the years and while it hasn’t happened to the Razer Kishi Ultra yet (or the Razer Kishi itself), but I can’t say how things might be in a few more months. This is more of a thing to keep in mind when you buy it. Having now covered the Backbone One and Razer Kishi models, I definitely want to try out the GameSir lineup as they seem more than worth checking out. Hopefully in the near future. Razer Kishi Ultra 2 wishlist When thinking about what I’d like to see in an updated Razer Kishi Ultra, aside from hall effect sticks, I’d like some of the sharper edges like the passthrough charging port to be smoothed out a bit. Beyond that, while I love the L4 and R4 buttons as options, I vastly prefer having paddles on the bottom of the controller since they feel more natural to use. It would be good to have those as options given the premium price. Maybe even L5 and R5 as paddles on the bottom with remapping available in the Razer Nexus app. The final thing I want is a carrying case for this to come with the controller. When looking at the pro level controllers on console, they usually come with a nice hard case. Granted this one doesn’t cost as much as a DualSense Edge or Victrix Pro BFG, but it would be a nice addition to the package that wouldn’t cost too much. Razer Kishi Ultra review If you’re used to playing on traditional PS5 or Xbox Series controllers or basically any full-sized controller and don’t enjoy using the compact Joy-Con size buttons and sticks we usually see in mobile controllers, the Razer Kishi Ultra is perfect for you with its comfortable grip, great d-pad, and face buttons. The lack of full feature support on iOS is disappointing, but this is a great addition to the mobile controller space, and I hope Razer can build on this through the years while also offering a carrying case so I don’t have to worry about anything happening to this in my bag when I go out. Razer Kishi Ultra review score: 4.5/5 Amazon Link: Razer Kishi Ultra If you’re curious about the book in the header image, it is Andy Kelly’s upcoming book titled Perfect Organism: An Alien: Isolation Companion that I’m currently reading for review. You can pre-order it here. Disclaimer: TouchArcade may earn a small commission from purchases made using the affiliate links above.
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In the latest look at retro game offerings on the Nintendo Switch, I’ve opted to take a different approach. You see, there aren’t quite so many distinct Game Boy Advance and Nintendo DS ports on the Switch as some other consoles. I know, it surprised me too! So they’re going to be sharing a list, much like how they shared a few years on retail shelves. While you can find plenty of great games from the Game Boy Advance in the Nintendo Switch Online app, we’re instead looking at those games that dare to exist in the wilds of the Switch eShop. We’ve got ten of our favorites here, four from the Game Boy Advance and six from the Nintendo DS. No particular order, of course. On with the show! Game Boy Advance Steel Empire (2004) – Over Horizon X Steel Empire ($14.99) We’ll start off with a decent little shoot ’em up, Steel Empire. While the original Genesis/Mega Drive version is the better game in my opinion, this isn’t a bad take at all. Worth playing just to compare with the other version, and it’s certainly a breezier experience in some ways. Steel Empire is a pretty cool game no matter how you play it, and it’s one that even those who don’t normally get into shooters tend to enjoy. Mega Man Zero – Mega Man Zero/ZX Legacy Collection ($29.99) While the Mega Man X series started to flounder on home consoles, the true successor to the Mega Man crown was rising up on the Game Boy Advance. Mega Man Zero is the start of an excellent series of side-scrolling action games, and one that perhaps didn’t figure out how to present what it wanted to do in the smoothest way. Those rough edges would get sanded off as the series went on, but the first game is where you want to start. Feel free to continue on from there. Mega Man Battle Network – Mega Man Battle Network Legacy Collection ($59.99) Yes, I’m double-dipping on Mega Man here. But I think it’s warranted here, because Mega Man Zero and Mega Man Battle Network are very different kinds of games, and both are very good at what they do. This one is an RPG with a unique battle system that manages to incorporate a bit of action to go with the more strategic elements. The core concept of this whole virtual world existing inside of electronic devices is a clever one, and the game doesn’t do things halfway with it. The returns diminished harder on this series than they did with Zero, but there’s plenty of fun to be had here. Castlevania: Aria of Sorrow – Castlevania Advance Collection ($19.99) Another collection where you’ll probably just want to run the whole board, but if I have to pick one best one it’s clearly Aria of Sorrow. When I’m in the right mood, I’d rather play this than even the amazing Symphony of the Night. The soul collecting system encourages grinding, and the gameplay is so fun that I don’t even mind that. Throw in an unusual setting and some fun secrets and you’ve got a real winner here. One of my favorite third-party Game Boy Advance games full-stop. Nintendo DS Shantae: Risky’s Revenge – Director’s Cut ($9.99) The original Shantae was something of a cult hit, but the low distribution numbers meant that relatively few people had a chance to play it. It was with the DSiWare release of Shantae: Risky’s Revenge that the Half-Genie Hero had a chance to make a bigger splash, and she certainly did that. Indeed, this established Shantae so well that she hasn’t missed a console generation since. This game kind of sits on a fuzzy line since it was sort of built from the ashes of a Game Boy Advance game that never released. Curiously, that game will be getting a release soon and might fit this list when it does. Phoenix Wright: Ace Attorney – Phoenix Wright: Ace Attorney Trilogy ($29.99) Look, if you’re really bothered about the lists being imbalanced, you could (and maybe should) count this as a Game Boy Advance game. That is the console where it originated after all, it just wasn’t localized at that time. Anyway, you probably know Ace Attorney. Fun adventure games that blend on-location investigations with overly dramatic court scenes. Goofy humor, but rather good stories. This first game completely knocks it out of the park, and while I might prefer later installments I wouldn’t be able to argue against anyone who said this was the best. Ghost Trick: Phantom Detective ($29.99) From the creator of Ace Attorney, Ghost Trick is just as well-written but has its own cool gameplay hook. You’re a ghost and need to use your abilities to save people, all with an eye to figuring out the truth behind your own untimely demise. This game is a complete wild ride and I recommend everyone play it from start to finish. It was a bit slept on in its original Nintendo DS form, and I’m glad to see Capcom hasn’t given up on it. Reward them for their tenacity. The World Ends With You: Final Remix ($49.99) The World Ends With You is, quite frankly, one of the top games on the Nintendo DS. Ideally, it’s the place where you should play the game. It’s just so tightly built around that hardware and its capabilities that none of the ports have been able to get just right. Still, time marches on. The Switch version of this game will do just fine if you don’t want to dig up a working Nintendo DS, and you really should play it somewhere. Why not here? A great game in just about every possible way. Castlevania: Dawn of Sorrow – Castlevania Dominus Collection ($24.99) The Castlevania Dominus Collection just released not long ago, and it collects all of the Nintendo DS Castlevania games. This is another case where all of the games are worth playing, and I’m picking Dawn of Sorrow simply because having its gimmicky touch controls replaced with more fitting button controls makes for a significant improvement. But really, play all three of the Nintendo DS games in this collection. They’re all great in their own ways. Etrian Odyssey III HD – Etrian Odyssey Origins Collection ($79.99) This is another franchise that in some ways can’t exist easily outside of the DS/3DS ecosystem. But Atlus made a good attempt here, and I think the results are playable enough. Each of the Etrian Odyssey games stands alone, and they’re all pretty substantial RPGs. Etrian Odyssey III is the largest of the three, and while it’s more than a little wooly, it’s well-worth sinking your teeth into. And that’s the list, friends. Are there any Game Boy Advance or Nintendo DS games you enjoy on the Switch? Feel free to sound off down in the comments and let us know what you’re thinking! It’s always interesting to hear the opinions of others on this kind of thing. As always, thanks for reading!
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Feral Interactive’s tease seemingly was about Total War: Empire from Creative Assembly and SEGA because the developer just announced that it will be coming to iOS and Android this Fall with release date and pricing to be announced shortly. Feral Interactive also confirmed that Total War: Empire will feature intuitive touch controls for phones and tablets, a redesigned UI, new quality of life improvements, and more. If you’ve not played it yet, Total War: Empire takes the franchise to the 18th century Age of Enlightenment and it is considered one of the best games in the series. Watch the Total War: Empire mobile iOS and Android announcement trailer below: Ahead of Total War: Empire hitting mobile this Fall, you can try it out on Steam right now in its definitive edition release here. Total War: Empire on mobile will also be the first time (on mobile) the series will feature real-time naval battles. I can’t wait to see how it looks and feels on modern iOS devices. I also hope we get news for all the DLC and pricing soon. Have you played Total War: Empire before and what do you think of the trailer today for its iOS and Android release?
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Balatro from developer LocalThunk and publisher Playstack is finally coming to mobile later this month on iOS, Android, and also directly on Apple Arcade. Yes, this will be a premium release on iOS and Android, but also one available as a “+" version on Apple Arcade from day one. The Poker-inspired roguelike Balatro has sold over 2 million units across PS5, Switch, Steam, PS4, and Xbox platforms in less than six months, and I can’t wait to see how it performs on mobile with more planned including a major free update in 2025 bringing new ideas and strategies. Balatro will be launching for $9.99 on mobile and you can watch the mobile announcement trailer ahead of its September 26th release date below: If you’ve not played Balatro yet, read my 5/5 review of it here on Switch and check out my feature on the best games of the year so far on Switch where I included it here. I also interviewed LocalThunk about the game, the mobile release, and more. Read that here. You can pre-order Balatro on the App Store for iOS here and pre-register for it on Android here. The Apple Arcade version is here. Have you played it before and will you be getting one of the best games of 2024 later this month on mobile?
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It has been pointed out to me that perhaps I could be fairer to other Marvel games. I’m always covering Marvel Snap (Free) whenever it gets any kind of update, but the others tend to get relegated to the Best Updates articles on Mondays. That… is a valid point! And thus, let us enjoy a Marvel Minute and see how other Marvel games are faring at the moment. It turns out that both Marvel Future Fight (Free) and Marvel Contest of Champions (Free) have some cool events going on at the moment. Let’s have a look-see! First up, over in Marvel Future Fight, it’s Iron Man time! You know Tony. He’s always concocting new suits, finding bigger and better guns to deal with whatever the situation presents. This particular event is inspired by Invincible Iron Man, and has some new threads for Tony and Pepper. Here’s what you can look forward to in this event, straight from the update notes: “Invincible Iron Man has joined Marvel Future Fight. Beat the enemies with upgraded suits! 1. New Uniforms Added! – Iron Man, Rescue 2. New Tier-4 Advancement! – War Machine, Hulkbuster 3. The New World Boss: Legend+ Added! – Returned the Black Order, ‘Corvus & Proxima’ 4. The New Custom Gear, ‘C.T.P. of Liberation’ Added! 5. Getting 200 Crystals Event – Obtain 200 crystals by linking your e-mail account!" Okay, now over to the ever-popular fighting game, Marvel Contest of Champions. New events for this game typically bring some new playable fighters with them, and at this point in the game’s life some of these cuts are getting very deep indeed. I don’t think we’ll ever see a Marvel fighting game again with a roster this varied. Like, Count Nefaria? Seriously? As an old-butt Marvel fan from a very long time ago, I like seeing these less common characters show up at all, let alone as playable characters. Over to the update notes to give you the full skinny on all of this: “NEW CHAMPIONS Count Nefaria Count Luchino Nefaria was the descendant of a long line of Italian noblemen, and used his wealth and connections to become a powerful leader within the Maggia crime syndicate. He furthered his rise to power by subjecting himself to scientific experiments that granted him superhuman abilities, but cost him his life. He was later resurrected as a being made entirely of Ionic energy, rendering him effectively immortal as long as he drains other Ionic beings to maintain his power. Shathra Daughter of the Elder Goddesses Oshtur and Gaea, Shathra comes from the world that would come to be known as Loomworld. Shathra was tasked with creating the Celestial Map of Humanity, however, after being outdone by her younger sister Neith, she became enraged with jealousy and spite towards her sister and the Great Web she had designed. Consumed by her vengeance and envy, Shathra gave into her feral nature to tear down everything her sister created, one Spider at a time. NEW QUESTS AND EVENTS Event Quest – Lupus In Fabula There has been an undertaking to overthrow The Collector’s ship! The Summoner is being called in to evict these evil-doers! But as they make it deeper into the ship they also find themselves deeper in trouble as each villain seems to be making their own plans for how best to make the most of The Collector’s treasures. Will The Summoner be able to manage these miscreants? Or will they go down with the ship? Find out in LUPUS IN FABULA! Side Quest – Ludum Maximus The Maestro has declared four months of celebratory games to honor his return. The festivities begin with the Circus Maximus, an onslaught of games and challenges hosted by Count Nefaria. The Count will not accept anything less than the best, the mightiest, the greatest of games. So dare to enter LUDUM MAXIMUS! Nefaria knows that a true battle is a mix of skill and luck, so 5x weekly Maps will open which present randomized Paths filled with fearsome foes! Act 9; Chapter 1 Glykhan has self-destructed but the sinister plotting of Ouroboros is far from over. However clues for where to head next seem few and far between. Luckily (depending on your definition of luck) Superior Kang has some secrets to share in the form of holo-tapes scattered around Battleworld. Mister Fantastic and Doctor Doom send The Summoner on an intel retrieval mission, but they aren’t the only ones looking for answers. Will the past come back to haunt The Battlerealm? Find out in Act 9 – Chapter 1: THE RECKONING Glorious Games Introducing our third Saga: Glorious Games! To celebrate the history of the Contest and his triumphant return, The Maestro has declared four months of celebratory games. Each month of the Saga will revolve around a different element of games, starting with September’s Circus Maximus and culminating in the celebration of December’s Grand Banquet! Featuring a classical antiquity aesthetic, an exciting Champion chase, surprise Champion reworks and brand new kinds of Events and Quests, Glorious Games is sure to usher in our 10-year anniversary celebration in style! Realm Events Get ready to work alongside every Summoner in the Battlerealm! Realm Events are a brand new type of Event in which points will be contributed on a global level. Milestone rewards can be claimed once global and individual point contribution thresholds have been reached. For those more competitively-inclined Summoners, ranked rewards will also be up for grabs, including an exclusive and unique player title." And that’s that. Let it never be said that Shaun was not interested in a level playing field. Kind of. Anyway, both of these events look very cool in their own ways, and if you haven’t played these games before or fell off a while back, this might be another good opportunity to give them both a try. I mean, I know I’m going to try out Count Nefaria. Look at him! He’s so nefarious! He cavorts with nefarious fellows! Hadouken? More like Ha-Don’t-ken! Okay, sorry. I’ll leave now. Enjoy!
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Beginning today, Apple will have released one new Apple Vision Pro game, one App Store Great, and upgrading an App Store Great to an Apple Arcade Original (as a standalone release) alongside some notable udpates. NFL Retro Bowl 25 () (Edit: No longer an update) will let players create their own dynasty using official NFL teams and players featuring official retro art, attributes, stats, and contracts. Since this was announced, I was surprised at how much interest I saw for it online. I don’t follow the NFL much, but I didn’t expect as much of a positive reaction to the NFL Retro Bowl 25 announcement. Hopefully it ends up well when it goes live as an update later today. Alongside NFL Retro Bowl 25, App Store Great Monster Train+ has launched on Apple Arcade including The Last Divinity DLC from the get go. Check out a screenshot from NFL Retro Bowl 25 below: Puzzle Sculpt is a Vision Pro-only set to launch today on Apple Arcade letting players solve puzzles in their own living room by removing blocks to reveal a cute collectible in a cube. As for this week’s notable updates, Hello Kitty Island Adventure has the Jam Jamboree on with Petunias appearing in the Merry Meadow as a festive flower. Rabbids Multiverse has new cards, outfits, seasonal events, and quality of life improvements with this week’s update. Wylde Flowers has its Magical Creatures update now live with jewelry crafting, secrets in the lighthouse, and more. Disney Spellstruck adds Hercules with a limited time event, a high contrast event, and more. What the Car brings in yet another update with a “Meet the Developers" special, scissors, bear improvements (yes), and more. What do you think of this month’s new Apple Arcade additions? Update: It looks like they launched NFL Retro Bowl 25 as a new app and not an update.
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After tackling the best party games on Switch in 2024, the recent release of Emio – The Smiling Man: Famicom Detective Club being as amazing as it is pushed me to write about what I consider the best visual novels and adventure games on Switch to play right now. I’ve included both because some games are pure visual novels while some are adventure games (and not visual novels). This list has quite a few games from across regions and release years, and I hope you find something you end up loving here. As usual, this list is in no particular order. Emio – The Smiling Man: Famicom Detective Club ($49.99) + Famicom Detective Club: The Two-Case Collection When Nintendo not only remade both Famicom Detective Club games back in 2021, I couldn’t believe it. They were amazing adventure games, and my only complaint really was the lack of a physical release back then. Fast forward to 2024 and Nintendo has released Emio – The Smiling Man: Famicom Detective Club physically and digitally as a brand-new entry in the series, and I’ve been floored playing it. Not only does it feel like a true series entry which might be a negative to some, but this might be one of the most lavish productions I’ve seen in a game like this ever. I don’t want to get into spoilers, but the ending is shockingly good and it really justifies its M rating. I definitely didn’t expect to have a new Famicom Detective Club game in 2024 on my top games of the year list, but Nintendo managed to do that with Emio – The Smiling Man: Famicom Detective Club. Download the demo now. If you’d rather play the first two games before Emio, grab the Famicom Detective Club: The Two-Case Collection. If you are ok with some old school design and gameplay for adventure games, you will adore these. VA-11 Hall-A: Cyberpunk Bartender Action ($14.99) If you’ve been reading the few “best Switch games" lists I’ve been doing this year, you’ve seen me feature VA-11 Hall-A: Cyberpunk Bartender Action twice before already, but as you know, I’m not going to pass up an opportunity to write about one of my favorite games of all time. VA-11 Hall-A: Cyberpunk Bartender Action is notable for its story, music, aesthetic, and most-importantly the characters. Having played it multiple times over the years on every system, it also feels right at home on Switch, and is a game I recommend to everyone literally. I don’t care if you like point and click adventure games or not. Go ahead and mix drinks and then change some lives. The House in Fata Morgana: Dreams of the Revenants Edition ($39.99) The House in Fata Morgana: Dreams of the Revenants Edition is the definitive edition of one of my favorite stories in any medium. It includes the original game and much more to deliver a stunning version of a masterpiece in storytelling. This one is a pure visual novel, and I’m glad that after its many releases, it found a lot of success on Switch, where it plays best. If you want to play something that will stay with you for a long time, this gothic horror experience will do much more. It also happens to have some of the most incredible music ever. Coffee Talk Episode 1+2 ($12.99 + $14.99) Ok this one is cheating since the games are sold separately on the eShop and the physical releases I imported from Japan are also separate, but since there’s a bundle of both games sold in North America on Switch, I’ve included both Coffee Talk games as one entry here. I love them both, and while they didn’t hit the same highs as VA-11 Hall-A, Coffee Talk perfectly satiated what I wanted from a game set in a coffee shop, and delivered a very relaxing experience with a great story. If you enjoy coffee and listening to interesting people with great pixel art and music, this is for you. Type Moon’s visual novels: Tsukihime, Fate/stay night, and Mahoyo (Variable) This is another entry where I’m cheating. I wasn’t sure if I wanted to include just Tsukihime or Witch on the Holy Night (Mahoyo), but then the recent release of Fate/stay night Remastered made things even harder. Instead of worrying too much, I’ve included all three as essential visual novels in this article on Switch. They are all very long but very good. If you’ve wanted to sample a classic visual novel, go with Fate/stay night, but I recommend Tsukihime’s remake on Switch to everyone. Witch on the Holy Night is probably the game to play after these two in terms of quality. PARANORMASIGHT: The Seven Mysteries of Honjo ($19.99) Square Enix’s PARANORMASIGHT: The Seven Mysteries of Honjo reminds me of Nintendo’s Emio in a way that I’m surprised it even exists, let alone turned out this good. I went into it with no expectations, but was blown away by the narrative, its delivery, and even some wall breaking that I enjoyed quite a bit early on. Square Enix released one of the best mystery adventure games I’ve played with amazing characters, great art, and interesting mechanics here, and it is worth your time if you want a fantastic new horror adventure game. Gnosia ($24.99) People call Gnosia a sci-fi social deduction RPG, but it is more of an adventure and visual novel hybrid for me. Your aim here is identifying the Gnosia among a group using information you gather and then vote to put the Gnosia into cold sleep. You and your crew both improve over time, and aside from some RNG issues to get two specific outcomes, Gnosia was a fantastic experience. I liked it so much on Switch that I bought the physical release on both Switch and PS5 in addition to getting it on Steam. This one might not be for everyone, but it remains one of the nicest surprises in the genre. Steins;Gate Series (Variable) Spike Chunsoft’s Switch releases of the Steins;Gate series, especially Steins;Gate Elite, are as important as Fate/stay night when it comes to introducing newcomers to visual novels to the genre. While I still hope the publisher brings over the original version of Steins;Gate, Steins;Gate Elite is an easy recommendation for those who watch anime and want to get into a great visual novel. The Steins;Gate games are must plays only after you experience the original story in Steins;Gate Elite. I’ve cheated here as well by including multiple games, but my list my rules. AI: THE SOMNIUM FILES and nirvanA Initiative (Variable) AI: THE SOMNIUM FILES and nirvanA Initiative from Spike Chunsoft brought Zero Escape creator Kotaro Uchikoshi and No More Heroes character designer Yusuke Kozaki together for an incredible set of two adventure games that honestly feel too good to be true when it comes to the budget behind them with the quality they delivered on story, music, and characters. While a lot of folks lament the lack of Zero Escape on Switch, I think the two AI: THE SOMNIUM FILES games are absolutely worth experiencing at full price, and gems of the Switch library. Don’t make us wait too long for a new game in the series please. NEEDY STREAMER OVERLOAD ($19.99) When it comes to adventure games or visual novels, I’m often recommended games where a friend will say “trust me and just play it but don’t look up anything about it". One such game was NEEDY STREAMER OVERLOAD when I first played it on PC. It is an adventure game with multiple endings that can flip flop between disturbing horror and wholesome moments. It revolves around the daily life of a young girl trying to be the best streamer. I liked this one enough to pre-order the Switch limited edition from Japan, and I’m glad I did so. It is unforgettable. Ace Attorney Series (Variable) Capcom has now brought the entire Ace Attorney series to Switch with the Phoenix Wright Ace Attorney Trilogy (1,2,3), Apollo Justice Trilogy (4,5,6), The Great Ace Attorney Chronicles (1+2 of those), and the two Ace Attorney Investigations games in this week’s Ace Attorney Investigations Collection release. I would say there are no excuses now, but this adventure game series is beloved for a reason and it has spawned a fanbase that has lasted for years since the DS debut in the West. If you are new to the series, I recommend The Great Ace Attorney Chronicles as the best entry point even above the original trilogy which feels dated in ways. Either way, you can now play the entire series on one handheld, and I love that. Spirit Hunter: Death Mark, NG, and Death Mark II (Variable) Another series rather than a single game? Yes. Aksys Games and Experience Inc’s Spirit Hunter trilogy is now fully available on Switch, and it manages to blend horror adventure and visual novel elements with one of the most striking art styles I’ve ever seen. It is a bit harder to recommend this series given how grotesque some of the designs are, but I don’t think I’ll ever forget some of the images I’ve seen while playing the Spirit Hunter games with their excellent localizations and stories. I hope we see a new entry in the next few years. 13 Sentinels: Aegis Rim ($59.99) 13 Sentinels: Aegis Rim isn’t a pure adventure game, but one that has real-time strategy battles. I usually try and include a fantastic game at the end and the double whammy of not being a full adventure game and also being one of the best games I’ve played in a decade has me ending this feature on Vanillaware and Atlus’ sci-fi masterpiece 13 Sentinels: Aegis Rim. I first played this on PS4 and enjoyed replaying it from start to finish on Switch thanks to the OLED screen in handheld mode. Regardless of where you play it, you need to experience 13 Sentinels: Aegis Rim. If you made it this far, you’ve realized that this isn’t a top 10 but more, and the games are ones I recommend playing at full price. I didn’t want to cut out something I like a lot to hit an arbitrary number of games featured and that’s why I even included some full series here instead of just individual games. That’s my list of the best visual novels and adventure games on Switch to play in 2024. If you have a game you think I should’ve included, please let me know in the comments below. I’m always on the lookout for more amazing stories in two of my favorite genres that feel perfect on Switch. As always, thanks for reading! Note: I’m working on a separate list of otome games since there are too many good ones in that subgenre.
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 4th, 2024. The long summer has more or less come to an end. It was sometimes hot and uncomfortable, but we had some good times that are worth remembering. I’m a little older and a little wiser than I was at the start, and I’m grateful I got to make that journey with all of you. As we head into another new season in our lives, I just want to say that no matter what happens from here you were all the best summer pals a person could ask for. In today’s article? Tons of reviews! A few new releases! Some sales! Let’s get this done! Reviews & Mini-Views Ace Attorney Investigations Collection ($39.99) One thing I will say about the Nintendo Switch generation of gaming: it’s given us second chances at a lot of fish that got away from us in the past. Trials of Mana! Live A Live! The original Fire Emblem! And now, the one and only Ace Attorney game that remained unlocalized comes to us by way of the Ace Attorney Investigations Collection, a set including Miles Edgeworth’s two post-Trials & Tribulations adventures. One thing this series has proven good at is building on plot threads established in previous titles, and the second Ace Attorney Investigations title does this quite well. It’s one of those sequels that makes the original better in hindsight, and it’s amazing to finally have it officially in English. The Ace Attorney Investigations games, in focusing on Miles Edgeworth, show us how things look from the prosecution’s side of things. Outside of a couple of new gimmicks, things aren’t all that different mechanically. Search for clues, question witnesses, and try to crack each case. Still, the very different and rather cool presentation helps liven things up, and Edgeworth as a protagonist certainly lends the narration a particular feel. The pacing has less structure to it than the usual Ace Attorney games, and that can sometimes make some cases feel exhausting, but by and large I think anyone who enjoys the main games in the series will be happy with this sub-series. If you find the first game to be a bit of a drag, stick it through to the second. It’s a lot better, and as mentioned it makes some of the things you suffer through in the first game make more sense. In terms of bonuses, this feels more like the Apollo Justice set than it does the others. A gallery mode is on offer with art and music to enjoy, a story mode lets you chill out and let the game beat itself, and you have the option to switch between the original graphics/soundtrack and the fancy new stuff. There’s a dialog history you can access if you miss something that was said, which is something that should be a stock feature in games like this. I’m glad to see it. The two games in Ace Attorney Investigations Collection offer an interesting contrast, and taken as one whole I think it’s a great experience overall. Getting the second game localized officially is amazing, and the suite of options and extras make for an excellent package. With this, every Ace Attorney game outside of the weird crossover with Professor Layton is now available on the Switch. If you like the series enough to have picked those up, you’ll definitely want to grab this as well. SwitchArcade Score: 4.5/5 Gimmick! 2 ($24.99) It is enormously odd to see a sequel to Gimmick!. I just want to say that before moving on. One of Sunsoft’s later games for the NES, Gimmick! didn’t even manage to get a release in the West outside of Scandinavia. Here we are thirty years later, and not only is the original game more widely available than ever, we now have a follow-up. This game was developed by Bitwave Games with no involvement from the original creator, but it’s incredibly faithful to the original anyway. Maybe too faithful in ways for some tastes, but there’s nothing wrong with a first sequel hewing closer to the line than farther. Six very lengthy levels of challenging physics-based platforming await you here, and as with the original you’re going to be up against the wall pretty quickly. There’s an easier mode this time, however, so those who want a slightly less bumpy ride can opt for it. Indeed, if you want to play the normal (Gimmick) difficulty, you’ll have to pass a little test right off the hop. The way protagonist Yumetaro’s star attack works is quite familiar also, with it serving as weapon, vehicle, and all-purpose puzzle solver all at once. One new element comes in the form of collectibles, often serving as rewards for completing more difficult sections that aren’t necessary for progression. These take the form of new customization options, but simply completing the more demanding tasks feels good in and of itself. It’s not a terribly long game if you just try to bolt through the whole thing, but it’s going to be a tough one either way. In that respect, it’s also quite similar to the original. You’ll die a lot here, often in spectacularly stupid ways, but generous checkpointing keeps the aggravation from boiling over. Well, most of the time. The adorable look and lively music also try to keep the fire from burning too hot, but don’t for one second underestimate Gimmick! 2. For all of its small concessions, this game understands that part of what made the original game so memorable came from its challenge. Platforming mastery is a must, and you’ll need to make clever usage of Yumetaro’s star and the enemies to make it much farther than the first level. Gimmick! 2 defies the odds by being a very good follow-up to a decades-old game made by another team entirely. It builds on the original game in some smart ways, but it never feels like it’s paying too much homage to be its own thing. If you enjoyed the first game, you’ll be thrilled with this. Platformer fans who aren’t put off by a high level of challenge will also want to check it out. That said, if you’re looking for something easy-going, don’t be fooled by the look of Gimmick! 2. It’s just as tough of a nut to crack as its predecessor, even with an easier difficulty setting. SwitchArcade Score: 4.5/5 Valfaris: Mecha Therion ($19.99) Valfaris: Mecha Therion takes a real risk with its game design, dropping the action-platformer set-up of the original game in favor of shoot ’em up action along the lines of Lords of Thunder. The most surprising thing is that it kind of works. Indeed, the biggest problem is that it’s sometimes a bit too much for the Switch’s aging hardware to do proper justice to. I don’t think anyone can really be blamed here. This is just where we’re at in the console’s lifespan now, I think. It’s not terrible, mind you. If this is the only option you have, you’ll still get a kick out of Mecha Therion‘s intense action, rocking soundtrack, and creepy visuals. There’s a fun juggling act going on in Mecha Therion thanks to how the weapons are set up. You’ve got your usual gun, but when it runs out of energy it weakens significantly. You’ve got a melee weapon that you can use to slice bullets and enemies, which recharges your gun energy. Finally, there’s a rotating third weapon or item. You start off with a lock-on missile attack, but you’ll have access to others. You can also dash, an offensive and defensive maneuver depending on the situation, and it has its own cooldown. With how many enemies and obstacles the game throws at you, mastering the rhythm of keeping your weapons ready and fending off shots is essential and satisfying. Don’t come into Valfaris: Mecha Therion expecting a similar kind of game as the first, but you can look forward to a similar vibe. It’s a heavy metal shoot ’em up with a style all its own, and it thankfully avoids many of the traps that so many games that try something different in this genre end up falling into. You’ll get better performance on other platforms, and in this genre that’s important, but this Switch conversion will absolutely do the job should it be your console of choice. SwitchArcade Score: 4/5 Umamusume: Pretty Derby – Party Dash ($44.99) Saying a licensed game is for the fans feels like a truism. Of course it’s for the fans. Some do a better job of pleasing that bunch than others, but typically speaking fans of the property used in a licensed game will get more out of it than non-fans. Which boils all of this down to two main questions. First, just how much fan service is baked in? In Umamusume: Pretty Derby – Party Dash, I can say that there is enough to please those who enjoy the exploits of these horse-girls. Indeed, I think that is the one thing the game does best. The writing is good and fits the property, and there are lots of meta-systems built in that reward you with things for the fans. The second question pertains to whether or not there is anything here for non-fans. Regrettably, I can’t be as positive here. You get a small number of half-baked mini-games to play, and while the presentation is solid there just isn’t much to do here if you aren’t really into Umamusume. You just play the same four mini-games again and again, watching a story unfold that only fans are going to properly enjoy. One of those mini-games offers so little interaction that I hesitate to even count it. The other three are better, but they just don’t have the staying power that a party game needs. The best part of all of this is an unlockable mini-game, and even that is a meager meal. Even for fans of the property, Umamusume: Pretty Derby – Party Dash feels like it emphasizes the wrong things at great expense. I think a great job has been done here in terms of serving the look, sound, and world of Umamusume, and the wide array of unlockables might be enough to keep those dedicated to the horse-girls interested for a while. But it fades far too fast, and if you’re lacking that attachment to start with, you’re probably going get tired of this well before the final furlong. SwitchArcade Score: 3/5 Sunsoft is Back! Retro Game Selection ($9.99) I think when Western game enthusiasts think of Sunsoft, if they think of Sunsoft at all, they probably think of games like Blaster Master, Batman, or Fester’s Quest. Recently some of the publisher’s rarer treasures have gotten a new shot at fame, bringing Ufouria, Gimmick!, and Trip World into the light. Even short-term mascot Aero the Acro-Bat and his buddies are getting play again. But there is a whole other side to Sunsoft that is less well-known in the West, and what makes it amusing is that it is what the company is mainly known for in its home country of Japan: charmingly rough-around-the-edges 8-bit games. Sunsoft is Back! Retro Game Selection aims to change that, offering up three such games in one very reasonably priced package. In this collection, you get the straightforward side-scrolling platforming of Firework Thrower Kantaro’s 53 Stations of the Tokaido (just rolls off the tongue, don’t it?), the adventure game Ripple Island, and the slightly hard to categorize action game The Wing of Madoola. All three games are delivered in a wrapper with most of the basic features you would want. That includes save states, rewind, some display options, manual scans, and a little art gallery for each game. Perhaps the most amazing thing is that all three games have been fully localized, all the way down to their title screens. For Ripple Island, that was no small task! This is the first time we’ve seen these games get an official release in English, and that’s worth celebrating on its own. So how are the games? A real mix, friends. 53 Stations is a frustrating game due to how your weapon is awkward to use against the swarms of enemies that appear, but there is a real charm to it thanks to how hard it leans into its theme. Ripple Island is a good adventure game, and I would lightly recommend it to anyone who enjoys that genre. The Wing of Madoola is the most ambitious game of the three, and it sometimes feels like it misses as often as it hits, but it’s worth putting some time into. None of these will make the list of top NES games by any means, but I wouldn’t call any of them bad either. Vexing, perhaps. Sunsoft fans and those who like digging into the margins of console libraries will get a real kick out of Sunsoft is Back! Retro Game Selection‘s offerings. Each game has been handled with care, and it’s great to see some games that missed their shot at localization back in the day finally get a chance. Hopefully this is just the first of a series of such collections, but even if this is all we get, it’s nice to see another side of this once-mighty publisher’s library of classics. SwitchArcade Score: 4/5 Select New Releases Cyborg Force ($9.95) If you like run, but also gun while running, you might want to give Cyborg Force a look. It’s a very tough action game in the vein of things like Metal Slug and Contra, and you can play alone or bring a buddy along for some local multiplayer fun. This has been out for at least a few months on a number of other platforms, including the NEOGEO, so you can probably find some feedback out there if you’re in need of it. I think fans of this genre will be into it, at the very least. Billy’s Game Show ($7.99) I know, this looks like a Five Nights rip-off at a glance. Thematically, it kind of is. But this is actually more one of those games where you’re moving around trying to find stuff while a weird creep stalks you. You have to hide or run away when he shows up, because you have no way to stop him. You’ll also need to watch out for traps and keep the three generators running, because you do not want the power to go out. Not my kind of thing, but it might be yours. Mining Mechs ($4.99) A very descriptive title that doesn’t leave me with much to add. Use mechs to do some mining. Collect ores and treasures, sell them, buy upgrades or better mechs that allow you to make even further progress underground. The deeper you go, the more dangerous it gets. As you reach certain profit levels, the story will progress. Not the fanciest of dining, but for a fiver I imagine you’ll get a fair amount of enjoyment from it. Sales (North American eShop, US Prices) A tiny inbox, with very little worth getting fussed about. I know, I know. I don’t get to decide that. The outbox has some treats worth mulling over, however. I’ll let you comb through those lists. It is important to learn to find things on one’s own sometimes, I think. Select New Sales Nora: The Wannabe Alchemist ($1.99 from $19.99 until 9/10) Deflector ($1.99 from $22.99 until 9/10) Sky Caravan ($1.99 from $19.99 until 9/10) The Blind Prophet ($1.99 from $24.99 until 9/10) They Know ($1.99 from $6.99 until 9/10) Conjured Through Death ($4.49 from $14.99 until 9/15) Dark Days ($1.99 from $7.99 until 9/24) Another Bar Game ($3.89 from $5.99 until 9/24) Cook Serve Delicious ($4.41 from $12.99 until 9/24) Blood Will Be Spilled ($2.99 from $14.99 until 9/24) Feudal Alloy ($3.39 from $16.99 until 9/24) Sales Ending Tomorrow, September 5th Adventure Bar Story ($15.99 from $19.99 until 9/5) Akiba’s Trip: Undead & Undressed ($14.99 from $29.99 until 9/5) Anomaly Agent ($7.49 from $14.99 until 9/5) Avenging Spirit ($2.99 from $5.99 until 9/5) Bug & Seek ($11.24 from $14.99 until 9/5) Burst Hero ($5.99 from $11.99 until 9/5) Cat Quest II ($3.74 from $14.99 until 9/5) Corpse Party ($9.99 from $19.99 until 9/5) Deadcraft ($5.99 from $19.99 until 9/5) Dice Make 10! ($3.59 from $3.99 until 9/5) Eldgear ($12.99 from $19.99 until 9/5) Evil God Korone ($3.35 from $3.95 until 9/5) F1 Manager 2024 ($27.99 from $34.99 until 9/5) Fairy Elements ($8.99 from $14.99 until 9/5) Freedom Planet 2 ($18.74 from $24.99 until 9/5) Genso Chronicles ($9.74 from $14.99 until 9/5) Gibbon: Beyond the Trees ($1.99 from $14.99 until 9/5) Hide & Dance! ($2.49 from $4.99 until 9/5) Magical Drop VI ($14.99 from $29.99 until 9/5) Marchen Forest ($6.99 from $34.99 until 9/5) Mom Hid My Game! ($2.49 from $4.99 until 9/5) Mom Hid My Game! 2 ($2.49 from $4.99 until 9/5) My Brother Ate My Pudding! ($2.49 from $4.99 until 9/5) Port Royale 4 ($17.49 from $49.99 until 9/5) SCHiM ($17.49 from $24.99 until 9/5) Silent Hope ($13.99 from $39.99 until 9/5) Super Toy Cars Offroad ($3.99 from $19.99 until 9/5) The Sinking City ($5.99 from $49.99 until 9/5) Untitled Goose Game ($9.99 from $19.99 until 9/5) Wing of Darkness ($5.99 from $29.99 until 9/5) WitchSpring R ($35.99 from $39.99 until 9/5) Yggdra Union: WNFA ($19.99 from $24.99 until 9/5) That’s all for today, friends. There are still more reviews coming this week, so do look forward to those. Plenty of new releases coming to the eShop in the next couple of days, which is about what you would expect from September. Let’s try to reconvene tomorrow, but if we get separated somehow and are trying to find me, you can always head on over to my personal blog Post Game Content. It’s rarely updated, but something tells me I’ll be back into the swing of it soon. I hope you all have an amazing Wednesday, and as always, thanks for reading!
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Let’s dive in earlier this month to make up for last month’s slightly late edition. A new month and season is upon us, and I’m ready to help you out with some deck-building advice to keep you competitive in Marvel Snap (Free). Truth be told, I feel like the game got into a decently balanced zone over the course of the last month. A new season means new cards though, so it’s all about to go topsy-turvy again. Let’s do our best to figure out where things are going, shall we? Remember as ever: today’s winning deck could be tomorrow’s crunchy brown leaves. These guides are one way to keep your finger on the pulse of the scene, but they aren’t the only method you should be using. Note that most of these decks are the best of the best at this point in time. They assume you have access to a full range of cards. I’ll once again be including the five strongest Marvel Snap decks of the moment, and I’ll throw in a couple more decks that don’t need things that are too hard to get and are just sort of fun to play with. You know, a little variety and all of that. I would go as far as to say that most of the Young Avengers cards didn’t really make a big splash. Kate Bishop hit her mark, as she is wont to, and Marvel Boy definitely made a difference for fans of 1-Cost Kazoo decks, but the rest were kind of all over the place. You’ll see them here and there, but they haven’t shaken things up yet. I can’t say the same for the freshly launched Amazing Spider-Season, as it looks like it and the new Activate ability are coming in like a wrecking ball. Next month is going to look very, very different, I’m certain. Kazar and Gilgamesh Included Cards: Ant-Man, Nebula, Squirrel Girl, Dazzler, Kate Bishop, Marvel Boy, Caeira, Shanna, Kazar, Blue Marvel, Gilgamesh, Mockingbird So it has come to this, eh? Never thought I would see the day when Kazoo was among the top decks, but the Young Avengers have made it happen. At its heart, this is a very familiar deck. Get a bunch of low cost cards out there and then buff them with Kazar and Blue Marvel. The new tricks here are Marvel Boy adding more buffs and Gilgamesh benefiting big-time from all of that. Kate Bishop and her arrows can help fill spaces for Dazzler if needed, and her arrows will help bring down the cost of your other heavy hitter, Mockingbird. A very nice deck with strong performance. We’ll see if it can hang in there. Silver Surfer Still Never Dies, Part II Included Cards: Nova, Forge, Cassandra Nova, Brood, Silver Surfer, Killmonger, Hope Summers, Nocturne, Sebastian Shaw, Copycat, Absorbing Man, Gwenpool Silver Surfer is still flying high, with a few tweaks to react to balance changes and new cards. If you’ve been playing a while, you know how this goes. You’ve got the classic Nova/Killmonger pair for boosting your cards a bit once you have some out there. Forge ideally boosts Brood so that its clones will be stronger. Gwenpool boosts cards in your hand, Shaw gets beefier as he gets buffed, Hope lets you get more Energy, Cassandra Nova grabs power from your opponent, and the Surfer/Absorbing Man combo is there finish things off in style. Copycat steals Red Guardian’s spot, as she has proven an extremely useful general-purpose tool. Spectrum and Man-Thing Ongoing Included Cards: Wasp, Ant-Man, Howard the Duck, Armor, US Agent, Lizard, Captain America, Cosmo, Luke Cage, Ms. Marvel, Man-Thing, Spectrum Even the Ongoing archetype is up here at the top, which is another interesting outcome. You’ve got some generally useful cards here, all with Ongoing abilities. That means Spectrum will give them a nice final turn buff. The Luke Cage/Man-Thing combo is also a very nice one, and Luke will even protect your cards from US Agent’s powerful effect. The other good point of this deck is that it’s pretty easy to play, and I have a feeling Cosmo is going to become even more useful than he already was with things going the way they are. Discard Dracula Included Cards: Blade, Morbius, The Collector, Swarm, Colleen Wing, Moon Knight, Corvus Glaive, Lady Sif, Dracula, Proxima Midnight, MODOK, Apocalypse The classics are the order of the day right now, is the theme. Here’s the very reliable Apocalypse-flavor Discard deck, with the only real change from the standard being the presence of Moon Knight. He got better after his buff. Anyway, your big cards here are Morbius and Dracula, and if everything goes well you’ll end up with nothing more in your hand than Apocalypse on that last round. Dracula will eat him, you’ll get a Mega-Drac, and Morbius should be morbing all over the place with all that discarding you’ve been doing. Collector might even be a bit cheeky if you go to town on Swarms enough. Destroy Included Cards: Deadpool, Niko Minoru, X-23, Carnage, Wolverine, Killmonger, Deathlok, Attuma, Nimrod, Knull, Death Yes, it’s the Destroy deck. Very, very close to the traditional one even. Attuma has grabbed a spot here thanks to his recent change. A very successful buff, that one. Destroy Deadpool and Wolverine as much as possible, get extra energy with X-23, finish up with a nice Nimrod swarm or drop Knull if you’re feeling cute. Weird to see this kind of deck without Arnim Zola, but counter-measures are getting too common these days I suppose. And now, a couple of fun decks for those still climbing up the collection ladder or who simply want to try something different. Darkhawk Is Back (Did He Ever Leave?) Included Cards: The Hood, Spider-Ham, Korg, Niko Minoru, Cassandra Nova, Moon Knight, Rockslide, Viper, Proxima Midnight, Darkhawk, Blackbolt, Stature I have always liked Darkhawk, despite him being unspeakably goofy from virtually his first appearance. So I’m glad he’s a competitive card in Marvel Snap, to the point that I like to tinker around with decks using him. This one has the classic combos, with Korg and Rockslide adding cards to your opponent’s deck. It also has some spoiler cards like Spider-Ham and Cassandra Nova, plus a couple of cards that will cause your opponent to discard and make Stature cheap to play. Yay, Dorkhawk! Budget Kazar Included Cards: Ant-Man, Elektra, Ice Man, Nightcrawler, Armor, Mister Fantastic, Cosmo, Kazar, Namor, Blue Marvel, Klaw, Onslaught If that Kazar deck up there looks nice but you’re just starting out, you might as well practice with this beginner-friendly variant. No, it probably won’t win as reliably as the fancy version. But it will teach you how this kind of combo works, and that’s valuable experience. You still get that nice Kazar and Blue Marvel mix, with a flavorful Onslaught on top to spike the football. And that’s it for this month’s deck guide. With the latest season and whatever balance changes Second Dinner opts to make during the course of the month, I’m sure things will look quite different come October. That Activate ability really changes up the flow of games, and Symbiote Spider-Man is looking to be a complete beast. As ever, it’s also going to be interesting to see what cards and decks Second Dinner feels like addressing with balance changes. It’s interesting to see the classics on top again, but I can’t imagine it will stay that way. For now… happy snapping!
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Mobile games don’t have to make sense, as evidenced by the enduring popularity of a franchise that sees players catapulting birds (which can fly) at pigs (green). But even in the topsy-turvy world of mobile game concepts, Foxy’s Football Islands is gloriously out on a limb. The hypercasual gameplay spans a number of different genres, including football, building, collection, and multiplayer tit-for-tat. These genres aren’t natural bedfellows, any more than a fox is an obvious choice for a football game, but it all works like a dream. Here’s how it all works. Your first port of call is an island called Aztlan, a lush green habitat dotted with palm trees and building sites. Tap on one of these sites and you’ll begin construction on a building. Once that building is finished, you can tap again to upgrade it, and again, and again, all over the island, until every building has reached its final form. Then you move to the next island, earning stars that determine your place on the leaderboards. But hold up. It’s not that simple. Construction is an expensive business, and you’ll need to keep filling your coffers with gold coins to finance the work. And what’s the easiest way to earn coins fast? That’s right: by playing football. The soccer part of Foxy’s Football Islands sees you taking shots at a goal – or, more specifically, at targets nested within a goal. To take a shot, you slide your finger up the screen in the direction of the target. Unless, that is, there’s wind over the pitch, in which case you have to adjust for the gusts. Some targets move, too, requiring you to lead your shots. Hitting a target can have a number of different results, the most common of which is a great cascade of coins. The size of this cascade depends on the amount you stake. While a basic shot uses up one unit of energy (more on that later) it’s possible to double or treble the ante in exchange for proportionately greater rewards – as long as you don’t miss. You’ll also get to attack another player’s island, either at random or in a targeted fashion, destroying one of their buildings and setting them back in their quest to overtake you on the leaderboards. Sometimes you’ll bring up a moving target, opening the way for a major payday, and on other occasions you’ll obtain a special glove that lets you block a single attack on your own island. There are familiar elements in Foxy’s Football Islands, including an energy system that limits the number of shots you can take (unless you pay for more), gems for buying coins, a tiered upgrade system, and so on. But it’s the way the game manages to bring together a vast range of different genres that really helps Foxy’s Football Islands really stand out. One minute you’re enjoying a physics-based football game, and then next you’re expanding your territory by ploughing coins into the construction of an Aztec pyramid or an Ancient Egyptian monument. The multiplayer is equally varied, combining the extremely devious with the extremely wholesome. For instance, when you’re not taking revenge on players who have aggrieved you or targeting your friends for lols you’re trading the adorable relics that you obtain throughout the campaign. We’re not sure whether Foxy’s Football Islands is a nasty game with a nice streak or a nice game with a nasty streak. Either way, there’s nothing else quite like it. To play the game for yourself, head to the Google Play Store or the App Store and download Foxy’s Football Islands for free right now. Sponsored Content This article is sponsored content written by TouchArcade and published on behalf of Frank’s Football Studios to promote Foxy’s Football Islands. For questions or comments, please email ads@toucharcade.com
While most fans have been looking forward to Warhammer 40,000: Space Marine 2 or basically a sequel to Warhammer 40,000: Space Marine for many years, I wasn’t really aware of the first game until I played Total War: Warhammer and was looking into other Warhammer 40,000 games. Since then, I’ve played many of them, with my favorites being Boltgun and Rogue Trader. I did end up playing some of Warhammer 40,000: Space Marine on Steam Deck many months ago to see how it felt. Having played many of the Warhammer 40,000 games on PC and even console more recently, I was excited to see how Warhammer 40,000: Space Marine 2 felt after that amazing reveal it had. Over the last eight days, I’ve put in about 22 hours into Warhammer 40,000: Space Marine 2 across my Steam Deck and PS5 making use of cross progression and also testing out the online. This Warhammer 40,000: Space Marine 2 Steam Deck review is an in progress one for two reasons. The first is I cannot score a game like this without testing out cross platform multiplayer and also the online in general with public servers. The second is because Focus and Saber have confirmed that they are working on official Warhammer 40,000: Space Marine 2 Steam Deck support and aiming to have it out by the end of the year. Having seen how amazing Warhammer 40,000: Space Marine looks and plays on Steam Deck, and because Warhammer 40,000: Space Marine 2 has cross progression, I was very curious to see how it plays on Steam Deck if at all. There’s good news and bad news right now, and I’m going to cover all of that in this Warhammer 40,000: Space Marine 2 Steam Deck review in progress with the gameplay, online co-op, visuals, PC port features, PS5 features, and more included. Note that the screenshots in the article with the performance overlay or fps displayed are from my Steam Deck OLED while the 16:9 screenshots are from my PS5 playthrough. My testing has also been done on Proton GE 9-9 and Proton Experimental (bleeding edge). Warhammer 40,000: Space Marine 2 is a third person action shooter that is equal parts brutal, gorgeous, and fun, and this also applies to newcomers to the world of Warhammer 40,000. After a brief but well thought out tutorial-like intro segment that introduces you to the basics of combat and movement, you arrive at your main hub, the Battle Barge. This is where you choose your missions, game mode, adjust cosmetics, and much more. The moment to moment gameplay is superb with the controls and weapons all feeling perfect. I’m sure some will gravitate to using ranged more, but I adore the melee weapons and how visceral the combat feels up close. I never got tired of the executions and just plowing through tons of fodder enemies before the more powerful foes appear. The campaign is super fun solo and with a friend (or two) in co-op, but I hate any sort of defense missions. Thankfully I wasn’t too bothered by the implementation here. When playing with a friend of mine who lives in another country, I kept thinking how Warhammer 40,000: Space Marine 2 felt like a big budget take on a co-op shooter from the Xbox 360 era that we don’t really see much of these days. It managed to get its hooks in me just like Earth Defense Force or the recent Gundam Breaker 4 have done, and I really hope Saber and Focus can somehow work with SEGA to give the original game’s campaign a modern facelift. Before going further, my knowledge of Warhammer 40,000 is through the Total War Warhammer, Dawn of War, Boltgun, and Rogue Trader more or less. With that said, Warhammer 40,000: Space Marine 2 has been refreshing to play and is one of my favorite co-op experiences in years. It is too soon to say if this is my favorite Warhammer 40,000 game, but I just want to save this review draft and get back to playing right now. I’m addicted to playing with a friend in Operations mode while trying out the different classes and slowly progressing through the missions and unlocks. I don’t want to definitively say this since I’ve not played Warhammer 40,000: Space Marine 2 once the full game launches with randoms, but what I’ve experienced in Warhammer 40,000: Space Marine 2 co-op so far is superb. I cannot wait to properly try out the online this week once the game launches with cross progression and cross platform online. Visually, I can only comment on how Warhammer 40,000: Space Marine 2 is on PS5 and Steam Deck, and it is definitely a looker in the 4K mode on PS5 when played on my 1440p monitor. While it has always looked good in trailers, I’m floored at how good the environments look and also how much work has clearly gone into making everything feel alive not only with the massive number of enemies in the swarms, but also the texture work and lighting. This is all complemented by stunning direction for the main character voice acting and all the gear and customization options included. You can tell a lot of care went into making it so that you can show off your creativity with the customization options and more. There’s also a photo mode you can access during singleplayer letting you adjust frames, expressions, characters visible, FOV, and much more. One thing to note is that if you do this on Steam Deck right now, some of the frames or effects don’t look too good when using FSR 2 and a lower resolution. On PS5 though, the Warhammer 40,000: Space Marine 2 photo mode is amazing. On the audio side, I didn’t know what to expect from the music. Ideally, Warhammer 40,000: Space Marine 2 would have shipped with Bolt Thrower’s Realm of Chaos, but that likely wasn’t an option. I know bringing this up is like when I wished God of War (2018) had some Amon Amarth music. That tangent aside, the real star of Warhammer 40,000: Space Marine 2’s audio is the voice acting and general sound design. This is top tier stuff. The music is very good so far, but I’ve not heard anything (so far) that I would want to listen to a lot outside the game. It works perfectly in-game though. Warhammer 40,000: Space Marine 2 PC graphics options So how is the Warhammer 40,000: Space Marine 2 PC port? I’ve only played it on Steam Deck of course, but I can still cover what features it includes. When you boot up Warhammer 40,000: Space Marine 2, it installs Epic Online Services, but there is no need to link your Epic account. I have one, but didn’t bother linking it. As for the Warhammer 40,000: Space Marine 2 PC graphics options, you can adjust display, display mode (windowed, borderless, and fullscreen), resolution (800×600 and above), render resolution (native, dynamic to hit the fps target), quality, balanced, performance, and ultra performance), resolution upscaling type (TAA or FSR 2 on Steam Deck), dynamic resolution target, toggle v-sync, adjust brightness, motion blur intensity, fps limit (30, 60, 90, 120, unlimited), and then change many quality-related settings. The Warhammer 40,000: Space Marine 2 visual quality settings include four presets that adjust the following: texture filtering, texture resolution, shadows, screen space ambient occlusion, screen space reflections, volumetrics, effects, details, and cloth simulation. As mentioned in the blog post linked above, Warhammer 40,000: Space Marine 2 on PC ships with DLSS and FSR 2 support. FSR 3 is planned for post-launch. I imagine the game will benefit from this on Steam Deck whenever it ships. I also hope the team adds full 16:10 support when the ultrawide update ships because the game is 16:9 only now. Warhammer 40,000: Space Marine 2 PC control options On the control side, Warhammer 40,000: Space Marine 2 has keyboard and mouse controls in addition to full controller support. Initially, I wasn’t able to get it to display PlayStation button prompts on Steam Deck by default, but turning off Steam Input fixed this. I noticed an adaptive trigger option under control settings, and this made me try disabling Steam Input. This menu also lets you remap keyboard and mouse bindings. Warhammer 40,000: Space Marine 2 displays PlayStation button prompts when I use my DualSense controller over Bluetooth, and it even supports Adaptive Triggers wirelessly on PC. This isn’t too common so I thought it was worth highlighting. Warhammer 40,000: Space Marine 2 Steam Deck performance Before getting to the visuals and performance, I want to note that I had some freezing (only while booting up the game) on the default Proton or Experimental (bleeding edge), but I did not have any freezing when using Proton GE 9-9. Aside from that, Warhammer 40,000: Space Marine 2 is playable (technically) on Steam Deck with no config change needed. The bad news is that it is a bit too much for Valve’s handheld right now. When playing at 1280×800 (it still is 16:9) and using the low preset with FSR 2.0 at Ultra Performance, it still cannot hold a locked 30fps. There are regular dips to the mid 20s in tense combat, and it can even go lower. Even when playing at a lower resolution, it drops below 30fps. For a game like this, that isn’t close to ideal. I hope it can eventually reach a stage where it can run at 30fps, but it isn’t possible right now as far as I can tell across the 10 hours I played on my Steam Deck OLED. When using the dynamic upscaling for a 30fps target and the low preset, it can hit the 30s, but it drops to the low 20s often. This mode does still look very good on the Deck’s own screen, but as you can tell, Warhammer 40,000: Space Marine 2 is too much for Steam Deck right now. It also sometimes doesn’t exit out correctly requiring you to manually force close the game when you hit quit. Warhammer 40,000: Space Marine 2 Steam Deck multiplayer impressions With all that aside, I wanted to make sure Warhammer 40,000: Space Marine 2 is playable online on Steam Deck. We sometimes have games where the developers add some anti cheat that blocks online play on Proton or Linux. Thankfully, I can report that Warhammer 40,000: Space Marine 2 works perfectly online. I tested with a friend in Canada and we had a blast for a few hours playing in co-op. The only issue I had was some internet related disconnection, but since these are pre-release servers, I will be waiting to test out the game in a more public environment with randoms and friends once the game launches. Warhammer 40,000: Space Marine 2 PS5 features – DualSense, Activity Cards, and Performance Mode Since I also played Warhammer 40,000: Space Marine 2 on PS5, I wanted to cover how it feels on a current console for those who play on Steam Deck and consoles like I do. I’ve only tried the performance mode so far, and it feels mostly great. Don’t expect a locked 60fps though, and there seems to be some dynamic resolution or upscaling happening because I noticed it got very blurry in two big fights in the operations mode with a friend. Aside from that, I have no qualms in recommending Warhammer 40,000: Space Marine 2 on PS5 right now based on the time I’ve put into it, but I want to make sure the online works cross platform before giving it a definite recommendation. The load times are fast and Warhammer 40,000: Space Marine 2 also has PS5 Activity Card support for different modes and getting back into your save file saving time from the PS5 dashboard. As of this writing, there is no gyro support on PS5. If this changes, I will update this section, but sadly I didn’t see anything hinting at it in the build I’ve played pre-release. Warhammer 40,000: Space Marine 2 cross save progression explained While this may change with the full launch, I’ve been able to take my Warhammer 40,000: Space Marine 2 progress across Steam and PS5. There is some sort of two day cooldown period before you can sync it back or to another platform. I reached out to Focus to check if the final build will let you do it again immediately or still have the cool down. Is Warhammer 40,000: Space Marine 2 worth it for solo play only? This is a question I cannot fully answer yet because the servers are not as populated as they will be at launch. I will be updating this once I’ve played with randoms and seen how the matchmaking works in the Operations (PvE) and Eternal War (PvP) modes. Speaking of Eternal War, I’ve not been able to test that yet. I will be doing so to update this review in the near future. Warhammer 40,000: Space Marine 2 features I want to see in updates and patches Warhammer 40,000: Space Marine 2 is clearly going to get a ton of post-launch support through updates and DLC, and the main thing I want to see aside from improvements to Steam Deck performance is proper HDR support. Warhammer 40,000: Space Marine 2 is gorgeous and the texture work, materials, and lighting would pop even more with HDR. Aside from that, I’m pleased with the DualSense implementation of triggers and vibration, but haptic feedback would be great. The blog post mentions haptics won’t be in “at launch" and I hope that means it is planned for later. Warhammer 40,000: Space Marine 2 is an easy game of the year contender so far. While I still need a bit of time to test the online when cross play is available from launch day, the gameplay is sublime and Warhammer 40,000: Space Marine 2 looks and sounds superb across the board. Having played it on PS5 and Steam Deck with cross progression, I don’t recommend playing it on Valve’s handheld right now. It gets an easy recommendation on PS5 though. I will be updating this with a full score once I’ve gotten enough time with the multiplayer and some patches. Warhammer 40,000: Space Marine 2 Steam Deck Review Score: TBA
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With August in the rear-view mirror, taking the Young Avengers with it, we’re about due for another season in Marvel Snap (Free). And indeed, a new one has kicked off today! What is the theme, you might be wondering? Why it’s the best kind of Marvel theme! The deadly… the terrifying… the Amazing Spider-Season! BONESAW IS READY! Sorry, Bonesaw isn’t in this season. Maybe someday. But there are some cool new cards and locations, so let’s check them out! This season is a bit of a doozy as it is introducing a new type of card ability: Activate. With Activate, you choose when to fire off the card’s ability. It’s like an On Reveal that you can trigger at any time, while also dodging things that affect On Reveal abilities. The Season Pass card naturally takes advantage of this new feature, and so far he is looking like a real doozy. If you want to see the folks at Second Dinner introduce the new season, I’ve linked the video below. Read on for my summary. Symbiote Spider-Man is the new Season Pass card. He’s 4-Cost 6-Power, and he has an Activate ability that absorbs the lowest cost card at the location and copies the text of that card. If that includes an On Reveal ability, it will fire off again as though the card was just played. Combine with Galactus for HIJINKS. I’ll be really surprised if this card survives the season without being nerfed, but he sure is a whole lot of fun already. Now for the rest of the lot. Silver Sable is 1-Cost 1-Power, but she has an On Reveal ability that steals two power from card at the top of your opponent’s deck. Decent as a standalone, really useful in combinations with certain locations and other cards. Next, the star of the hit film Madame Web. She has an Ongoing ability that allows you to move one of the other cards at her location elsewhere once per turn. Next, Arana. Another 1-Cost 1-Power card, and she’s our next Activate ability user. Activate her to move the next card you play to the right and give it +2 Power. She’s going to be a staple of move decks, I’m sure. Rounding out our Spider-Friends is Scarlet Spider, the Ben Reilly variety. He’s a 4-Cost 5-Power card, and he has an Activate ability too! Use it to spawn an exact clone to another location. Power him up, then multiply him! Clones don’t have feelings! As for the new locations, there are two. The Brooklyn Bridge is a big part of Spider-Man lore, and it’s certainly due for an appearance in Marvel Snap. The gimmick with this location is that you can’t place cards there two turns in a row. You’re going to have to get creative to dominate this spot! The other location is Otto’s Lab, and it works a lot like Otto himself. The next card you play there will pull a card from the enemy’s hand to the location. Ooh, surprises! THE DIE IS CAST! And that’s the lot for the new season! Some very interesting cards this time around, and that new Activate ability is sure to create some fascinating possibilities. We’ll have our September deck guide up very soon, as we could all use a little help in handling this wall-crawling menace and his friends. What do you think of this season? Any cards you’ll be playing? Are you buying that Season Pass? Let us know in the comments!
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 3rd, 2024. In today’s article, I have a few more reviews for you. Some lengthy thoughts on Castlevania Dominus Collection, a look at Shadow of the Ninja – Reborn, and some quick critiques of a pair of Pinball FX tables that recently arrived as DLC. After that, we check out the new releases of the day including the quirky and cool Bakeru, then roll into the latest sales and expiring discounts for the day. Let’s get into it! Reviews & Mini-Views Castlevania Dominus Collection ($24.99) Say what you will about Konami in the modern era, but it has been absolutely killing it with most of its classic collections. Castlevania in particular has been enjoying a great deal of love in this regard, with Castlevania Dominus Collection being its third on modern platforms. This time around, the focus is on the Nintendo DS trilogy of games in the franchise. The development chores have again been handled by M2, with the usual excellent results. But there’s more here than meets the eye, and with everything taken into account this may well be the most essential Castlevania collection yet. I’m getting ahead of myself, though. Let’s talk about the main course first. The Nintendo DS era of Castlevania was a historical one in some ways for the franchise, and not all of them good. On the positive side, all three of the games had a unique identity and make for a surprisingly varied trio. Dawn of Sorrow is a direct sequel to Aria of Sorrow. It hit very early in the Nintendo DS’s life, and is thus cursed to some stupid touchscreen gimmicks that have thankfully been mitigated in this release. Portrait of Ruin shoves the touchscreen nonsense into a bonus mode, relying on an interesting dual-character gimmick to distinguish itself. Order of Ecclesia really mixes things up, with considerably higher difficulty than its predecessor and a design that calls back to Simon’s Quest of all games. All good games. Great even? Would recommend. On the negative side, this was the last gasp of the run of exploratory Castlevania games created by Koji Igarashi, who gave the series a kick in the pants with Symphony of the Night when it needed it most. Returns were diminishing, and Konami thought it had a better play in MercurySteam’s Lords of Shadow. Well, hindsight is 20/20 I suppose. Were these games so distinct from each other because IGA wanted to stretch his creative legs, or was it a desperate attempt to find something that would stick with an increasingly disinterested audience? We’ll never know. I do remember at the time many people were feeling exhausted with this type of Castlevania, and I will shamefully admit that despite buying them on day one every time and playing the heck out of them, I was also feeling like the series was falling into a rut. Don’t it always seem to go that you don’t know what you’ve got ’til it’s gone? So, weird thing here is that these games don’t appear to be emulated, but are instead native ports. That allowed M2 to do neat things like replace the annoying touchscreen seals in Dawn with far more manageable button presses, and show you not only the main screen and the status screen at all times, but also the map as a third screen. What is this, a Nintendo TS? There are still some very DS-like aspects to these games, but they all had to work with a controller for docked mode, and so they all do. This actually makes Dawn of Sorrow a lot better, and I would now put it within my top five Castlevania games of all-time. In terms of options and extras, there is plenty here. For general options, you get a choice of which region of each game you’d like to play, the ability to swap confirm/cancel button mapping, and the choice of whether you want the left stick to be mapped to character movement or the touch cursor. The latter is important for one of the bonus modes in Portrait of Ruin. There is also an incredibly adorable credits sequence where one of the unsung heroes of the series achieves his dreams. Make sure you watch them. There’s a nice gallery where you can view some art, manual scans, and box art for each of the three DS games. You can also listen to the music from all of the included games, and when the music is this good you know that’s a treat. You can even make your own custom playlist of tunes. Once in-game, you can make use of save states and a rewind feature, remap the controls as you like, adjust how the three screens are laid out, choose from a handful of background colors, and adjust the levels on the different audio elements. There is also an exhaustive compendium for each game, with information on equipment, enemies, items, and other points of interest. Pretty much anything you would need to enjoy these games to the maximum. About all I could ask for is perhaps a few other screen arrangement options that allow me to make the play area bigger, but that’s a very minor nitpick. This is a great way to enjoy three very cool games, and for the price it’s an absurd value. But wait! There’s more! The absolutely dreadful arcade Castlevania game, Haunted Castle, has been included here. I’m not sure why it was left off the first collection and shunted to the otherwise shooter-heavy Konami arcade collection, but here it is. Here too you get a variety of options, including the virtually necessary option for unlimited continues. Seriously, this game is brutally unfair. Good music, a terrific opening that sees Simon in a snazzy tux, but the game itself is horrible and completely irredeemable. Or… is it? The last extra, and it feels ridiculous to call something so substantial an extra but it’s M2’s wording not mine, is a complete remake of Haunted Castle. Much like when it took on the task of remaking Castlevania: The Adventure with Castlevania: The Adventure Rebirth on the Nintendo Wii (please reissue all of the Rebirth games), M2 basically took a look at the original game and decided to make a good one instead. Haunted Castle Revisited takes a lot of cues from the arcade original, but it really does its own thing virtually from top to bottom. Yes, we have a new Castlevania game! A very good one! It’s tucked away in the Extras tab of a Nintendo DS collection, but it’s here! If you like Castlevania, you really should buy Castlevania Dominus Collection. There’s an entire new Castlevania game here and it kind of rules. You also get what you’re ostensibly buying the collection for with the three Nintendo DS IGAvanias, presented in as fine a form as you could hope for. The original Haunted Castle is also here. If, on the other hand, you don’t like Castlevania, we are not friends. And finally, if you don’t know Castlevania, you should pick up all three of the collections and get to the good times. Another absolutely stellar showing from Konami and M2. SwitchArcade Score: 5/5 Shadow of the Ninja – Reborn ($19.99) I’ve been through a bit of a roller coaster with Shadow of the Ninja – Reborn. I’ve enjoyed all of Tengo Project’s releases so far, and I believe its versions of Wild Guns and The Ninja Warriors are definitive in every way. I had a few issues with Pocky & Rocky, but overall that was also a very enjoyable romp. Shadow of the Ninja seemed like a different kettle of fish in a lot of ways, however. The Tengo Project team members didn’t have much to do with the original game, and this was an 8-bit game being updated rather than a 16-bit one. I also personally don’t think the original game is as good as Wild Guns, The Ninja Warriors, and Pocky & Rocky were. As a result, when this remake was announced I was a little hesitant. Then I had a chance to play the first little part of the game at the Tokyo Game Show last year, and I enjoyed that well enough to get excited again. Now that I’ve played through the game a few times, I’ve settled somewhere in the middle. I think relative to the other games from this developer, Shadow of the Ninja – Reborn is a bit less well-rounded. The improvements from the original game are many, from the excellent presentation to a more refined weapon and item system. You don’t get any fun new characters in this one, but the two existing playable characters have been differentiated. It is, as one would expect, better than the original game while maintaining the important aspects of its spirit. If you loved Shadow of the Ninja, you’ll really love this. If on the other hand you’re like me and only found the original to be a decent action-platformer, you probably won’t land much further from that mark with Reborn. Having access to both the chain and the sword at all times is a great improvement, and the sword on the whole is more useful than it was in the original game. The new inventory system is cool, adding a little spice to a game that needed something like that. The presentation is excellent, and you would never know it was based on an 8-bit game. There are a couple of rude difficulty spikes, and I think this is actually a more challenging game on the whole than the original. Perhaps that’s necessary, as it’s not a very lengthy affair overall. It’s the best Shadow of the Ninja you could play, but it is still Shadow of the Ninja. Shadow of the Ninja – Reborn is another solid effort from Tengo Project, and in some ways is the most substantial improvement over its predecessor of any of their releases yet. Whether or not you should pick it up is really going to depend on how you feel about that original game, because the core is still very much in line with that NES title. Those without any prior experience will find an enjoyable but not essential action game here, one that very much subscribes to an 8-bit design sensibility. SwitchArcade Score: 3.5/5 Pinball FX – The Princess Bride Pinball ($5.49) Just a couple of quick Pinball FX DLC reviews, partly to celebrate the massive update Pinball FX has received that finally makes it properly playable on Switch. To go with that, two new tables were released as DLC: The Princess Bride Pinball, and Goat Simulator Pinball. The former is based on the cult classic movie, and it includes not only real voice clips but also video clips from the film. Now that’s the kind of thing I want to see in these licensed tables, Zen. Mechanically speaking, this table feels like something you could actually see a real physical version of. Relatively straightforward to learn, relatively authentic to the license, and satisfying to score attack on. Zen Studios doesn’t always hit with its licensed tables, often missing things like music, real voices, and likenesses. The Princess Bride Pinball is one of the better ones in that regard, and I think any fan of the movie who isn’t allergic to pinball would do well to check it out. It’s not the most innovative of tables, relying on a lot of well-worn design choices, but I think that too fits. A good time for newcomers or veterans alike. SwitchArcade Score: 4.5/5 Pinball FX – Goat Simulator Pinball ($5.49) Then we have Goat Simulator Pinball, and this one understands its license equally well. That means this is a very odd table in a lot of ways, and it certainly could only exist in video game form. You’ll get involved in a lot of silly goat-related incidents, adding effects to your ball to trigger various elements of the table. It’s a little bewildering at first, but stick with it and you’ll be rewarded. More of a table for the veteran players, I think. Goat Simulator fans with no pinball experience will probably have some difficulty getting a handle on it enough to see some of the funnier antics. Goat Simulator Pinball is another solid piece of DLC from the folks at Zen Studios, who have made so many tables by now that they likely relish a chance to do something off-the-wall like this. It’s a tricky table to learn, but once you do you’ll get to see some truly wacky stuff. Fans of the Goat Simulator games who can stick with the game long enough to learn the ropes will be rewarded, but it’s going to take a bit more work to get there than with some other tables. SwitchArcade Score: 4/5 Select New Releases Bakeru ($39.99) If you read my review yesterday, you’ll know I really enjoyed this breezy, charming 3D platformer from the fine folks at Good-Feel. Play as a tanuki named Bakeru who is on a mission to save Japan from an evil overlord who has trapped people in an eternal festival. Battle enemies, get interesting Japan trivia from hidden poo, collect souvenirs, and maybe even laugh here and there. The framerate in this Switch version is inconsistent, so tech heads may want to play it elsewhere. If you don’t mind that aspect, this is a nice game to play on your Switch. Holyhunt ($4.99) This is a top-down arena-based twin-stick shooter. It describes itself as a love letter to 8-bit games, but I don’t really remember seeing many games like this back then. At any rate, it looks amusing enough for what it is. Shoot, shoot, dash, dash, get new gun, repeat. Watch out for bosses. That kind of thing. Shashingo: Learn Japanese with Photography ($20.00) I don’t normally include these language-learning things since we’re more game-focused here, but this one at least seems to have some additional effort put into it. You go around, take pictures of things, and learn the Japanese names for them. Would I spend twenty on it? Probably not. But everyone learns in different ways, and this might be how you learn. Sales (North American eShop, US Prices) Some decent games in the inbox today, including OrangePixel’s selection of great pick-up-and-play titles. Alien Hominid is enjoying an extremely rare discount, and you can also scoop up Ufouria 2 at a nice price. Over in the outbox, titles from THQ and Team 17 are finishing up their latest discounts. Check out their publisher pages as I’ve only included a handful for each. Have a gander through both lists, as ever. Select New Sales Space Grunts ($8.39 from $13.99 until 9/7) Meganoid ($5.39 from $8.99 until 9/7) Stardash ($5.99 from $9.99 until 9/7) Gunslugs ($4.79 from $7.99 until 9/7) Gunslugs 2 ($4.79 from $7.99 until 9/7) Heroes of Loot ($4.79 from $7.99 until 9/7) Heroes of Loot 2 ($5.99 from $9.99 until 9/7) Warhammer 40k Dakka Squadron ($1.99 from $19.99 until 9/9) Castle Crashers Remastered ($7.49 from $14.99 until 9/10) Alien Hominid HD ($9.59 from $11.99 until 9/10) Alien Hominid Invasion ($15.99 from $19.99 until 9/10) Conscript ($17.59 from $21.99 until 9/15) Overdelivery ($1.99 from $7.99 until 9/15) Hero-U: Rogue to Redemption ($2.99 from $19.99 until 9/16) Agent Intercept ($7.99 form $19.99 until 9/16) Secret Files Tunguska ($2.09 from $14.99 until 9/16) Secret Files Puritas Cordis ($2.09 from $14.99 until 9/16) Secret Files Sam Peters ($2.02 from $6.99 until 9/16) Lost Horizon ($2.09 from $14.99 until 9/16) Lost Horizon 2 ($2.09 from $14.99 until 9/16) Zombo Buster Advance ($1.99 from $3.99 until 9/16) Skautfold Usurper ($7.49 from $14.99 until 9/17) Nuclear Blaze ($4.99 from $9.99 until 9/17) Helvetii ($5.09 from $16.99 until 9/17) Heidelberg 1693 ($4.49 from $14.99 until 9/17) Sophstar ($6.49 from $12.99 until 9/17) Harmony’s Odyssey ($2.99 from $14.99 until 9/17) Ufouria 2: The Saga ($17.49 from $24.99 until 9/17) Promenade ($12.49 from $24.99 until 9/17) Shinorubi ($9.99 from $19.99 until 9/17) Last Night of Winter ($6.99 from $9.99 until 9/17) Kamaeru: A Frog Refuge ($15.99 from $19.99 until 9/18) Nobody Saves The World ($9.99 from $24.99 until 9/23) Summer in Mara ($7.99 from $19.99 until 9/23) Guacamelee 2 ($4.99 from $19.99 until 9/23) Railbound ($2.59 from $12.99 until 9/23) Sales Ending Tomorrow, September 4th Capes ($29.99 from $39.99 until 9/4) Fates of Ort ($4.49 from $14.99 until 9/4) Floogen ($1.99 from $3.99 until 9/4) Fluffy Horde ($1.99 from $9.99 until 9/4) Gum+ ($1.99 from $7.99 until 9/4) Hopping Girl Kohane EX ($16.74 from $24.99 until 9/4) Kingdom Come Deliverance ($29.99 from $49.99 until 9/4) Kona II: Brume ($11.99 from $29.99 until 9/4) Metro 2033 Redux ($3.99 from $19.99 until 9/4) Metro Last Light Redux ($3.99 from $19.99 until 9/4) Outward Definitive ($23.99 from $39.99 until 9/4) Overcooked Special Edition ($3.99 from $19.99 until 9/4) Rolling Car ($1.99 from $7.99 until 9/4) Stunt Paradise ($5.19 from $7.99 until 9/4) Tiny Pixels Vol 1 Ninpo Blast ($3.99 from $4.99 until 9/4) Worms WMD ($5.99 from $29.99 until 9/4) Yoku’s Island Express ($3.99 from $19.99 until 9/4) That’s all for today, friends. We’ll be back tomorrow with more new releases, more sales, and perhaps some news. Maybe a review? No promises. I think we’re officially in the season of TOO MANY GOOD GAMES, so hold on to your wallets and enjoy the fun. It’s probably the Switch’s last holiday ride, so let’s make it worth the while. I hope you all have a terrific Tuesday, and as always, thanks for reading!
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Harvest Moon: Home Sweet Home has been a very interesting game to follow pre-release. I say this not only because it is a premium mobile-first Harvest Moon game, but also because the reactions from my friends who are longtime fans of the series have gone from apathy to interest with every bit of gameplay shown. Harvest Moon: Home Sweet Home launched recently on iOS and Android as a mobile-exclusive entry in Natsume’s Harvest Moon series, and I’ve been playing it for about a week and a half now on iPhone 15 Pro and iPad Pro for review. Harvest Moon: Home Sweet Home is a very good farming simulation game, but one that is held back by a few issues right now. A lot of fans of the Harvest Moon series of games from Marvelous have been around since the SNES or N64 days, but I only got into it on 3DS with Story of Season. Back then, I had no idea about the name change and that Marvelous’ releases would be called Story of Seasons while Harvest Moon would be the name used by Natsume going forward. I’m making that clear now because I don’t want people confused about what Harvest Moon: Home Sweet Home is and also to give you my history with the series before getting into how I feel about Harvest Moon: Home Sweet Home ($17.99). If you’re new to farming and life simulation games, Harvest Moon: Home Sweet Home takes you back from the city to a calming village where you fish, farm, interact with many NPCs, partake in festivals (that need to be unlocked), and even find a companion. The village of Alba, your new home, is dense and cozy (sorry but I had to), and I’m glad it isn’t a big open location because those usually result in a lot of empty spaces when it comes to life simulation games. If you’ve played many in the genre, think of Harvest Moon: Home Sweet Home as one that focuses more on the characters with a bit less depth when it comes to farming. After a short tutorial explaining the basics of movement and a bit of farming, you unlock the map and main menu letting you save just about anywhere (this is very important for a mobile game), and this is where you get into the flow of Harvest Moon: Home Sweet Home where you try and finish quests for NPCs, upgrade your tools, gather, mine (this unlocks a bit later), and of course farm through the game’s main chapters. The more I played Harvest Moon: Home Sweet Home, the more I realized that the developers understood what makes life and farming simulation games great, but fell short in some ways. These may or may not affect newcomers to the genre, but those who have played many recent games will find them lacking. The potential partners are likely the weakest aspect of Harvest Moon: Home Sweet Home. They just aren’t as interesting as other games in the genre. If you don’t care about that aspect, Harvest Moon: Home Sweet Home is quite a polished entry in the genre. Approaching Harvest Moon: Home Sweet Home from a general life simulation game enthusiast’s perspective feels different though. While other platforms are spoiled for choice with tons of games from big and small developers, we don’t really see much like that on mobile, but that doesn’t make up for some of the flaws here, especially at a much higher price point. I think this is a very solid base that the developers can build on to the point where it would even be a great fit for PC and consoles. The only “mobile" aspect of Harvest Moon: Home Sweet Home right now is the touch control option. Visually, aside from the performance and load times that I will cover below, Harvest Moon: Home Sweet Home looks very good. Some characters look generic, but the interface, farm, building layout, and everything looks good. I also appreciate that Harvest Moon: Home Sweet Home supports fullscreen on iPhone 15 Pro and iPad Pro. It really feels like a game properly tailored to mobile with its visuals and controls. While Harvest Moon: Home Sweet Home does look nice visually for the most part, it is lacking when it comes to the character designs. This applies to your own character with customization options that should’ve been more detailed and also the main NPCs in the town. A lot of them feel lifeless even during cut-scenes. Barring that, I like the aesthetic a lot, and Harvest Moon: Home Sweet Home looks excellent on my iPhone and iPad. The one disappointment is in performance. Right now, Harvest Moon: Home Sweet Home is capped at 30fps on my iPhone 15 Pro and iPad Pro. I was expecting above 60fps let alone 60fps, but it isn’t possible to play at a higher frame rate now. The load times are also not as fast as they should be. On the audio side, I was pleased with the music and sounds in Harvest Moon: Home Sweet Home. Nothing stood out to the point where I’d listen to it outside the game, but it sounded good and the music changes were appropriate to the gameplay. When Harvest Moon: Home Sweet Home was announced as a mobile-exclusive game, I was curious how it would control. The developers have done a fantastic job with the touch controls here letting you play by tapping to move, dragging to move, and more. Interacting with objects or characters, farming, and navigating menus all feel good. Some text and touch targets feel a bit too small on iPhone, but they are fine on iPad. I would’ve loved some haptic feedback on iPhone though for using tools and even fishing. Maybe this can be added in a future update. If you’ve played the two best life simulation games on mobile: Stardew Valley and My Time at Portia, Harvest Moon: Home Sweet Home feels closer to the former, but it isn’t as polished. I dislike bringing up other games in the same genre to compare, but I’m doing it here specifically for the mobile port. Those two games were built for PC/console and brought over to mobile while Harvest Moon: Home Sweet Home was built for mobile and yet it doesn’t feel as tailored to the platform in its features. Harvest Moon: Home Sweet Home is a mobile-exclusive game, and while I appreciate the touch control scheme, it has a few issues right now when it comes to features. The lack of cloud saves is beyond disappointing. When I first downloaded Harvest Moon: Home Sweet Home on my iPhone, I played it for about three hours before picking up my iPad to see how it feels there. I found no way to get the save across, and still haven’t been able to move saves across devices. The lack of controller support is also disappointing for a game like this. The developers did a great job with touch controls, but it would be nice to have controller support for when I play on iPad. I would also like some quality of life features for movement, like we’ve seen in recent games in the genre. As a newcomer to Natsume’s new Harvest Moon games but a fan of all the recent Story of Seasons and other life simulation games, Harvest Moon: Home Sweet Home ended up being worth playing, but it needs a few updates and features to be truly essential at full price. I have no issues with developers wanting to charge premium prices on mobile, but Harvest Moon: Home Sweet Home lacking basic features like cloud saves and controller support definitely makes it harder to recommend alongside a few other design issues. If the developers continue working on this, it will be one of the best in the genre on mobile, and I’m glad to see them take a chance on a premium mobile life simulation game because that is very rare.
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Summer holidays might be over, but fans of Gunship Battle: Total Warfare are still in for a treat as Joycity released one of the game’s most impressive updates that introduces Sky Ace alongside numerous QOL enhancements and a special event to keep things as exciting as possible this fall. Sky Ace is a classic 2D puzzle shooter that pays homage to the legendary shooters of console gaming with an unquestionably high level of polish and prestige. It also has its own storyline. With the help of a famous cast of fighter jets, players will be able to engage in aerial battle against enemy troops in Sky Ace and retrieve lost allies and locations. Players control their fighter jets left and right against a barrage of guided missiles and fast-moving enemy incursions as they shoot and strafe their way through simple calculation-based tasks. This vibrant, engaging feature combines the thrill of solving puzzles with traditional shooter action. But Sky Ace is not the only thing to look forward to and we are sure that players will enjoy the enhanced unit, the inventory navigations, rings that provide fast access to more easily control essential features at log in. Additionally, a new statistics tool has been implemented to let players confirm, use, and increase things more quickly. Together with input from both new and experienced players, these improvements significantly improve player convenience on all fronts. And to mark this special occasion, Joycity also decided to treat the GBTW with a special event that awards all players with an exclusive Jet, the ‘F-35 Sky Pro’ when they successfully complete specific Sky Ace stages. You can find out more about this major update on the official website or on the game’s Facebook page for the latest developments. Gunship Battle: Total Warfare is available for free on the Google Play Store or App Store. Sponsored Content This article is sponsored content written by TouchArcade and published on behalf of Joycity to promote the new Sky Ace update for Gunship Battle: Total Warfare. For questions or comments, please email ads@toucharcade.com
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[youtube] Netflix has just showcased its full Netflix Geeked Week 2024 trailer alongside the announcement of tickets going up for sale on the official website. Netflix has been announcing and releasing new games at a regular pace for a while now, and the next releases will be SpongeBob: Bubble Pop and the original Monument Valley (Free). Today’s new trailer for Geeked Week 2024 includes a tease for more games news including but not limited to (as far as I can tell) Monument Valley and more. I’m curious to see what else we get at the event. Watch the full trailer below: I hope we see some more premium indie game ports get announced for Netflix because the year has been bonkers good for indie game releases, and I’d love to replay some of them on iOS. If you somehow haven’t played Monument Valley on mobile and would like to on Netflix, you can sign up here for it on iOS. Aside from games, the event will have updates on many shows and there will also be an in-person event on the 19th in Atlanta with a Games Lounge to play some of Netflix’s latest mobile games. What would you like to see at the event?
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 2nd, 2024. I think it’s a holiday today in the United States, but here in Japan it’s Monday as usual. That means I’ve got some goodies for you, and in our typical week-starting fashion that means a bunch of reviews. Three written by yours truly, and one from our pal Mikhail. I take a look at Bakeru, Star Wars: Bounty Hunter, and Mika and the Witch’s Mountain. Mikhail dives once more into Peglin, a game he can speak to better than anyone else at TouchArcade Towers. Beyond that, we’ve got a bit of news from Mikhail, and a massive list of deals from Nintendo’s Blockbuster Sale. Let’s get to it! News Guilty Gear Strive Nintendo Switch Edition Coming January 2025 Arc System Works has done it. They’re bringing Guilty Gear Strive to Nintendo Switch on January 23rd with 28 characters included and rollback netcode for online battles. It won’t be crossplay sadly, but should be good for playing offline and with other Switch owners. I adore the game on Steam Deck and PS5, and will definitely try this one out. Check out the official website here. Reviews & Mini-Views Bakeru ($39.99) Bakeru is not Goemon/Mystical Ninja. It is made by some of the people who worked on that series. There are some superficial similarities. But it is not Goemon, and coming into it expecting Goemon is both a disservice to Bakeru and yourself. Bakeru is Bakeru. Goemon is still on the milk carton, to the upper-left of the Sunset Riders. Expectations set, let’s talk about this game instead. Bakeru comes to us by way of Good-Feel, a studio that has frequently worked with Nintendo on games in the Wario, Yoshi, and Kirby franchises. Most recently, it developed Princess Peach: Showtime!. Its specialty appears to be in cute, low-friction, well-polished platformers. Guess what Bakeru is? Bad things are going down in Japan, and a little goober named Issun stumbles on some assistance in the unlikely form of a tanuki named Bakeru. With his mighty abilities to change forms and wield a taiko drum and drumsticks, Bakeru might just be the guy for the job. You’ll tour Japan prefecture by prefecture, whacking baddies, grabbing cash, talking to poop, and looking for secrets. You’ve got more than sixty levels to play here, and while I wouldn’t say they’re all super-memorable, it’s an easy-going experience that remains rather engaging throughout. I genuinely enjoyed the collectibles in this game more than those in most platformers I’ve played, just because they usually reflect the location you’re in. Lots of little nuggets about Japan, and some things that even a long-time resident like me didn’t know. Boss fights! Okay, this is one part where I’ll allow comparisons to Goemon. Or any other Good-Feel game, I suppose. This is a development team that understands the value of a good boss battle, and gosh are they fun here. Creative spectacles that nicely reward the player for winning. Indeed, Bakeru takes a lot of creative swings for what is essentially a straight-up 3D platformer, and I will admit some work out better than others. Well, that’s how this kind of thing goes. I genuinely appreciated the ones that worked out well, and I can forgive the ones that didn’t. I kind of fell in love with this game despite seeing all of its flaws as I went along. It’s that sort of game. Intensely likeable. The only real fly in the ointment here is the performance on Switch, something I believe Mikhail talked about in his look at the Steam version of the game. The framerate is quite variable here, at times climbing up to 60 fps but frequently dipping considerably when things get busy. With the full admission that I am not a person that tends to be bothered by inconsistent framerates, I will say that it wasn’t enough of an issue to dampen my enjoyment of the game. But if you are more sensitive to that than I am, I want to make it very clear that there are still problems here despite the improvements since the Japanese launch last year. Bakeru is a highly endearing little 3D platformer, one with a well-polished design and lots of fun ideas to spice things up during its relatively lengthy adventure. It really commits to its bit, and that part of it is almost infectious. Some framerate issues keep this from being all it could be on Switch, and I think people who come into this expecting Goemon are going to be disappointed by the fact that it’s not even trying to be that, but otherwise this is a highly-recommended title to close out your summer with. SwitchArcade Score: 4.5/5 Star Wars: Bounty Hunter ($19.99) There was a lot of merch put out around the releases of the films in the Star Wars prequel trilogy. Video games were a big part of that, and it’s kind of impressive how many Star Wars games we saw put out in that era after going entire generations of consoles with only a handful. And while the movies weren’t exactly critical darlings, it’s inarguable that they opened up a lot of new story-telling avenues. Remember Boba Fett? The guy with the cool armor who got knocked into a living pit by a guy who couldn’t even see? Well, here’s his dad! He also has cool armor, and is also defeated in a very undignified way. But maybe you’re wondering about how his life was before we met him in Attack of the Clones? Star Wars: Bounty Hunter fills in that story, whether you asked for it or not. This is the tale of Jango Fett, a bounty hunter so cool and awesome that an entire army ended up being cloned from him. The finest in the galaxy! Don’t ask what happened ten seconds after he had to face off against a Jedi Master. Cool armor! Besides being the number one manhunter in the business, what else made him fit to be the model for the clone army? That’s what this game is about, actually. Jango’s try-out for the job, if you will. He is sent to hunt a Dark Jedi by the totally innocent Count Dooku, and if he picks up a few extra bounties on the way, more’s the better. That’s pretty much how this one goes. You take on each level with a particular target in mind, but there are optional targets you can find, mark, and bring in dead or alive. You get access to a wide array of weapons and other toys, including the iconic jetpack. It’s pretty interesting at first, but the gameplay doesn’t really change things up enough as it goes on so it’s quite repetitive over the long haul. It has a lot of problems you would expect from a 2002 video game, an era where some of this stuff was still being figured out. Targeting is an absolute mess. Cover doesn’t work as well as you might hope. Level designs are often trying to be open but somehow end up feeling cramped and badly sign-posted. Even in its time, this was an average game at best, tied to the worst Star Wars movie. Well, at least that’s not the worst Star Wars movie anymore. In some ways age has not been kind to Bounty Hunter, but Aspyr has done what it could to improve it without changing too much. The game looks and runs better than it ever did, and the new default control scheme is a lot better. Nothing was changed in how it saves your progress mind you, so be prepared for the very real possibility of having to start the lengthy stages over if you mess up too much. Oh, but you can unlock a Boba Fett skin, so that’s neat. If you were ever going to play this game, this new version is the way to do it. There’s a certain nostalgic charm to Star Wars: Bounty Hunter. There is a particular flavor to games from the PlayStation 2/GameCube/Xbox generation of consoles, and this game is absolutely steeped in it despite the nips and tucks made by Aspyr in the porting process. And it’s really in that capacity that I can most confidently recommend it, when I think about it. Are you in the mood to time travel back to 2002 and play a thoroughly rough-edged yet genuinely earnest action game? Here you go. If on the other hand you lack that proclivity, this might be a bit too much Jank-o Fett for you. SwitchArcade Score: 3.5/5 Mika and the Witch’s Mountain ($19.99) After some horrible video games based on Nausicaa, Hayao Miyazaki put his foot down in a very Miyazaki way and essentially forbade any further games based on his work. Did that extend to all of Ghibli? I’m not sure, the story isn’t clear on that. It seems likely, since we have not seen even one video game based on a Ghibli movie since then. I respect that, but it does mean I will never have my epic Porco Rosso open world flying game. It happens. Game studios Chibig and Nukefist clearly had another Ghibli movie in mind when they made Mika and the Witch’s Mountain, and I’ll trust your reasoning skills enough to sort out witch on your own. You’re a rookie witch, ready to get going on witchy things. The teacher you were sent to see decides to chuck you off the mountain top, breaking your flying broom. Get back up and she might help you out, but your broom isn’t going to bring you there in its current condition. The good news is that there is a town nearby with someone who can fix brooms and even make new ones. The bad news is nothing is free in this world, so you’ll have to take up a job delivering packages to earn some scratch. Zipping around on your broom makes that kind of a job a bit easier and a lot more fun, and the town in question has a lot of things that need delivering. That’s pretty much how it goes. There are some side jobs you can do, but most of the time you’ll be going back and forth in the world trying to get things where they need to go, when they need to go, and hopefully with a minimum of damage done in the process. It works well enough, and the vibrant world and interesting cast of characters contribute greatly to the experience. The Switch is clearly struggling with all of this at times, and the resolution and framerate both take regular hits depending on what part of the world you’re in and what’s going. I would imagine this would play better on more powerful hardware, so if you have that option you might want to take it. Otherwise, people who can forgive some technical flaws (and we’re Switch owners, I imagine most of us are getting good at that) will probably be able to roll with the punches here. Mika and the Witch’s Mountain wears its inspiration on its sleeve, and it is so dedicated to its core gameplay mechanic that it can wear a little thin before the game is up. It also suffers from some performance issues on the Switch. With all that said, I can’t say I didn’t have some fun zipping around on my broom, delivering packages to a bunch of quirky characters. This is one of those games where if you think the concept sounds good, you’ll probably like what you get well enough. SwitchArcade Score: 3.5/5 Peglin ($19.99) About a year ago, I reviewed the early access version of Peglin on iOS. We also featured it as our Game of the Week when it hit mobile. Peglin, a pachinko roguelike, has always had a lot of promise, and things have only gotten before for it through major updates over time. Last week during Nintendo’s Indie World and Partner Direct combo, Peglin was announced and released for Switch. I thought the team had just brought the current game to Switch, but I didn’t realize it was actually 1.0 until a few hours later when I got the game. Peglin hit 1.0 last week on Steam and mobile as well alongside the Switch debut, and it definitely is a more complete experience now, but Peglin is a great game for a very specific kind of person. Your aim is to, well aim, your orb to target specific pegs on the board. This lets you damage enemies (above the board) and you make your way towards the end of each zone map like you would in Slay the Spire. There are events, bosses, shops, tons of battles, and more in Peglin, and it is very difficult early on. As you make your way through the zone, you can upgrade or unlock new orbs, heal, and collect relics. You don’t just need to get your orb to a specific portion of the board at the bottom though. Peglin’s strategy is aiming so you correctly use critical or bomb pegs depending on the situation with enemies. You can also refresh the board by hitting a specific peg. There’s a lot to take in at the start, but it all clicks soon and you will be humming the songs even when you aren’t playing Peglin. Having played Peglin on Steam and mobile, I was curious to see how the Switch port would feel. It is mostly great when it comes to performance. The aiming isn’t as smooth as on other platforms, but I got around this by using touch controls. Aside from that, the load times are longer than mobile and Switch. These aren’t huge issues given how some recent Switch ports ship in a miserable state, but it is worth keeping in mind if you own multiple platforms and are curious where to buy Peglin. I’d say Peglin is best on Steam Deck, but the second place is close between mobile and Switch. While the Switch has no achievements, there’s a system in place inside Peglin to track those. I like it when developers do their own achievements since the Switch lacks them on a systemwide level. You can ignore these as usual, but I liked the addition here. One feature I wished to see in 1.0 was cross save across platforms. This likely isn’t feasible for a small developer, but some way to carry over or unlock things on Switch from mobile/PC would’ve been nice. Other than that, my only issues with Peglin on Switch have to do with the load times and aiming not being smooth. Hopefully these can be improved over updates because more free updates are coming as confirmed by the developers at Red Nexus Games. I already thought Peglin was fantastic even in its early access state. While some balance issues hold it back a bit, it is an essential on Switch if “pachinko x roguelike" sounds good to you. I also love that the developers made full use of the Switch hardware features by adding good rumble, full touchscreen support, and button controls making it so that you can play however you want. Now we just need a physical release. -Mikhail Madnani SwitchArcade Score: 4.5/5 Sales (North American eShop, US Prices) Okay, wow. A lot of stuff on sale, and while I’ve got a lot of it here this is only scratching the surface. I’ve put together another article with what I think are the best picks from the sale, so keep your eyes open for that as well. Anyway, good luck with all of that. I’ll meet you at the bottom. Select New Sales Avenging Spirit ($2.99 from $5.99 until 9/5) NOISZ re:||COLLECTION G ($19.99 from $24.99 until 9/7) Fur Squadron ($2.79 from $6.99 until 9/8) Agnostiko Origins ($13.74 from $24.99 until 9/9) Sonic Mania ($7.99 from $19.99 until 9/10) Mario + Rabbids Kingdom Battle ($13.99 from $39.99 until 9/10) Puyo Puyo Tetris ($3.99 from $19.99 until 9/10) Wonder Boy: The Dragon’s Trap ($5.99 from $19.99 until 9/10) Super Bomberman R ($19.99 from $39.99 until 9/10) The Red Strings Club ($2.99 from $14.99 until 9/10) Goat Simulator The GOATY ($5.99 from $29.99 until 9/10) Downwell ($2.00 from $2.99 until 9/10) Sayonara Wild Hearts ($7.79 from $12.99 until 9/10) Ghostbusters: The Video Game ($7.49 from $29.99 until 9/10) Hotline Miami Collection ($6.24 from $24.99 until 9/10) Torchlight II ($3.99 from $19.99 until 9/10) Huntdown ($3.99 from $19.99 until 9/10) Captain Tsubasa: Rise of New Champions ($7.99 from $39.99 until 9/10) Streets of Rage 4 ($11.24 from $24.99 until 9/10) Disc Room ($3.74 from $14.99 until 9/10) Kathy Rain: Director’s Cut ($4.94 from $14.99 until 9/10) Mayhem Brawler ($6.79 from $19.99 until 9/10) TMNT Shredder’s Revenge ($16.24 from $24.99 until 9/10) Gal*Gun Returns ($16.49 from $49.99 until 9/10) Gal*Gun Double Peace ($13.19 from $39.99 until 9/10) Assassin’s Creed: The Ezio Collection ($15.99 from $39.99 until 9/10) Infernax ($13.39 from $19.99 until 9/10) Rise of the Third Power ($11.99 from $19.99 until 9/10) Astroneer ($11.99 from $29.99 until 9/10) Lair Land Story ($5.99 from $14.99 until 9/10) Return to Monkey Island ($12.49 from $24.99 until 9/10) Shiro ($2.19 from $4.99 until 9/10) Horgihugh And Friends ($14.99 from $29.99 until 9/10) Card Shark ($7.99 from $19.99 until 9/10) Pac-man Museum+ ($9.99 from $19.99 until 9/10) Sonic Origins ($14.99 from $29.99 until 9/10) Sonic Frontiers ($20.99 from $59.99 until 9/10) Sonic Superstars ($29.99 from $59.99 until 9/10) Escape Academy: Complete Edition ($17.99 from $29.99 until 9/10) Gunbrella ($7.49 from $14.99 until 9/10) Unicorn Overlord ($41.99 from $59.99 until 9/10) Terra Nil ($14.99 from $24.99 until 9/10) Reverie Knights Tactics ($6.24 from $24.99 until 9/10) Windjammers 2 ($9.99 from $19.99 until 9/10) Two Point Hospital: Jumbo Edition ($7.99 from $39.99 until 9/10) Blizzard Arcade Collection ($9.99 from $19.99 until 9/10) Monster Hunter Rise + Sunbreak Deluxe ($24.49 from $69.99 until 9/10) Gloomhaven: Mercenaries Edition ($7.99 from $39.99 until 9/10) Fae Farm ($41.99 from $59.99 until 9/10) Mr. Sun’s Hatbox ($8.99 from $14.99 until 9/10) Best Day Ever ($5.99 from $14.99 until 9/10) Willy Morgan & the Curse of Bone Town ($7.49 from $24.99 until 9/10) FEZ ($7.49 from $14.99 until 9/10) Tales of Kenzara: ZAU ($13.99 from $19.99 until 9/10) Make Way ($8.99 from $14.99 until 9/10) ARK: Ultimate Survivor Edition ($24.99 from $49.99 until 9/10) Cult of the Lamb Cultist Edition ($14.99 from $29.99 until 9/10) Life is Strange 2 ($12.79 from $31.99 until 9/10) Strayed Lights ($5.19 from $12.99 until 9/10) Rakuen: Deluxe Edition ($19.99 from $24.99 until 9/10) Valrithian Arc: Hero School Story 2 ($11.99 from $19.99 until 9/10) Stones Keeper ($8.79 from $19.99 until 9/10) Bat Boy ($8.99 from $14.99 until 9/10) Jack Jeanne ($29.99 from $49.99 until 9/10) Bandle Tale: League of Legends Story ($12.49 from $24.99 until 9/10) Song of Nunu: League of Legends Story ($14.99 from $29.99 until 9/10) Convergence: League of Legends Story ($14.99 from $29.99 until 9/10) The Mageseeker: League of Legends Story ($14.99 from $29.99 until 9/10) Vanaris Tactics ($4.99 from $9.99 until 9/10) The Last Spell ($14.99 from $24.99 until 9/10) Charon’s Staircase ($2.99 from $24.99 until 9/10) The Vale: Shadow of the Crown ($14.99 from $19.99 until 9/10) Dungeon Drafters ($19.99 from $24.99 until 9/10) Pentiment ($11.99 from $19.99 until 9/10) Demon Slayer KnY – Sweep the Board ($41.99 from $59.99 until 9/10) Tetris Effect: Connected ($19.99 from $39.99 until 9/10) Boomerang X ($3.99 from $19.99 until 9/10) Tenderfoot Tactics ($8.99 from $14.99 until 9/10) CEIBA ($4.39 from $9.99 until 9/10) LEGO Marvel Super Heroes ($9.99 from $39.99 until 9/10) Tears of Avia ($2.99 from $14.99 until 9/10) Vengeful Guardian Moonrider ($11.04 from $16.99 until 9/10) Dorfromantik ($11.99 from $14.99 until 9/10) Undernauts: Labyrinth of Yomi ($29.99 from $59.99 until 9/10) Persona 3 Portable ($11.99 from $19.99 until 9/10) Persona 4 Golden ($11.99 from $19.99 until 9/10) Persona 5 Royal ($29.99 from $59.99 until 9/10) Persona 5 Strikers ($17.99 from $59.99 until 9/10) Persona 5 Tactica Digital Deluxe ($39.99 from $79.99 until 9/10) Astebros ($7.79 from $12.99 until 9/10) Super Monkey Ball: Banana Rumble ($37.49 from $49.99 until 9/10) GetsuFumaDen: Undying Moon ($14.99 from $24.99 until 9/10) Ys Origin ($5.99 from $19.99 until 9/10) Archetype Arcadia ($20.09 from $29.99 until 9/10) Baten Kaitos I & II HD Remaster ($24.99 from $49.99 until 9/10) The Cosmic Wheel Sisterhood ($10.79 from $17.99 until 9/10) Solar Ash ($15.99 from $39.99 until 9/10) Adore ($9.99 from $19.99 until 9/10) Prison City ($7.99 from $9.99 until 9/10) Two Point Campus ($7.99 from $39.99 until 9/10) OMNIMUS ($4.39 from $9.99 until 9/10) Ring Racer ($2.49 from $4.99 until 9/10) RWBY: Arrowfell ($14.99 from $29.99 until 9/10) The Dragoness: Command of the Flame ($11.69 from $17.99 until 9/10) Die After Sunset ($13.39 from $19.99 until 9/10) Outer Wilds ($14.99 from $24.99 until 9/10) COCOON ($14.99 from $24.99 until 9/10) The Talos Principle ($4.49 from $29.99 until 9/10) Alien: Isolation ($14.99 from $19.99 until 9/10) Dicefolk ($11.24 from $14.99 until 9/10) Prince of Persia: The Lost Crown ($23.99 from $39.99 until 9/10) Heads Will Roll: Reforged ($14.99 from $19.99 until 9/10) Eternal Threads ($14.99 from $19.99 until 9/10) Paper Trail ($13.99 from $19.99 until 9/10) Spellbearers ($10.04 from $14.99 until 9/10) Wrath: Aeon of Ruin ($20.99 from $29.99 until 9/10) Spy x Anya: Operation Memories DE ($45.49 from $69.99 until 9/10) Luxor Evolved ($9.99 from $19.99 until 9/10) MotoGP 24 ($29.99 from $49.99 until 9/10) Reigns: Beyond ($3.24 from $4.99 until 9/10) The Mildew Children ($6.99 from $9.99 until 9/10) Class of Heroes 1 & 2: CE ($27.99 from $34.99 until 9/10) Tengoku Struggle: Strayside ($34.99 from $49.99 until 9/10) Plague Inc: Evolved ($5.09 from $14.99 until 9/10) Catherine: Full Body ($9.99 from $49.99 until 9/10) Fell Seal: Arbiter’s Mark ($7.49 from $29.99 until 9/10) Spyro Reignited Trilogy ($15.99 from $39.99 until 9/10) Wobbledogs ($8.19 from $19.99 until 9/10) Adventure Academia: TFC ($17.99 from $39.99 until 9/10) McPixel 3 ($1.99 from $9.99 until 9/10) Crypt of the NecroDancer ($3.99 from $19.99 until 9/10) Her Majesty’s Spiffing ($4.99 from $9.99 until 9/10) South Park: The Stick of Truth ($7.49 from $29.99 until 9/10) Into the Breach ($7.49 from $14.99 until 9/10) Raging Loop ($10.49 from $29.99 until 9/10) Klonoa Phantasy Reverie Series ($9.99 from $39.99 until 9/10) Rogue Legacy ($2.99 from $14.99 until 9/10) Rogue Legacy 2 ($13.74 from $24.99 until 9/10) Valkyria Chronicles ($4.99 from $19.99 until 9/10) Valkyria Chronicles 4 ($5.99 from $29.99 until 9/10) Minit ($2.49 from $9.99 until 9/10) Contra Anniversary Collection ($3.99 from $19.99 until 9/10) Castlevania Anniversary Collection ($3.99 from $19.99 until 9/10) Castlevania Advance Collection ($11.99 from $19.99 until 9/10) Arcade Classics Anniversary Collection ($3.99 from $19.99 until 9/10) Reigns Game of Thrones ($1.99 from $3.99 until 9/10) Spirit Hunter: Death Mark ($19.99 from $49.99 until 9/10) Spirit Hunter: NG ($24.99 from $49.99 until 9/10) Spirit Hunter: Death Mark II ($34.99 from $49.99 until 9/10) SEGA AGES Sonic the Hedgehog ($2.39 from $7.99 until 9/10) Darkest Dungeon ($7.49 from $24.99 until 9/10) GRIS ($3.39 from $16.99 until 9/10) The Lara Croft Collection ($19.99 from $24.99 until 9/10) Gorogoa ($4.49 from $14.99 until 9/10) Enter the Gungeon ($4.49 from $14.99 until 9/10) Exit the Gungeon ($2.49 from $9.99 until 9/10) Ion Fury ($6.24 from $24.99 until 9/10) Power Rangers: Battle for the Grid ($4.99 from $19.99 until 9/10) Power Rangers: BftG Super Edition ($12.49 from $49.99 until 9/10) Minecraft Legends Deluxe Edition ($29.99 from $49.99 until 9/10) Minecraft Dungeons Ultimate Edition ($24.99 from $39.99 until 9/10) Parasite Pack ($3.19 from $7.99 until 9/12) Rider’s Spirits ($4.19 from $5.99 until 9/12) Shockman Collection Vol. 1 ($7.69 from $10.99 until 9/12) Cities Skylines ($9.99 from $39.99 until 9/12) Empire of Sin ($9.99 from $39.99 until 9/12) Demon’s Tilt ($9.99 from $19.99 until 9/12) Shadowrun Trilogy ($9.99 from $39.99 until 9/12) Date Z ($13.49 from $14.99 until 9/14) Gerda: A Flame in Winter ($6.99 from $19.99 until 9/14) Cardfight! Vanguard Dear Days ($48.99 from $69.99 until 9/20) West of Loathing ($4.18 from $11.00 until 9/20) Shadows Over Loathing ($15.87 from $23.00 until 9/20) Adventure Field Remake ($2.99 from $4.99 until 9/20) MADiSON ($20.99 from $34.99 until 9/20) Frowntown ($7.79 from $12.99 until 9/20) Infantry Attack: Complete ($2.99 from $10.99 until 9/20) 100 Demon Fantasia ($5.99 from $9.99 until 9/20) Shadow Gangs ($14.39 from $23.99 until 9/22) Suicide Guy: The Lost Dreams ($3.99 from $7.99 until 9/22) Sales Ending Tomorrow, September 3rd Balatro ($13.49 from $14.99 until 9/3) Blade of Darkness ($2.75 from $14.99 until 9/3) Door Kickers ($1.99 from $11.99 until 9/3) Kamitsubaki City Ensemble ($3.59 from $3.99 until 9/3) Neodori Forever ($1.99 from $4.99 until 9/3) That’s all for today, friends. We’ll be back tomorrow with more reviews, some new releases, more sales, and perhaps some news. The typhoon has fizzled out, giving way to hot temperatures and sunny skies. I suppose I’ll take it for a day or two. I hope you all have a magnificent Monday, and as always, thanks for reading!
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It’s that time again: eShop sale time! Nintendo’s calling this one the Blockbuster Sale, so I’m sure we can expect a lot of VHS tapes and stale candy. Hm? Oh, it means big games. Alright, that does make some sense. At any rate, there are a ton of games on sale right now, too many to really deal with on your own. As ever, TouchArcade is here to help you out with a list of fifteen hot discounts you should consider. No first party games, but there are still a ton of great games to pick from. No particular order as usual, so let’s get into the deals! 13 Sentinels: Aegis Rim ($14.99 from $59.99) A unique blend of side-scrolling adventure and top-down real-time strategy gameplay, 13 Sentinels tells the story of thirteen individuals from various points in time who must battle against invading kaiju in an alternate 1985. They do that through use of their Sentinels, large mechs designed for taking down giant monsters. It has a very good story and the presentation is at the level we’ve come to expect from Vanillaware. The RTS bits are… somewhat less good, but they’re not bad. A sleeper hit that is well worth checking out at this deeply discounted price. Persona Collection ($44.99 from $89.99 until 9/10) If you need to fill a few months’ worth of free time, this will be the best forty-five bucks you could spend. You get Persona 3 Portable, Persona 4 Golden, and Persona 5 Royal, all excellent RPGs and great Switch ports. That works out to fifteen bucks per game, and each of them will easily keep you busy for hours on end while also teaching you the important value of friendship as a means of defeating any evil. It totally works in real life, too! JoJo’s Bizarre Adventure: All-Star Battle R ($12.49 from $49.99) I’ll start with a proviso: if you mean to seriously get into JoJo’s Bizarre Adventure: All-Star Battle R, you’re probably better off heading over to one of the other platforms where it runs at 60 fps. This Switch port is solid enough to play, however, and JoJo fans will likely have a good time with it. This is a quirky fighter in a lot of ways, and it’s well-suited to the license. Something a little different if you’re tired of the usual Capcom fighters and Mortal Kombat games. Metal Gear Solid Master Collection Vol. 1 ($41.99 from $59.99) Metal Gear Solid: Master Collection Vol. 1 could have been better than it is, particularly with regards to performance and game options. It has received a number of updates to improve it, however, and for what it is, it’s an easy title to recommend. You get a bunch of absolutely top-tier games to play and some really cool extra materials to dig through. Sure, there isn’t much new here for people who have played these games before. But for those craving Metal Gear on the go, or those who somehow haven’t dug into these titles in the past, Metal Gear Solid: Master Collection Vol. 1 is a fantastic value with this tidy discount. Ace Combat 7: Skies Unknown Deluxe Edition ($41.99 from $59.99) Ace Combat 7: Unknown Skies is an excellent port of a high-quality action game, and it fills a gaping hole in the Switch’s library almost perfectly. It’s more approachable than you might expect, and it’s very easy to get sucked into both its story and gameplay. It’s unfortunate that the multiplayer seems to have a handful of oversights and balance issues, but you’ll get your time and money’s worth out of the campaign and its many unlockables all on its own. Definitely one to add to the collection for those feeling the need for speed. Etrian Odyssey Origins Collection ($39.99 from $79.99) Hm, I guess this is an Atlus list now. The excellent Etrian Odyssey series came to Switch with these HD remakes of the first three games. These are awesome, challenging games that just kept upping the ante with each new installment, and trying to buy the Nintendo DS cartridges now can get very expensive indeed. The signature mapping feature doesn’t work as smoothly here as it did on the DS, especially if you’re playing docked, but it’s as good as it can be. Plus, you can use auto-mapping if you don’t want to deal with it. At half the usual price, you get a lot of game for your buck here. Darkest Dungeon II ($31.99 from $39.99 until 9/10) Embrace the fact that Darkest Dungeon II isn’t interested in building on the original game’s structure but rather in doing its own thing, and you’ll be able to enjoy the charms of this moody, chunky roguelite. Its merits are many, from its distinctive style to its combination of traditional story-telling bits and the magic of emergent, personalized stories. Roguelite fans will want to check it out, even if Darkest Dungeon fans might feel like pushing away from the table and going back to the original. Braid: Anniversary Edition ($9.99 from $19.99) One of the poster children of the indie boom that kicked off in the late 00s, Braid came back with a big splash in this fancy Anniversary Edition. You get a nicely remastered version of the original game, with one of the best developer commentary features seen in a game so far. Braid might not have the punch it once did, but only because so many games that followed were so heavily inspired by it. Even if you’ve played it before, the discounted price should be enticing enough for a replay. Might & Magic: Clash of Heroes – Definitive Edition ($11.69 from $17.99) Might & Magic – Clash of Heroes: Definitive Edition doesn’t add very much to the original, but it was already a strong game that stands for itself quite well in modern times. Dotemu did a capable job of bringing it to the Switch, and it fits the platform almost as well as it fit the Nintendo DS. If you’re looking for a cool puzzle game that offers both a substantial single-player mode and enjoyable multiplayer gameplay, you’ll likely be quite satisfied with what this game has to offer. Life is Strange: Arcadia Bay Collection ($15.99 from $39.99) While the Switch versions of the games in Life is Strange Arcadia Bay Collection suffer from a number of visual and technical flaws compared to other platforms, the games themselves still shine as brightly as ever. It’s hard to say what the future holds for this franchise, but if you’re new to it all and just want a quick and slightly dirty way to explore its origins, picking this up at its sale price is a fine enough way to do that. Loop Hero ($4.94 from $14.99) Loop Hero is as hard to put down as the finest of idle games, but with enough meat on its bones to make it feel like your input actually matters. It’s the kind of game that has something to offer no matter how much or how little time you have to throw at it, and one that will likely keep you coming back now and then to play again. While it isn’t the most challenging of affairs, it’s certainly engaging and full of enough surprises to keep your interest over the long haul. Death’s Door ($4.99 from $19.99) Death’s Door is one of those nice combinations of a superb presentation and strong gameplay. The game could coast well enough on either of those points, but it hits them both and is excellent as a result. There’s nothing overly deep about the gameplay mechanics, and its brand of action is going to be familiar to most. The most impressive bits are the bosses, which require strong pattern recognition and good reflexes. The gorgeous sights and sounds along the way add tremendously to its atmosphere, doing their part to keep the player pulled into this unusual, compelling world. Action-RPG fans will certainly want to give this a go. The Messenger ($3.99 from $19.99) This is the lowest price yet for the Switch version of this popular indie action game, and it’s so low that I can’t imagine anyone not wanting to give it a punt. What seems like a straightforward ninja action game gets bigger and more ambitious as you go, and it juggles things relatively well as it does so. It’s not a perfect game, and I feel like its star has faded a bit over time, but it’s one of those indie games that everyone with any love for 8-bit and 16-bit classics should at least try out once. Hot Wheels Unleashed 2 Turbocharged ($14.99 from $49.99) Hot Wheels Unleashed 2 – Turbocharged is just as fun of an arcade racer as the first game, and the various tweaks and improvements to the formula makes it a far smoother experience. Some players might run into some issues with the challenging post-game content, but that’s why it’s in the post-game. If you enjoyed the first game, you’ll probably like this one even more. Series newcomers should feel comfortable jumping immediately to this sequel, too. For fifteen bucks, it’s hard to go wrong if you like racing. Pepper Grinder ($9.74 from $14.99) Pepper Grinder is an enjoyable, unique platformer with a zippy pace, interesting mechanics, and some cool level designs. The boss battles are a bit clunky and only subtract from what is otherwise a very tight experience. It’s also worth noting that the game is quite brisk in its run-time, so do take that into account before buying. I personally think it ends a little too soon, but that’s not a terrible problem for a game to have, especially with a little shaved off the sticker price. And those are our picks from the Blockbuster Sale on the Nintendo Switch eShop. There are plenty more great games on sale right now besides these, so make sure to check your wishlists and dig into the pages for your favorite publishers just to be sure you aren’t missing anything. If you have any sales you’d like to share, please hit those comments below. Thanks for reading!
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- Coromon: Rogue Planet
Following developer TRAGsoft bringing monster collecting game Coromon to mobile after it debuted on PC and Switch, we are getting a roguelite spin-off in the form of Coromon: Rogue Planet (Free) due next year for not only Steam and Switch, but also iOS and Android. Coromon: Rogue Planet aims to blend in the turn-based combat of the main game with roguelite gameplay to deliver an endlessly replayable monster collecting gameplay loop. The Steam page mentions “10 ever changing biomes", 7 different playable characters, over 130 monsters, and more. Watch the Coromon: Rogue Planet official announcement trailer below: The original Coromon is a free to play game on mobile. I’m curious to see how Coromon: Rogue Planet ends up on mobile when it does arrive and also whether it hits alongside the Switch and Steam versions. As of now, you can wishlist Coromon: Rogue Planet on Steam here. I haven’t played Coromon in a while, but the gameplay in Coromon: Rogue Planet sounds more interesting. It feels like the perfect pick up and play game based on the Steam screenshots as well. Until this one is out, you can grab the original for free on iOS here. What do you think of Coromon: Rogue Planet so far and did you play Coromon?
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Hello everyone, and welcome to the week! It’s time once again for our look back at the noteworthy updates of the last seven days. You know it’s one of those weeks when Shaun has to throw more than one free-to-play matching puzzle game update in the list. Don’t worry, we have some cool stuff in the mix too. And you get to see Shaun kick King Robert, an activity we all enjoy. Of course, you can keep an eye out for updates yourself by participating in the TouchArcade forums. This weekly summary is just here to fill you in on the things you might have missed. Let’s go for it! Peglin, Free I know it’s somewhat rare for me to do this, but I’m giving out the coveted UMMSotW award to the first game in the list this week. Peglin‘s 1.0 update allows you to challenge up to level 20 in Cruciball, battle a new Slime Hive mini-boss, and take advantage of a whole ton of tweaks, bug fixes, balance adjustments, and other improvements. This game didn’t really need much in the way of updating, but I’ll take it anyway. Brawl Stars, Free Brawl time! Stars time! Dare we say… Brawl Stars time?! Yes, we dare. SpongeBob. SpongeBob is here in a new event, and that is cool. A couple new Brawlers coming in the form of Moe (Mythic) and Kenji (Legendary), and a handful of new Hypercharges for various characters. All of this will roll out over the course of the next couple of months in the usual Brawl Stars fashion, but the SpongeBob stuff should be kicking off rather soon if it hasn’t already by the time you read this. stitch., What more would one expect from an update to the soothing and satisfying stitch but more Hoops to play? That’s just what you get here, this time with a bit of a martial arts theme. Sort of, anyway. Like with any good puzzle game, it doesn’t really matter as much what the theme of the puzzles are so long as you get more of them. So yes, update your app and go do some Hoops. You’ll feel better. Genshin Impact, Free I guess this game is called Genshin Impact: Natlan Launch now. Nothing to be done about it. You’ve got a new region, Natlan, and three new characters to go with it: Mualani, Kinich, and Kachina. New weapons as well, of course. Plenty of new events and stories to take on, and some new artifacts too. Regular players likely know by now what to expect from Genshin Impact updates, and while this one is a little bigger than the usual one, it’s very much in line with previous ones in the broad strokes. Temple Run: Puzzle Adventure, Alright, here we go. At least this one is on Apple Arcade, so it’s not completely free-to-play. It sure is a matching puzzle game update, though. There are one hundred new levels to play in this Temple Run spin-off, which is quite a lot as these things go. The tournaments have also been refreshed, as usual. That’s about all, but I’m sure it will keep many players busy for a bit. Maybe even until the next update? I’ve seen how people who play games like these chew through levels, so I’m not super-confident about that! Jetpack Joyride 2, In this very special update to the Apple Arcade sequel to Halfbrick’s mega-hit auto-runner: Barry Steakfries escapes to the one place that hasn’t been corrupted by capitalism – SPACE! It’s a shame that leaving that be would ruin the formatting for the article. Really best as a mic-drop reference, but if I do that things will look very messy, so I have to stand here and ramble a bit so that everything stays properly in its place. Tim Curry, folks. He’s a treasure. We were graced by his many performances, big and small. Much love to Mr. Curry, who I am 99% sure is reading this. Puyo Puyo Puzzle Pop, Moving right along, it’s another matching puzzle game. But to be fair, this is one the all-timer matching puzzle games. At least in it’s original form, anyway. As for this particular version, there are new character episodes for Sig, Carbuncle, and Rafisol in the Adventure Mode. Meena has been added as a playable character, minus an episode of her own. An additional seven music tracks are available in the shop, all arrangements of fan favorite tunes from previous entries. Add in some bug fixes and that’s that. Hearthstone, Free Hearthstone time! This one is usually pretty good with its update notes, so let’s open the ol’ paperwork and see what’s in front of us. Hm. Well, we’ll make do. Battlegrounds Season 8, Trinkets & Travels, is incoming. All the kinds of new stuff we’ve seen in previous seasons, which is nice. The Trinket Shop is here, with Buddies taking a hike. Two times per game you can buy Trinkets with Gold, which will affect the rest of the match. That seems troublesome for balancing, but I suppose that is where Hearthstone is at by this point. Toon Blast, Free The first of the two actual obligatory free-to-play matching puzzle game updates for this article is Toon Blast. There’s a whole new episode here, giving you fifty new levels to play. Some business involving bees, or happiness, or the combination thereof. Bees are pretty cool, even if I am a little scared of them sometimes. They’re cool little buddies that help the ecosystem, and I’d give them tiny hugs if not for the pointy ouchy bit. Hang in there, my bug friends. We’ll get through it all together. Royal Match, Free I don’t know which is more preferable to me: King Robert perishing permanently and never appearing again, or King Robert continually perishing and returning to perish again, in a perpetual and heckish cycle of pain. One hundred new levels. A new jousting arena. That seems to have some potential. I love that one ad where they have swapped King Robert in for the freezing pregnant lady and her child, like we’re supposed to care about this garishly garbed monarch who’s a little chilly. Burn your velvet robes to warm your flesh, you decadent old ogre. That about wraps it up for last week’s significant updates. I’m sure I’ve missed some, though, so please feel free to comment below and let everyone know if you think something should be mentioned. As usual, major updates will likely get their own news stories throughout this week, and I’ll be back next Monday to summarize and fill in the blanks. Have a great week!
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Among Us (Free) has done loads of crossovers and collaborations over the years, but one I didn’t expect at all just got announced for next week. Later this week, Capcom is releasing the Ace Attorney Investigations Collection for PC and consoles bringing remasters of both games to modern platforms. Read my preview covering the Switch and PC versions here. Among Us is bringing in Miles Edgeworth from those games as a free cosmetic DLC on September 9th as a collaboration with the Ace Attorney series. Check out the promo art for Miles Edgeworth in Among Us below: Among Us x @aceattorneygame let's hope ur accusations aren't ludicrous. Miles Edgeworth is coming to Among Us as a free cosmetic drop on Sept 9th! pic.twitter.com/6XHdrD29zi — Among Us PAX West (@AmongUsGame) September 1, 2024 If you’ve not gotten Among Us yet, it is available for free on the App Store for iOS here and Google Play for Android here. Check it out on Nintendo Switch here and Steam here. Here’s our forum thread for the game. Ace Attorney Investigations Collection releases on September 6th for PS4, Xbox One, Switch, and Steam worldwide. Hopefully it comes to mobile in the near future as well. Have you been playing Among Us often on mobile and what do you think of the current state of the game?
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One thing I love is when a game can successfully blend two fairly different types of gameplay into one cohesive package. I’m thinking of games like the Blaster Master series with its vehicle-based side-scrolling platforming that’s coupled with cool top-down on-foot sequences. Or heck, a recent favorite like Dave the Diver with its roguelike diving portions blended with restaurant management. Well, Ocean Keeper from developer RetroStyle Games is another one of those games that successfully blends two sets of different mechanics together, and it does so with a gameplay loop and upgrade path that has you coming back over and over again. The basic gist of Ocean Keeper is that you’ve crashed onto a strange underwater planet in your big cool mech. You’ll need to dive down into underwater caves to harvest resources, but you can’t spend too long down there because waves of enemies are approaching and you’ll need to man your mech to defend against them. The mining portions play out from a side-view and involve digging out rocks to unearth various types of resources or special artifacts. Mining also earns you coins, for some reason. As mentioned you only have a short window to mine before enemies show up. Once you’re back in your mech things turn into a top-down twin-stick shooter with light tower defense elements as you attempt to fend off multiple waves of all types of crazy underwater creatures. All your resources go towards upgrading both your miner and your mech, and there is no shortage of branching skill trees to work your way through for both. This is a roguelike so if you die during the enemy encounter portion your game is over and you’ll lose any upgrades or abilities you unlocked during that particular run. However, there are also persistent upgrades and customizations you can unlock in between runs so this is the type of game you always feel like you’re making progress in even if you have a bad run or two. You can also expect the layouts of the overworld and the caves to be different each time you play. This is probably a good time to mention that Ocean Keeper starts off kind of slow, and you definitely will have some real clunker runs in the beginning. Just power your way through and before you know it the upgrades start flowing, your skills begin to improve, you start to get a better grip on the flow of the game, and before long you’ll be a whirling underwater mech of destruction. The synergies between the weapons and upgrades are really the heart of the game and it’s endlessly fun to try different builds or different tactics as you progress. I wasn’t quite sure about Ocean Keeper when I first started since things do start out so slow, but man once things pick up it’s been hard to want to play anything else.
Welcome to this week’s edition of the Steam Deck Weekly. If you missed my Gundam Breaker 4 Steam Deck review, read it here. Today’s article has Steam Deck impressions and reviews for Umamusume: Pretty Derby – Party Dash, Visions of Mana, Gori: Cuddly Carnage, Bloons Card Storm, and more. This week also sees a few notable new Steam Deck Verified games and the usual slew of sales and discounts. Let’s get into the reviews and impressions first. Steam Deck Game Reviews & Impressions We are officially in the very busy season of the year, and I’m going to try and cover as much as I can this week through a few scored reviews and impressions of games on Steam Deck with one preview as well. Umamusume: Pretty Derby – Party Dash Steam Deck Impressions Over the years, we’ve seen Cygames try and expand its Umamusume property through indirect ways with DLC in its other games, through the anime, and more. Umamusume: Pretty Derby itself is finally getting localized this year as well on mobile, and Cygames has released a party game based on Umamusume with Umamusume: Pretty Derby – Party Dash. I need a bit more time for my full review of Umamusume: Pretty Derby – Party Dash when I’ll likely also cover the Switch version, but I’ve been playing Cygames’ first ever official Umamusume: Pretty Derby release in the West on Steam Deck ahead of its launch this week. Until then, I wanted to give you an idea of how Umamusume: Pretty Derby – Party Dash is on Steam Deck. Out of the box, Umamusume: Pretty Derby – Party Dash seems to run at full 16:10, but it is stretched. I recommend going into the settings and changing the resolution to 720p and display mode to full screen so it displays correctly. One thing to keep in mind is Umamusume: Pretty Derby – Party Dash currently has some video playback codec issues resulting in a color bar pattern for some videos. I tested 3 different Proton GE versions including 9-9 with no luck as the game wouldn’t load some modes unless I used Proton Experimental. Aside from the videos, Umamusume: Pretty Derby – Party Dash runs fine at its 60fps target. I’m looking forward to playing more of it for my full review that hopefully covers the console versions as well. As of now Umamusume: Pretty Derby – Party Dash doesn’t have a Steam Deck rating from Valve, and I imagine it will be marked unsupported until the cut-scene issue is addressed. Reynatis English Release Preview Reynatis from NIS America and Furyu is set to release on September 27th for Steam, PS5, PS4, and Switch following its Japanese debut. Ahead of its launch, I had a chance to attend a preview event for the game to check out some of the English build. Usually, I don’t bother doing hands-off previews, but I’ve been curious to see how the English localization is, and also learn more about this release. Since this was a hands-off preview, I can’t comment on how the game feels or how it is on PC, but Reynatis is shaping up to be one of Furyu’s more ambitious games with its story, setting, and seemingly smooth combat. Over the years, I usually end up clicking with Furyu game stories and soundtracks, but one or two aspects always feel lacking. With Reynatis, I’ve been interested in the narrative and combat as well. Reynatis takes place in a recreation of modern-day Tokyo and the different perspectives make it seem like it will be unique. I won’t comment on much of the gameplay until I try it out for myself, but the English localization so far seems very good. I am a bit disappointed at no English dub though. A lot of folks likely are interested in Reynatis because it has music by Yoko Shimomura and a scenario from Kazushige Nojima both of whom are well known to Square Enix fans for their work on Final Fantasy, Kingdom Hearts, and more. If we do get a demo in the near future, I recommend trying it out to see how you find it for yourself. I’m looking forward to playing Reynatis myself hopefully soon for review, but it definitely feels like this might end up one of Furyu’s better games in recent years. While the story and setting are definitely highlights, I’m very interested in seeing how the combat system feels. Stay tuned for more Reynatis coverage in the near future. Visions of Mana Steam Deck Review When Visions of Mana was announced, I was very happy to see the series back after we saw the superb Collection of Mana and then the remake of Trials of Mana released across multiple platforms. When I tried the demo for Visions of Mana, I was concerned because there were some aspects that didn’t work for me at all, but I was hopeful. Fast forward to today and Visions of Mana is available on PS5, Xbox Series X, and Steam. I’ve been playing it on both Steam Deck and PS5 for review, and it ended up surprising me in a good way, but I feel like it would have benefited from a few months of polish and tweaking when it comes to its general movement. I’m going to focus on the game on Steam Deck in this review, but also cover how it feels on PS5. If you’re new to the Mana series, you can still start with this one. Visions of Mana is a new game in the series covering the Mana Tree and more. If you, like me, have played prior games, this will feel great in some ways, but you might be let down in parts, especially for the story. Visions of Mana’s strength is in its gorgeous world, the combat, and general gameplay. It is a huge step up over Trials of Mana in its scope and visuals, just like Tales of Arise felt in a way when it was released. The issues I have with Visions of Mana are to do with its general feel. The movement and camera never feel good. While I managed fixing this on PS5 with the camera distance and movement speed, I wish it was snappier in general. On the PC port side, Visions of Mana is quite bare-bones. You can adjust screen mode, resolution, frame rate target (30fps to unlimited), toggle v-sync, adjust FSR 2, and just “graphics settings" presets. These presets are low, standard, and high. It doesn’t tell you what the three options change, but it does affect draw distance, post-processing, and more. While the game boots up seemingly fullscreen at 16:10, it is actually stretched. Don’t be fooled into thinking the game supports the native resolution. Changing the display mode from borderless to windowed or fullscreen will have it adjust to 16:9 where the elements and screen are not stretched. A friend of mine recommended trying out forcing a lower resolution in the demo to get better performance, but that seems to come with its own issues where the resolution options bug out even when you go back to forcing native or higher resolution on the Deck’s own display. Visions of Mana is currently rated as Steam Deck Playable by Valve, but it has notable performance issues right now. Regardless of the settings I used when it comes to frame rate target or upscaling, I couldn’t get a locked frame rate even targeting 30fps with it dropping below in crowded areas. When using the low preset and different upscaling methods for testing purposes, the game runs above 60fps in parts, but it also drops below 30fps. Some areas just stutter in general, and even playing on Ultra Performance upscaling with the really low image quality isn’t enough. Visions of Mana’s art style really doesn’t work with heavy upscaling so I would not recommend it. After spending about 5 hours just testing out different settings across my save files in Visions of Mana, I settled on playing with FSR set to quality and the high preset for a 30fps target with drops below to the high 20s. If you’re ok with around 30fps and regular drops below to the high 20s, Visions of Mana is fine on Steam Deck, and looks excellent on the handheld’s screen when playing at the high graphics preset. I would recommend downloading the free Visions of Mana demo to try out the different graphics options, but note that the final game runs a bit differently. It is still worth checking to see how the aesthetic scales on Steam Deck with different settings used. Visions of Mana needs more optimization right now on PC in general though. I’d also love for the PC port to actually see more detailed graphics options added so that players can adjust things individually rather than relying on console-like modes. On the control side, Visions of Mana has support for controller and keyboard + mouse inputs. You can also change the controller glyphs which is always a welcome option. Speaking of console, Visions of Mana on PS5 is great after some tweaking. The default camera movement and distance felt awful. Having changed it to zoomed out and the camera speed to 10 resulted in a massively better feeling experience. The default gave me motion sickness in parts. I would also recommend toggling on auto-run. If you, like me, play on both current consoles or Steam Deck, I would grab Visions of Mana on PS5 for sure over Steam Deck until it gets some patches on the latter. Visions of Mana has higher highs but also lower lows than Trials of Mana, but it is a game I’m glad I got to experience by the end. If you enjoyed Trials of Mana and games like Tales of Arise specifically on the gameplay side, Visions of Mana is worth your time. I just wish the movement and PC port were better. In its current state, it is excellent to have a modern Mana game and Visions of Mana delivered on that front. Just don’t expect it to reach the highs of Secret of Mana. While it is rated Steam Deck Playable by Valve, I recommend playing it on PS5 rather than Steam Deck with how bare-bones the PC port is in its current state. Visions of Mana Steam Deck review score: 3.5/5 Gori: Cuddly Carnage Steam Deck Review When I first saw promotional art for Gori: Cuddly Carnage, I thought it would be a short horror game. I didn’t expect it to be a blend of Ratchet & Clank, Cyril Cyberpunk, and an action game with a ton of early 2000s humor sprinkled across. If that sounds good to you, just go download the demo because it is great. Gori: Cuddly Carnage has you playing as a badass cat in an action platformer that happens to have better combat than any recent game in the genre. While the aesthetic might not work for some, I found it perfectly suits the writing and was impressed by the smooth animations and visuals throughout my time playing it. On PC, Gori: Cuddly Carnage lets you adjust graphics presets (low, medium, high, very high), resolution, display mode, FOV, frame rate target (30fps to unlimited), toggle v-sync, toggle motion blur, toggle ray tracing, upscale method (off, DLSS, XeSS), and also adjust the quality for anti-aliasing, shadows, textures, effects, and post-processing. The PC version is quite a feature packed port for a game like this, and it controls perfectly on Steam Deck with good rumble as well. On Steam Deck playing at the very high preset with no upscaling used, expect to play with a 30fps target. I didn’t want to settle for just 30fps of course. Using the medium preset with no upscaling is good for playing with 45fps at 90hz on Steam Deck OLED. If you want to aim for 60fps or higher, I recommend playing with higher visuals but XeSS. Taking things all the way down at the low preset and XeSS set to ultra performance results in 90fps with some drops. It doesn’t look bad even now, but it is definitely a visual step down from native anti-aliasing. I also had access to Gori: Cuddly Carnage on PS5, and that version is just as impressive as the PC version with multiple performance modes including a ray tracing mode, 120fps mode, and more. It also has good DualSense support. When it comes to the game itself, Gori: Cuddly Carnage has some camera issues that affect platforming sections and also a few boss battles that annoyed me. While the latter could just be certain encounters not clicking with me, I hope the former can be addressed. Overall, I’m very pleased with how Gori: Cuddly Carnage is on Steam Deck, and expect it to get Verified very soon. The game itself surprised me with its quality, and it is one I won’t forget for a while. It excels with its fun gameplay, good writing, and great combat and feels right at home on Steam Deck from start to finish. It is just held back by a few annoyances. Gori: Cuddly Carnage Steam Deck review score: 4/5 Bloons Card Storm Steam Deck Gameplay Impressions When I learned about Bloons Card Storm, a collectible card game set in the Bloons game universe, I was curious about it. I had access to a Steam preview build of the game ahead of its full launch later this year on mobile and Steam, and it has been an interesting experience. Having played the Bloons games on iOS with touch controls, I wasn’t sure what to expect with Bloons Card Storm, but it feels right at home on Steam Deck with touch controls. As of now there is no controller support in the preview build, but it plays perfectly with touch controls. As for the game itself, Bloons Card Storm feels like a nice addition to the crowded genre. I played a few levels of the PvE mode and like how the team brought over Bloons characters and abilities to this world. If you’re new to Bloons, I recommend playing the super popular Bloons TD 6 or TD Battles 2 before, but you can still play and enjoy this one. I just hope the monetization is handled well when it launches because I can’t see what the in-game store is selling right now. I can safely say that it runs and looks great on Steam Deck even in its early preview build. Hopefully it gets controller support at or around launch though. It is shaping up to be a nice and accessible card game, and the cross platform multiplayer means I’m definitely going to get a few friends to give it a shot at launch. Age of Mythology: Retold Steam Deck Gameplay Impressions I’ve been very excited for Age of Mythology: Retold because I played the original a ton back in the day. The action RTS bringing together gods and monsters was already great on PC, but this remake had me more interested because it was coming to console day one. You might be wondering why that matters for a Steam Deck review, and I need to go back a bit to Age of Empires coming to Xbox for that. When Microsoft brought Age of Empires II Definitive Edition to Xbox, it played wonderfully with full controller support and a fantastic port. The company sadly did not bring this controller support to the PC version and I’ve had to rely on using the trackpad on Steam Deck to play Age of Empires II Definitive and also Age of Empires IV. I ended up playing both of those more on Xbox because I really love the controller support. It isn’t as good as playing with a mouse and keyboard for some specific areas, but I played enough of these games with a keyboard and mouse when they first released. Age of Mythology: Retold had a beta test on Steam, and when I tried it out, I was glad to see it included controller support even on Steam. This was enough for me to pre-order the game’s Premium Edition a few days ago to play on Steam Deck. So far, Age of Mythology: Retold feels great on Steam Deck, after making one change. By default, Age of Mythology: Retold is marked as Steam Deck Playable by Valve, but I actually couldn’t get it to boot up at all on my Steam Deck OLED or LCD models. It kept freezing or crashing. Moving to GE Proton 9-9 fixed this issue for me. I haven’t played enough to do a full review yet, but I’m glad at how good Age of Mythology: Retold feels and looks on Steam Deck right now. I’m looking forward to playing it more over the coming weeks. As for the best graphics settings for Age of Mythology: Retold on Steam Deck OLED, I need a bit more time to see how it performs later on. Right now, I’ve settled for 45fps at 90hz with a combination of medium settings with FSR 2 set to quality. It is going to be interesting to see how it fares later on in the campaign. Shadow of the Ninja – Reborn Steam Deck Gameplay Impressions Shadow of the Ninja – Reborn is Tengo Project and NatsumeAtari’s newest remake of a classic, and it is a damn fine release overall. Shaun is working on a full review of this one, but I wanted to cover how it feels on Steam Deck and also Xbox briefly. Shadow of the Ninja – Reborn on PC lets you adjust resolution and screen mode (borderless, windowed, and fullscreen). It only has 16:9 support, but the aesthetic absolutely shines on Steam Deck with the particle effects and crisp animation work. As for the PC port itself, there are some control issues if you want to use a keyboard, but I played Shadow of the Ninja – Reborn on Steam Deck only and it felt right at home on Valve’s handheld with fast loading and no performance issues. While Shadow of the Ninja – Reborn’s source game isn’t as amazing as the likes of Pocky and Rocky or even The Ninja Warriors like we’ve seen from Tengo Project in the past, it has gotten an excellent release that runs and looks perfect on Steam Deck and Xbox Series X. I also enjoyed playing it online through Steam Remote Play Together with a friend of mine in another country. If you aren’t sure about this one yet, I recommend downloading the demo and trying it out for yourself. News and Trailers Let’s start this week’s section with a brand-new extended showcase for Atlus’ upcoming RPG Metaphor: ReFantazio. It continues to look amazing and I can’t believe it is only a little over a month away. Watch the trailer below: Following that, Square Enix just posted new details for the upcoming Romancing SaGa 2 remake titled Romancing SaGa 2: Revenge of the Seven coming to Steam and consoles this October. Check out some new screenshots here and one showcasing Glimmer below: Now let’s shift gears to the Nintendo Indie Direct + Partner Showcase that had 99% games coming to or on Steam. I’ve included the highlights here. Marvelous USA had an impactful trailer for Rune Factory: Guardians of Azuma coming to Switch and Steam in Spring 2025. Watch it below: Bandai Namco announced Tales of Graces f Remastered for January 2025 release on Steam and all consoles with visual upgrades and DLC included. Watch the trailer below: Konami and M2 have released Castlevania Dawn of Sorrow, Portrait of Ruin, and Order of Ecclesia in one collection out now on Steam and all consoles. I’ll be reviewing this one next week so stay tuned for that. Capcom announced Capcom Fighting Collection 2 featuring Capcom Vs SNK, Power Stone, and 6 other games coming in 2025 to Steam, Switch, and PlayStation. Capcom also announced that the Marvel Vs Capcom collection launches in under 2 weeks. The excellent Cuisineer from Marvelous USA is coming to Switch and other consoles early next year alongside a big update for the Steam release. I’m definitely getting the physical edition. The Ghibli-inspired action-adventure game Europa was showcased for Switch during the Nintendo Indie World showcase and will launch on October 11th for Switch and Steam. Atelier Yumia: The Alchemist of Memories & the Envisioned Land, the next mainline Atelier game is coming to Steam and all consoles including Xbox, a series first, in early 2025, and it looks incredible. Tetris Forever is the new Gold Master Series release from Digital Eclipse coming this year featuring more than 15 playable classic games from the series’ history. Some have never seen a release outside Japan before. PowerWash Simulator is going deeper into the madness with the Shrek Special Pack coming soon for Steam and all consoles. FAIRY TAIL 2 from Gust and Koei Tecmo is finally coming to Steam, Switch, and other consoles beginning December 11th. Watch the trailer below: Fantastic Games: Presented by Day of the Devs will be taking place from September 20th to 22nd, and the full list of games and developers has been revealed. I’m excited for quite a few of those, and I even have played a few of those already (but I can’t say which ones yet!). Channel: Death by Night City, Big Sir Games darkwebSTREAMER by We Have Always Lived in the Forest Fear the Spotlight by Cozy Game Pals and Blumhouse Games Five Nights at Freddy’s: Secret of the Mimic by Steel Wool Grunn by Sokpop Collective Hollowbody by Headware Games Holstin by Sonka Horses by Santa Ragione Karma: The Dark World by Pollard Studio, Wired Productions and Gamera Games Pinball M (DLC) by Zen Studios Post Trauma by Red Soul Games and Raw Fury Skate Story by Sam Eng and Devolver Digital Tom the Postgirl by Oopsie Daisies SWORD ART ONLINE Fractured Daydream got two new character trailers this week. Check out the Yui and Oberon trailers below: D3 Publisher launched the first DLC pack for Earth Defense Force 6 in the form of Earth Defense Force 6 – Lost Days DLC 1. It is out now on Steam and PS5. Super Evil Megacorp posted a roadmap for TMNT Splintered Fate following its launch on Apple Arcade and Switch revealing that it will be Steam Deck Verified and more. Taiko no Tatsujin: Rhythm Festival is coming to Steam and current consoles on November 7th with 120fps support and more. It plays amazing on Steam Deck already. Try the demo here. Panic’s newest showcase aired a few days ago and it is absolutely worth watching if you like interesting games. Ahead of Tokyo Games Show, SEGA and Ryu Ga Gotoku Studio announced the next RGG Summit for September 20th at 3 AM PT. You can watch it below when the event begins: Pinball FX brings in Goat Simulator and The Princess Bride as DLC tables this week on Steam and other platforms. Stay tuned for my coverage of both of these and the game itself in the near future: The first DLC for That Time I Got Reincarnated as a Slime ISEKAI Chronicles, “A Strange Fate" is now available with Hinata as a new playable character and an original story by the original author. Watch the launch trailer below: SYNDUALITY: ECHO OF ADA has a new trailer with closed network test sign ups now live. Sign up here and watch the trailer for it below: The final bit of news is The First Descendant’s Season 1: Invasion now available bringing in a new descendent: Hailey, battle pass rewards, new dungeon invasions, and much more. New Steam Deck Verified & Playable games for the week A lot of interesting additions this week with the newly released Castlevania collection and Gundam Breaker 4 being marked as playable alongside Marvel Vs Capcom Fighting Collection: Arcade Classics getting Verified ahead of its launch in under two weeks. I’m also glad to see the upcoming Dragon Quest Monsters release and Regency Solitaire II get tested by Valve. Age of Mythology: Retold – Playable Castlevania Dominus Collection – Playable DRAGON QUEST MONSTERS: The Dark Prince – Playable GUNDAM BREAKER 4 – Playable MARVEL vs. CAPCOM Fighting Collection: Arcade Classics – Verified Pool Panic – Verified Regency Solitaire II – Verified Sam & Max: The Devil’s Playhouse – Verified The Elder Scrolls Online – Playable Visions of Mana – Playable Steam Deck Game Sales, Discounts, and Specials The notable sales of the week include a Tales of franchise sale where I recommend Tales of Berseria as the best game in the series on Steam followed by Tales of Arise, Kingdom Come Deliverance at 90% off, and Red Dead Redemption II at 60% off on Steam. Note that for Red Dead Redemption II, you can’t buy the Steam version outside Steam while you can for the other games I’ve mentioned here. That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 30th, 2024. In today’s article, we have a handful of new releases to look at as we bid farewell to August. A few decent ones, and a few unique ones. Outside of that, there isn’t much more than the lists of new sales and expiring discounts. This has been a busy week for me in many ways, but we should be back to the normal routine next week. Let’s get to what we’ve got! Select New Releases Umamusume: Pretty Derby – Party Dash ($44.99) I say thee neigh, Umamusume! Everyone’s favorite horse-girls arrive on Switch with this party game for up to four players via local or online multiplayer. There are four different minigames to play, and you get a full story mode with twenty-five playable characters to enjoy. It’s unbridled excitement for fans of the series, so if that’s you it’s time to start horsing around with your friends. I give you free rein to be as sore of a winner as you like, but get ready to hoof it if they get mad about it. Super Dark Deception ($17.99) Take Dark Deception, and then imagine how that would look as a sprite-based 2D game. Would it look like Super Dark Deception? Maybe not, but someone’s idea of it clearly did because here we are. Try to escape the mazes with your life intact, using anything and everything at your disposal to avoid being killed by the roaming creatures that go bump in the night. At launch, the game only includes the first chapter, consisting of four levels. More will be added over time as free DLC, but do consider that relatively low amount of content and admittedly uncertain future before purchasing. Forest, Fields and Fortresses ($4.99) A tile-placing puzzle game where you’re building a kingdom one piece at a time. There are two modes of play here. One is a puzzle mode where you have a set number and type of pieces and need to place them in such a way that you’ll earn enough gold to pass. The other mode is called Adventure Mode, where you can unlock and use a variety of starting maps and a random assortment of pieces to build with. Not bad at all if you’re looking for an affordable bit of puzzling fun today. Date Z ($14.99) A choice-based visual novel dating sim where you have to find a date by Friday or die. Well, no pressure there. There are five potential partners to woo, and naturally a bunch of different endings to uncover. I was ready to write it off as another in the big pile of games like this, but then I saw the above screenshot. How do I not include a game with that kind of screenshot on its store page? Bedrotting ($14.99) Well, this is a horror game premise I haven’t seen before. You play as a young girl who has been in a car accident. While your body is fine, your mental state isn’t. You can’t seem to get up out of your bed, basically. You need to survive for twenty days, which means eating, using a bucket as a toilet, and doing whatever you can to keep yourself together. That last bit becomes a very big problem as strange visions start to appear. Are they real? Your imagination? Does it matter? One for the enjoyers of creepy games, I’d say. Sales (North American eShop, US Prices) Not quite as interesting a list of new sales as yesterday’s, but if you’re looking to fill up on Pinball FX tables a number of them are discounted right now. Retro City Rampage DX and Shakedown: Hawaii are at their lowest prices yet, and that may be of interest to some. Over in the weekend outbox, the latest sale from Limited Run Games is wrapping up. Grab what you must. Select New Sales WitchSpring R ($35.99 from $39.99 until 9/5) Dice Make 10! ($3.59 from $3.99 until 9/5) Bug & Seek ($11.24 from $14.99 until 9/5) The House of Da Vinci 2 ($4.99 from $9.99 until 9/6) Kingdom Rush ($5.49 from $9.99 until 9/6) Kingdom Rush Origins ($8.24 from $14.99 until 9/6) Kingdom Rush Frontiers ($5.49 from $9.99 until 9/6) Dance of Death: Du Lac & Fey ($2.39 from $15.99 until 9/6) Charlie Brown Christmas Pinball DLC ($2.74 from $5.49 until 9/9) Marvel Pinball Collection 1 DLC ($11.99 from $23.99 until 9/9) Tiny Thor ($9.99 from $19.99 until 9/12) Cilla ($5.59 from $6.99 until 9/12) The Legend of Dark Witch ($3.49 from $6.99 until 9/12) The Legend of Dark Witch Ep. 2 ($8.99 from $9.99 until 9/12) Brave Dungeon + Dark Witch Story ($4.49 from $8.99 until 9/12) Forward To The Sky ($9.79 from $48.99 until 9/13) Wall World ($4.99 from $9.99 until 9/13) The Oregon Trail ($17.99 from $29.99 until 9/19) Sherlock Holmes The Awakened ($9.99 from $39.99 until 9/19) Mercenaries Saga Chronicles ($7.49 from $14.99 until 9/19) Shadows of Adam ($7.49 from $14.99 until 9/19) Retro City Rampage DX ($3.49 from $14.99 until 9/19) Shakedown Hawaii ($3.49 from $19.99 until 9/19) Rise: Race the Future ($6.59 from $16.49 until 9/19) Speed Overflow ($7.79 from $12.99 until 9/19) Path to Purge ($7.49 from $14.99 until 9/19) Sales Ending This Weekend Another Crab’s Treasure ($23.99 from $29.99 until 8/31) Arzette: The Jewel of Faramore ($11.99 from $19.99 until 8/31) Cosmic Star Heroine ($3.74 from $14.99 until 8/31) Dark Quest 3 ($7.59 from $18.99 until 8/31) Geometry Survivor ($1.99 from $4.99 until 8/31) Hot Wheels Unleashed ($5.99 from $39.99 until 8/31) Hot Wheels Unleashed GotY Edition ($11.99 from $79.99 until 8/31) Jurassic Park Games Collection ($17.99 from $29.99 until 8/31) Night Trap ($3.74 from $14.99 until 8/31) Oddworld Soulstorm ($17.49 from $49.99 until 8/31) Operation Wolf Returns ($10.49 from $29.99 until 8/31) The House in Fata Morgana ($19.99 from $39.99 until 8/31) Frog Detective: The Entire Mystery ($13.96 from $19.95 until 9/1) That’s all for today, this week, and this month, friends. As mentioned in the opening paragraph, this was an unusually busy week for me beyond my work here on the site. I apologize if things have seemed a bit light as a result. We’ll be back to the normal schedule next week, and that means plenty of reviews, new releases, sales, and some news. I hope you all have a wonderful weekend, and as always, thanks for reading!
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In our tour through retro games available to buy on Switch, we’ve worked our way through the NES, Game Boy, and SEGA Genesis selections among other more recent console libraries. This time we’re taking a look at the games that originated with Nintendo’s 16-bit console, the Super NES. While you can find plenty of great games from the console in the Nintendo Switch Online app, we’re instead looking at those games that dare to exist in the wilds of the Switch eShop. We’ve got ten of our favorites here, plus five more games that we’d like to see. No particular order, of course. Oh, and to cut off potential comments at the pass: Mega Man X isn’t here because I feel the input lag in the Legacy Collection hurts it too badly. Stone-cold classic, just not a great play experience on Switch. On with the show! Sparkster – Rocket Knight Adventures: Re-Sparked ($29.99) A very rare case of a Konami franchise born on a SEGA platform, Rocket Knight Adventures was a game Super NES owners could easily envy. While that game never came to Nintendo’s console, a version of the sequel did. Sparkster is the name of two distinct games, and the Super NES offering bearing that title is probably the better of the two. Not quite up to the original game, but plenty of fun. Rock ‘n Roll Racing – Blizzard Arcade Collection ($19.99) Before Blizzard became a household name for joking about phone ownership, it was making some very good console games. Also a pretty iffy Justice League fighting game, but we’re not here to talk about that. Instead, we’re talking about the highly enjoyable isometric racer that fused exciting gameplay with a fantastic licensed soundtrack. This game alone is worth the price of admission for this collection, but you get a handful of other cool Super NES games with it. Top Racer – Top Racer Collection ($19.99) More popularly known under the title Top Gear, Top Racer is one of the better choices in the racing genre on the Super NES. It rides the line between arcade and sim very well, and the soundtrack is absolutely outstanding. You get all three of the games in this set, and I’d argue the second game goes toe-to-toe with the first. The third game… well, how about those first two games, eh? Secret of Mana – Collection of Mana ($39.99) Square Enix seems to favor remakes with its Switch takes on its Super NES classics, and while those aren’t technically against my rules for these lists I think I’ll go with a purer choice. Secret of Mana can be found in the excellent Collection of Mana alongside the Game Boy original and the Super NES third game in the series. The emulation was handled by M2, so it’s working just as it did back in the day, bugs and all. Secret of Mana is a thoroughly enjoyable action-RPG, despite its many rough edges. You get to save Christmas at the behest of Rudolph! What more do you need? A fluffy dragon you can ride in a Mode 7 overworld map? Well, you get that too! TMNT IV: Turtles in Time – TMNT: The Cowabunga Collection ($39.99) The 16-bit generation was the era of beat ’em ups, and Turtles in Time jostles with Streets of Rage 2 for the title of king among the many challengers. It looks almost as good as the arcade game, plays even better, and leans into its time-traveling gimmick in a lot of fun ways. One of the best games on the Super NES full-stop, and I’m glad we’re able to buy it on modern consoles for the time being. Contra III: The Alien Wars – Contra Anniversary Collection ($19.99) Lots of Konami here again. It occupies a lot of spots in these lists, but it has earned it. Here’s the third Contra game, and the first to have no roots in the arcades whatsoever. It aims for a more futuristic setting and feel, and in true Konami style it pushes the hardware in a variety of fun ways. Sure, those Mode 7 overhead levels don’t play quite as well as you might like them to, but there’s no denying the style that runs through this entire game. Super Castlevania IV – Castlevania Anniversary Collection ($19.99) For some people, this is the best action-based installment in the Castlevania series. I’m not sure I’m fully on-board with that, but this is one heck of a great game. The visuals, sound effects, and music create an incredible vibe, and Simon’s overpowered whip skills make you feel like a real pro. The Super NES would see a lot of great action games, but few of them are as confidently showy as this one. A highly memorable game, and if you’re looking for a somewhat fairer entry point into the series this is one of the better choices. Zombies Ate My Neighbors – Zombies Ate My Neighbors & Ghoul Patrol ($14.99) Okay, Konami published this back in the day, but it’s really a Lucasarts title. A really unique one, at that. A stage-based top-down action game with tons of wacky enemies, locations, and tools you can find and use, Zombies Ate My Neighbors offered an experience you couldn’t find anywhere else on the console. Play alone or pull in a friend, especially if you want to make an actual go at beating this tough game. Aladdin – Disney Classic Games Collection ($29.49) The debate rages on about which 16-bit console version of Aladdin is better, but the nice thing about the Disney Classic Games Collection is that it doesn’t force you to choose. Both are here, have fun. Since this is a Super NES list, we’re talking about that version of the game. Directed by Shinji Mikami, who later got up to some zombie nonsense, this version of Aladdin can’t match the authentic presentation of the Genesis game, but makes up for it with some excellent Capcom platforming action. A bit of a breezy affair, but that’s not so bad sometimes. Puzzle Bobble/Bust-A-Move (16-Bit Console Version) ($7.99) Let’s squeeze a puzzle game in here to finish things out. Call it Bust-A-Move, call it Puzzle Bobble, either way you’re in for a good time. Shoot the bubbles, make the matches, and try to clear the field before you get squashed. A charming presentation and some devilish stage designs make this a hard one to put down. Sure, the sequels have a lot more to offer, but you can have plenty of good times with this version all on its own. And… 5 Super NES Games We’d Like to See on Switch Chrono Trigger I mean, of course. One of the best games on the console, and cited by many as the finest game in the genre. It’s a bit silly that it isn’t on Switch, even if there are probably good reasons for it. Well, this is a wishlist. I don’t care about reasons! I want results! Bring me pictures of Chrono! Er, bring me Chrono Trigger on Switch! SimCity The theme of these picks is going to be licensing issues from here on out, though I have to believe SimCity is somewhat possible. All we need is Electronic Arts and Nintendo to come together to make it happen, and it’s not like it hasn’t happened before. Why don’t we have any SimCity on Switch? Mysterious stuff. Give me this one and I’ll forget about how you parked the IP in the river, EA. For a while, anyway. Terranigma The one that got away for North American Super NES owners. Quintet’s run on the Super NES was outstanding, and I’d love to see all of them available to buy again. If I had to pick just one, it’s this one. A very enjoyable action-RPG with a story that will definitely stick with you, wrapped up in a gorgeous package that rivals what Square was doing on the console in a lot of ways. I’m hoping this can one day slip out of the vault it’s currently trapped in, even if that place isn’t on the Switch. U.N. Squadron There’s something about U.N. Squadron that tends to click with people who aren’t usually into shoot ’em ups. Maybe it’s the manga/anime-born style. Perhaps it’s the lenience afforded by the life bar. The cool jets? Maybe it’s the cool jets. Whatever the case, it would be amazing to see this game get a reissue. It’s tied up with a license which probably makes things difficult, but I’ll keep my fingers crossed that Capcom makes it happen someday. Spider-Man & Venom: Maximum Carnage The author’s bias on full display here, wow. Maximum Carnage? That iffy beat ’em up based on the comic event where Spider-Man defeats Carnage with the literal power of friendship? Yes. I love this game. It is stupid and kind of bad and I love it. I want it, even if I have to put up with it being packaged with Separation Anxiety or something. Get Green Jelly on the phone, patch Marvel into the conference call, find whoever bought the husk of LJN/Acclaim, and get it done. And that’s the list, friends. Are there any Super NES games you enjoy on the Switch? Any you would like to see? Feel free to sound off down in the comments and let us know what you’re thinking! It’s always interesting to hear the opinions of others on this kind of thing. As always, thanks for reading!
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HoYoverse’s Honkai Star Rail (Free) version 2.5 update titled “Flying Aureus Shot to Lupine Rue" was just showcased during a livestream. It will release on September 10th for iOS, Android, PS5, and PC. This update’s highlights are the Wardance ceremony, many new enemies, new characters: Feixiao, Lingsha, and Moze alongside the silkpunk saga in the Shackling Prison reaching its climax, and also reruns of Black Swan and Kafka (!). Topaz will be returning for a rerun in part 2 of version 2.5. Watch the newest Honkai Star Rail version 2.5 update trailer below: If you’ve not played the game yet, you can download Honkai Star Rail on the App Store for iOS here, on Google Play for Android here, and here on the Epic Games Store in addition to its regular PC version. Check it out here on PS5. Have you been playing Honkai Star Rail recently and what do you think of 2.5 so far?
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 29th, 2024. We’ve got another big plate of new releases to check out today, and that’s going to be the bulk of the column as it usually is on Thursdays. We also have a relatively hefty list of new sales to delve into, and that’s really about it. We can’t have Nintendo Directs every day, after all. Let’s get to the games! Select New Releases Emio – The Smiling Man: Famicom Detective Club ($49.99) After a few decades without any sequels, Famicom Detective Club is back. This new case is very faithful to the original games, for better or worse. You get an entirely new mystery to unravel, and in terms of the presentation it’s relatively similar to the remake releases in Switch a little while back. Can you solve the latest serial murder case? I’ll be giving it a try in my review, coming soon. Gundam Breaker 4 ($59.99) Mikhail has already written a veritable book on this game in his review, so I’ll just direct you towards that if you want a full breakdown of the gameplay and how it performs on Switch. The short version is that you’re building and battling Gunplas, and while this Switch port is obviously going to falter behind the others in terms of performance, it does the job well enough that if it’s the option in front of you, it’s more than fine. Anyway, go read Mikhail’s review. It’s a goodie. Shadow of the Ninja – Reborn ($19.99) Tengo Project has had a very good run with its remakes/re-imaginings so far. Wild Guns Reloaded, The Ninja Saviors: Return of the Warriors, and Pocky & Rocky Reshrined brought back some 16-bit cult favorites with a lot of awesome extras. Shadow of the Ninja – Reborn sees the team applying its touch to an 8-bit game, and as you might imagine it’s quite a bit more different from its source material than the aforementioned games. Still, if you’re fixing for an action-platformer with a classic style, this will serve you. I’ll be reviewing this early next week, so watch for that. Valfaris: Mecha Therion ($19.99) This is a follow-up to Valfaris, but don’t expect more of the same kind of gameplay you saw in that game. No, this is a 2.5D side-scrolling shoot ’em up, and it’s decent enough. I think some people were caught off guard by the genre shift and were put off as a result, but embrace the change and you’ll find plenty to enjoy. Yes, this is another one I’ve got a review coming up for. Funny how that works! Nour: Play With Your Food ($9.99) I’d like to pretend I know what’s going on with this game, but I really don’t. Those sure are some nice images of food, though. And you’re meant to play with all of that? Take some pictures, I guess? Look for secrets? Maybe I’ll dispatch our pal Mikhail to investigate this further. It seems like his sort of thing. Monster Jam Showdown ($49.99) If you like monsters, or you like jam, then… I have no idea if you’ll like this game. It’s about Monster Jam, the monster truck thing. No preserves or strawberries or goblins at all. Well, what can you do? It has support for multiplayer, both local and online, and seems to have plenty of modes and such to play around with. It seems to have met with a middling reaction on other platforms, but monster truck fans don’t have a whole lot of choices in front of them, I suppose. If that’s you, do what you must. WitchSpring R ($39.99) I think this is a remake of the original WitchSpring, but I might be wrong about that. WitchSpring to me was always the mobile “we have Atelier at home" series, and in that capacity and at that price point, it served its role well enough. Now that it’s getting very near to the price of an actual Atelier game, I’m not sure if I’m quite so on board with it. But if you’re willing to give it a go, it does look like the nicest WitchSpring game so far. Depths of Sanity ($19.99) Oh, this is one of those undersea exploration games. Those always have an interesting vibe to them. This one leans into the fantastical horror side of things, as you might expect from the title. You’re trying to figure out what happened to your missing crew, and you’ll have to poke around a big, dangerous interconnected underwater world to sort it all out. Yes, there will be fighting. This one is well-regarded on other platforms by fans of exploratory action games, and I suspect it will find an eager following on the Switch as well. Voltaire: The Vegan Vampire ($19.99) Kids, am I right? Voltaire is rebelling against his vampiric daddy by taking up a vegan lifestyle to prove there are other ways to live than biting necks. Daddy doesn’t dig that, and is going to try to teach his son a lesson. What this amounts to is farming, of course. This is the Switch, after all. But also some action, because you’re going to need to fend off daddy’s attempts to mess things up for you. I’m a little bit burnt out on this genre at the moment, but if you’re more energetic about picking up a hoe than I am you might want to check this one out. Marble Abduction! Patti Hattu ($11.79) One of those marble roller games, this one with seventy stages and eighty marbles to collect. There are some secret collectibles to find, and special challenges that will score you some of the rarer marbles. The usual appeal is here of trying to go as fast as you can without flying off the track, so if that’s your thing then here is a heaping helping of it. Leo: The Firefighter Cat ($24.99) We’ve seen a few firefighting games on the Switch so far, but most of them aim for a somewhat realistic style. But you know what? Kids can often be interested in firefighting too, and there might be something in a firefighting game more geared towards their tastes. There are twenty missions here, and it seems to have the main details you would want to see in this kind of thing. I doubt it’s Fancy Feast, but it will probably do the job for the right kind of kid. Gori: Cuddly Carnage ($21.99) And on the opposite end of the cat game spectrum, here is a grotesque action game about a hoverboarding cat who slices and dices his foes with glee. Early reports seem to indicate that the game itself is decent enough, but this Switch version suffers from a lot of technical issues that drag down the overall experience to a meaningful degree. Not to the point where there isn’t any joy to be had in it, but worth thinking twice about if you’re bothered by framerate issues at the very least. Arcade Archives Finalizer Super Transformation ($7.99) You know, I consider myself a relatively knowledgeable fellow when it comes to video games. But every once in a while, Hamster pulls out a game for Arcade Archives that I really have no memory of, and this 1985 Konami vertical shooter fits that bill. The gimmick here is that instead of a ship, you’re a transforming robot hero of some sort. Let’s call it a Blundam. Grab power-ups to change your form or activate various powers. As shooters go, this is very much a post-Xevious pre-Tiger Heli affair. There’s a charm to that, if that’s the flavor you’re after. EGGCONSOLE Xanadu Scenario II PC-8801mkIISR ($6.49) A very early example of an expansion pack for a video game, Xanadu Scenario II gives you a whole new underworld to explore. Since this was originally an expansion and not a new game, the gameplay mechanics and many other elements are identical to the first game. It’s naturally more difficult too, so you’ll likely want to finish the first game before trying this one. The most noteworthy thing about it? This game features the debut of the legendary video game composer Yuzo Koshiro, then just 18 years old. That might be reason enough alone to drop the cash for this depending on your tastes and interest in gaming history. The Backrooms: Survival ($10.99) A bit of horror, a bit of survival, a bit of roguelite, and overall a game that many players have enjoyed over on PC. You can play with up to ten players online, and that’s really the ideal experience for this game. Playing solo, it’s going to be more of a specific taste thanks to its repetitive-by-design nature. Can of Wormholes ($19.99) You are a sentient tin can, and you need to deal with worms in a variety of ways in this clever little puzzle game. You get one hundred hand-crafted puzzles to solve, and the game is really sharp about sprinkling in new ideas as you go so that it never gets stuck in a rut. Something of a whiff of Stephen’s Sausage Roll about it, and that is in no way a bad thing. A real winner for puzzle game fans, if you ask me. Ninja I & II ($9.99) A pair of modern NES games running under emulation that are essentially a ninja spin on Wario Ware-style microgames. All of them are competitive, so you’re either pulling in a friend for local multiplayer or going up against a CPU that may or may not drive you up the wall. Kind of neat to see game like these running on NES specs, if nothing else. Dice Make 10! ($3.99) Sometimes these unassuming titles can be a lot of fun, and this is one that does it for me. You have two modes of play here, one with Tetris-style falling blocks and the other where you’re just placing pieces like those wood block puzzle games. Regardless of which version you play, your goal is make rows or columns where the faces of the dice add up to ten or multiples of ten. They’ll clear out, and on you go with the next line. Yes, I like it. Very good. Sales (North American eShop, US Prices) It’s the 30th anniversary of The King of Fighters, and Hamster and SNK are celebrating with a sale on every single game in the series on Arcade Archives. Time to finish your collection if you haven’t got them already. There are also a ton of Pixel Game Maker Series games at their lowest prices yet, so if you’ve been holding off on those, perhaps now is the moment. Nothing too thrilling outside of those, but you might as well check while you’re at it. A few good indies in the outbox, so I recommend giving that a scan as well. Select New Sales Kamitsubaki City Ensemble ($3.59 from $3.99 until 9/3) Floogen ($1.99 from $3.99 until 9/4) Rolling Car ($1.99 from $7.99 until 9/4) Fluffy Horde ($1.99 from $9.99 until 9/4) Gum+ ($1.99 from $7.99 until 9/4) Stunt Paradise ($5.19 from $7.99 until 9/4) My Time at Portia ($4.49 from $29.99 until 9/6) SpongeBob Krusty Cook-Off ($4.94 from $14.99 until 9/9) PPA Pickleball Tour 2025 ($29.99 from $49.99 until 9/11) Talisman: Digital Edition ($2.99 from $5.99 until 9/12) Mystic Vale ($4.99 from $9.99 until 9/12) Baron of Blood ($4.95 from $9.90 until 9/12) Fighting Fantasy Legends ($4.99 from $9.99 until 9/12) Deathtrap Dungeon ($4.99 from $9.99 until 9/12) White Eternal ($3.24 from $6.49 until 9/12) ACA NEOGEO The King of Fighters ’94 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters ’95 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters ’96 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters ’97 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters ’98 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters ’99 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters 2000 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters 2001 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters 2002 ($3.99 from $7.99 until 9/12) ACA NEOGEO The King of Fighters 2003 ($3.99 from $7.99 until 9/12) Kittey 64 ($2.49 from $4.99 until 9/12) Last Bloody Snack ($1.99 from $9.99 until 9/12) PGMS Cat and Tower ($2.49 from $4.99 until 9/12) PGMS Cat and Castle ($3.74 from $4.99 until 9/12) PGMS Pentacore ($6.59 from $9.99 until 9/12) PGMS BombMachine Gunzohg ($3.95 from $5.99 until 9/12) PGMS Pearl Vs Grey ($3.99 from $7.99 until 9/12) PGMS Hunter of Devil ($3.74 from $4.99 until 9/12) PGMS Lunlun Superherobabys DX ($3.74 from $4.99 until 9/12) PGMS Storm Swordsman ($5.27 from $7.99 until 9/12) PGMS Project Nosferatu ($8.99 from $14.99 until 9/12) PGMS Ninja Runner ($2.50 from $5.00 until 9/12) PGMS Ninja Sneaking R ($3.59 from $5.99 until 9/12) PGMS Ninja Sneaking VS ($3.60 from $6.00 until 9/12) PGMS Angel’s Gear ($7.49 from $9.99 until 9/12) PGMS Angel’s Blood ($5.99 from $9.99 until 9/12) PGMS Ninja Otedama R ($3.59 from $5.99 until 9/12) PGMS Tentacled Terrors ($8.99 from $11.99 until 9/12) PGMS Loplight ($3.29 from $4.99 until 9/12) PGMS ClaM KNight ($2.99 from $5.99 until 9/12) PGMS Jetman ($5.99 from $9.99 until 9/12) PGMS Lab ($4.19 from $6.99 until 9/12) PGMS Steel Sword Story S ($5.99 from $9.99 until 9/12) PGMS Arcanion: Tale of Magi ($6.59 from $10.99 until 9/12) PGMS Shiba Mekuri ($2.74 from $5.49 until 9/12) PGMS Buraigun Galaxy Storm ($8.99 from $11.99 until 9/12) PGMS Block Slime Cave ($3.50 from $7.00 until 9/12) PGMS Game Battle Tycoon ($7.49 from $14.99 until 9/12) PGMS MessiahEnd Refrain ($2.99 from $4.99 until 9/12) PGMS Oma2ri Adventure ($2.47 from $4.95 until 9/12) PGMS Dandan Z ($5.99 from $9.99 until 9/12) PGMS Cham The Cat Adventure ($5.49 from $10.99 until 9/12) PGMS Verzeus ($7.91 from $11.99 until 9/12) PGMS Oumuamua ($4.99 from $9.99 until 9/12) PGMS Jewelinx ($3.99 from $7.99 until 9/12) Sushi Battle Rambunctiously ($13.99 from $19.99 until 9/13) My Incubi Harem ($2.99 from $4.99 until 9/13) Hot Blood ($7.49 from $9.99 until 9/13) Jenny LeClue Detectivu ($2.99 from $24.99 until 9/18) Asterix & Obelix Slap Them All ($12.49 from $24.99 until 9/18) The Sisters 2 Road to Fame ($14.99 from $29.99 until 9/18) Noob: The Factionless ($19.99 from $39.99 until 9/18) New Joe & Mac: Caveman Ninja ($11.99 from $29.99 until 9/18) Garfield Lasagna Party ($15.99 from $39.99 until 9/18) Muv-Luv Remastered ($26.99 from $29.99 until 9/19) Muv-Luv Alternative Remastered ($35.99 from $39.99 until 9/19) Sales Ending Tomorrow, August 30th #BLUD ($19.99 from $24.99 until 8/30) 8th Millennium: WAtPG ($7.49 from $29.99 until 8/30) Alpha Particle ($3.39 from $9.99 until 8/30) Batman: The Enemy Within ($7.49 from $14.99 until 8/30) Batman: The Telltale Series ($7.49 from $14.99 until 8/30) Empire of Angels IV ($6.79 from $19.99 until 8/30) Enter Digiton: Heart of Corruption ($2.39 from $7.99 until 8/30) Forager ($6.99 from $19.99 until 8/30) Hell Well ($2.49 from $4.99 until 8/30) Midnight Fight Express ($11.99 from $19.99 until 8/30) Mineko’s Night Market ($13.99 from $19.99 until 8/30) Moonscars ($13.99 from $19.99 until 8/30) OBAKEIDORO ($9.99 from $19.99 until 8/30) Puddle Knights ($2.99 from $9.99 until 8/30) Roxy Raccoon’s Pinball Panic ($6.99 from $9.99 until 8/30) Slay the Spire ($8.49 from $24.99 until 8/30) Space Mercenary Defense Force ($3.49 from $4.99 until 8/30) Super Woden GP ($5.99 from $11.99 until 8/30) Supraland ($9.99 from $19.99 until 8/30) Surmount ($9.89 from $14.99 until 8/30) The Last Dragon Slayer ($3.74 from $14.99 until 8/30) The Last Worker ($3.99 from $19.99 until 8/30) Thunder Ray ($7.49 from $14.99 until 8/30) Unpacking ($9.99 from $19.99 until 8/30) Void Bastards ($8.99 from $29.99 until 8/30) That’s all for today, friends. We’ll be back tomorrow to finish up the week, with the remaining new releases, sales, and major news items on the schedule. Maybe some reviews? Perhaps. We’ll see. There’s a huge typhoon blowing through here this week, and I should acknowledge there is a chance I won’t be able to get to my office to do tomorrow’s article. We’ll cross that bridge when we come to it. I hope you all have a thrilling Thursday, and as always, thanks for reading!
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This week, Apple Arcade sees a major game update for Apple Vision Pro and a few notable updates. Castle Crumble [apprice url="https://apps.apple.com/us/app/castle-crumble/id1616814625"] for Apple Arcade has been updated to be a fully universal game with support for iPhone, iPad, Mac, Apple TV, and Apple Vision Pro. Apple is treating this like a new release ahead of September’s game launches. Read about those here. As for the regular game updates, the highlights include Puyo Puyo Puzzle Pop bringing in three new character episodes, Meena as a playable character, and seven new BGM songs from the series. Crayola Adventures has a new micro story added with Video Games Day celebrations going on with Lights Camera Action and Pixel Madness. The Koala Face accessory is also available in-game. Time to Puyo-Party with even more Playable Pals! #PuyoPuyoPuzzlePop Update 1.5.0 has arrvied! Join additional playable characters and jam to 7 new BGM selections! #PuyoPuyoPuzzlePop is available now on @AppleArcade!https://t.co/PFEStkKxeO pic.twitter.com/e29H0op4k9 — Puyo Puyo Official (@PuyoOfficial) August 28, 2024 SpongeBob: Patty Pursuit brings in its next Tale of the deep with Karate Island where you can play as Sandy. Jetpack Joyride 2 brings in a new event taking Barry to outer space looking for a new signal. stitch. brings in new hoops featuring Taekwondo. The final notable update is Zookeeper World bringing 12 new puzzle stages. With the updates done, head over to our forum threads for Puyo Puyo Puzzle Pop here, Castle Crumble here, Crayola Adventures here, SpongeBob: Patty Pursuit here, and Zookeeper World here. For all other Apple Arcade related things, check out our dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Apple’s newly released games and updates recently?
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Last month, GungHo announced a new casual RPG for mobile in the form of Disney Pixel RPG (Free), due later this year. Today, Gungho has released (via Gematsu) the first trailer for Disney Pixel RPG. Disney Pixel RPG aims to let players explore with pixel versions of Disney characters across multiple worlds with battles, action, rhythm, and more challenges. It features an original story taking you on a journey with Mickey Mouse and other characters with many customization options. Watch the first gameplay trailer for Disney Pixel RPG below: Disney Pixel RPG is currently listed for October 7th on the App Store, but this should be treated as a placeholder date since it was originally listed for early September as a placeholder and that has already changed. Disney Pixel RPG is set for release this year on iOS and Android as a free to play game with in app purchases. Check out the official English website for Disney Pixel RPG here. If you’d like to play Disney Pixel RPG, you can pre-order it on the App Store for iOS here and pre-register for it on Google Play for Android here. What do you think of Disney Pixel RPG so far based on its debut trailer? Update: Added new English trailer.
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Earlier this month, Bandai Namco Entertainment and developer Ganbarion revealed Dragon Ball Project:Multi, the franchise’s first 4v4 team based battle game, with a regional closed beta planned. Today, Dragon Ball Project:Multi has gotten three new character trailers with the closed beta now available in select regions. The new trailers focus on three characters focusing on their gameplay. Watch the Dragon Ball Project:Multi Piccolo trailer below: Watch the Dragon Ball Project:Multi Super Saiyan Goku trailer below: Watch the Dragon Ball Project:Multi Krillin trailer below: Dragon Ball Project:Multi still doesn’t have a release date or window yet, but the closed beta is available now until September 3rd at 5:59 AM UTC on iOS, Android, and Steam. You can currently wishlist Dragon Ball Project:Multi on Steam here. The Dragon Ball Project:Multi regional closed beta is available in Canada, France, Germany, Japan, South Korea, Taiwan, United Kingdom, and the United States. Check out the official Dragon Ball Project:Multi English website here. What do you think of Dragon Ball Project:Multi and the new character trailers?
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Square Enix just announced that Final Fantasy Brave Exvius (Free) is shutting down on October 30th (this year) following its debut back in June 2016. Since launching on mobile, Final Fantasy Brave Exvius has seen many collaborations including ones with some of Square Enix’s best games like NieR: Automata and also its other titles like Final Fantasy XV. It is being shut down because Square Enix says that it will be “difficult to maintain the app experience." Following this announcement, in app purchases will no longer be offered but you will be able to use anything you’ve bought until service ends. Bundles will no longer be sold as well. [Important Notice] Thank you for playing FINAL FANTASY BRAVE EXVIUS. We regret to announce we have made the difficult decision to discontinue the FINAL FANTASY BRAVE EXVIUS app service as of October 30, 2024 23:59 (PDT). Please see details here: https://t.co/vcL5Dn8xe4 pic.twitter.com/W6U9QArq5O — FINAL FANTASY BRAVE EXVIUS (@FFBE_EN) August 29, 2024 On October 30th at 23:59 PDT, service will end and accounts will be deleted. If you’d like to play Final Fantasy Brave Exvius until then, you can grab it on the App Store for iOS here and on Google Play for Android here. Read our review of the original game launch here. If you’d like to check out discussions from the game’s launch until now, check out our very old forum thread here. Have you played Final Fantasy Brave Exvius before and what do you think of today’s announcement?
Each and every day new mobile games are hitting the App Store, and so each week we put together a big old list of all the best new releases of the past seven days. Back in the day the App Store would showcase the same games for a week, and then refresh those features each Thursday. Because of that developers got into the habit of releasing their games throughout Wednesday or very early Thursday in order to hopefully get one of those coveted features spots. Nowadays the App Store refreshes constantly, so the need for everyone to release all on the same day has diminished. Still, we’ve kept our weekly Wednesday night format as for years that’s the time people knew to check TouchArcade for the list of new games. And so without further ado please check out the full list of this week’s new games below, and let us know in the comments section which games you’ll be picking up! Death Travelers (Free) iTunes Description The Afterworld needs your help to stop it from collapsing! Travel the Afterworld’s various realms to save lost souls. Dodge and destroy obstacles along the way while stabilizing it with the resonance of music. Build your base, upgrade your car, unlock various abilities, play new music, and above all have some fun! Can you save the lost souls and stabilize the Afterworld? Forum Thread: Death Travelers (by Death Travelers LLC) Dusk of Dragons: Survivors (Free) iTunes Description Survive in a Medieval Fantasy World with Dusk of Dragons: Survivors! Immerse yourself in a thrilling survival sandbox where you’ll face extreme weather, hunger, traps, and hordes of zombies. As a true survivor, you’ll need to master the wilderness and outwit the undead. Forum Thread: Dusk of Dragons: Survivors (by COREGAMES) Harvest Moon Home Sweet Home ($17.99) iTunes Description Head back to your roots and leave the city life for your childhood village of Alba in Harvest Moon: Home Sweet Home, where the freshest fish and tastiest veggies are grown and caught by the local farmers and anglers! However, with its population getting older and younger villagers leaving for the big city, Alba Village has seen better days, so can you help turn it from a village on the decline to one of prosperity? With its beautiful surroundings, Alba definitely has the potential, so work hard to bring tourists and even new residents to this sprawling green village! Reunite with your childhood friend and other familiar faces to help put Alba on the map! Forum Thread: Harvest Moon Home Sweet Home (by Natsume Inc) MMC KENKEN Math (Free) iTunes Description Stretching the ability to make fun becomes academic ability – Solving puzzles in a fun way improves academic ability The hit teaching material that has sold over 2.5 million copies has been turned into game software as “Daizen"! A total of 3,000 math puzzles for children and adults to learn while having fun. Forum Thread: MMC KENKEN Math (by Tetsuya Miyamoto / KenKen Puzzle LLC / Gakken / MAGES.) Ocean Keeper Mobile (Free) iTunes Description A roguelike shooter with a top-down view where you play as a Miner whose spaceship has crashed on a planet, filled with underwater monsters! Use the time between each attack to power up your diver, mech, or weapon. Build automatic turrets, use drones to gather resources and improve your skills to increase your chances of survival. Discover mysterious locations and fantastic undersea deep biomes. EACH time you explore the underwater worlds, the layout changes, making every journey unique. You never play the same scenario twice in this drill dungeon core roguelite. Forum Thread: Ocean Keeper Mobile (by RetroStyle Games) Ogu and the Secret Forest (Free) iTunes Description Explore the wonderful world with baby Ogu! ‘Ogu and the Secret Forest’ is a 2D adventure game with hand-drawn characters and various types of puzzles. Befriend bouncy characters and defeat strange creatures to unravel the mystery of the charming world. Forum Thread: Ogu and the Secret Forest (by Sinkhole Studio Inc.) RWBY: Arrowfell (Free) iTunes Description Dive into an explosive new RWBY action-adventure! Instantly switch between all four members of Team RWBY — Ruby Rose, Weiss Schnee, Blake Belladonna, and Yang Xiao Long — and use their signature weapons and Semblances to battle the Creatures of Grimm and other foes in this in-canon story set during RWBY Volume 7. Featuring voiceovers from RWBY’s original cast, all-new cutscenes from the team behind the show, and a brand-new theme song by Jeff Williams and Casey Lee Williams, RWBY: Arrowfell lets you explore Atlas and the surrounding areas to solve environmental puzzles, slay massive bosses, power up with Skill Points, and interact with characters such as Penny, Winter, and General Ironwood, as well as the enigmatic new team of Huntresses, Team BRIR! Only Team RWBY can protect Remnant from a mysterious new threat in RWBY: Arrowfell! Forum Thread: RWBY: Arrowfell (by Crunchyroll) SlidewayZ: A Musical Journey (Free) iTunes Description Welcome to SlidewayZ, a new kind of sliding block puzzle! Slide adorable character pieces through fun worlds to collect soothing classical music. Easy to learn and fun to play, SlidewayZ adds a new twist to sliding block puzzles with moves from games like chess and other classic board games. A gentle soundtrack of Classical music helps you unwind from the stresses of the day. Perfect for commuting or a quick brain break, no internet connection required! Filled with collectables, beautiful art and engaging gameplay, SlidewayZ will provide hours of low-key puzzling fun! Forum Thread: SlidewayZ: A Musical Journey (by DiG-iT Games) Snake.io (Free) iTunes Description It’s a snake-eat-snake world: Slither around the screen to collect energy, grow bigger and devour your competition in this fast-paced arcade game. You’ll start out as a small snake in each round. Eat energy pellets to expand your size, and surround or cut in front of other snakes to explode them into (edible) segments. But watch out — because they’ll be trying to do the same to you. In this reptilian battle royale, how long can you stay in one piece? Forum Thread: Snake.io (by Kooapps) Spidersaurs (Free) iTunes Description Alert! Alert! The nightmarish dinosaur-spider hybrids known as Spidersaurs have run amok and only you (and a friend in co-op mode) can stop them! Created by InGest Corp to provide the meat and muscle that humanity needs to end world hunger, the Spidersaurs are now on the loose, leaving it to two former taste-testers – officer-in-training Adrian and punk-rocker Victoria – to use their awesome firepower to overcome six stages of ferocious run-‘n’-gun action. Blast through a sweltering jungle, an infested laboratory, the heart of a live volcano, and more! The tangy food source with a bite is biting back, but by grabbing power-ups, gaining new abilities, and obliterating everything in sight, you can send these mutant monstrosities back to the stone age. Forum Thread: Spidersaurs (by WayForward)
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 28th, 2024. Gosh, that presentation yesterday sure had a lot of good stuff in it, didn’t it? A bunch of shadow dropped games, too. That means our usually quiet Wednesday is anything but, and that’s not a bad thing. We’ve got a bit of news, a look at all the new games on the eShop today, plus the usual lists of new and expiring sales for the day. Lots to see, so let’s get going! News The Partner/Indie World Showcase Had Plenty to Offer Sandwiching together two slightly smaller versions of the usual types of Directs was an interesting choice, and it means we got a bunch of announcements. I can’t go through all of them here, but highlights included some shadow drops we’ll talk about in the New Releases section, Capcom Fighting Collection 2, the Suikoden I & II remakes, Yakuza Kiwami, Tetris Forever, MySims, Worms Armageddon: Anniversary Edition, new Atelier and Rune Factory games, and many, many more. I’d advise just setting aside some time and watching the video. Skim if you must. Plenty of great games there for a variety of tastes. Select New Releases Castlevania Dominus Collection ($24.99) One of the many cool shadow drops from the Direct was a third Castlevania collection. This one includes the three Nintendo DS games: Dawn of Sorrow, Portrait of Ruin, and Order of Ecclesia. It also includes the absolutely rancid arcade game, Haunted Castle, and as an extra, a remake of Haunted Castle by the folks at M2. It’s a lot better. As you would expect from this developer, this is a top-notch treatment that features great emulation and pretty much all of the features you’d want. An absurd value for the price. Pizza Tower ($19.99) The Wario Land-inspired frenetic platformer dashes on to the Switch with this Direct shadow drop. Make your way through the five massive floors of the Pizza Tower in order to destroy it and save your restaurant. If you miss Wario’s handheld adventures, you’ll really want to grab this. If you have no strong Wario feelings but like platforming, you should also give this a look. We’re hoping to review this one, but we’ll have to see how things go. Goat Simulator 3 ($29.99) The shadow drops continue. Look, it’s a Wednesday. If it weren’t for these, we wouldn’t have much at all. Anyway, Goat Simulator 3. You know how Goat Simulator works by now. I can’t verify how this game runs on Switch, but I know more powerful consoles struggle with it in places. So, you know, proceed with caution. Though I suppose even if it does run badly, it might just play into the whole sh**post nature of the game. Well, I leave it to you to decide. Silly goats doing silly things in an open world, may or may not make your Switch vomit blood. Peglin ($19.99) I know it’s cliche to armchair quarterback and talk about companies leaving money on the proverbial table, but I genuinely think Electronic Arts made a giant mistake by not putting Popcap’s games on the Switch in some form or another. Maybe even a collection? Well, they didn’t. They aren’t going to. And so we must scratch that itch in other ways, and for my fellow Peggle fans I can’t recommend Peglin enough. This one has been available on mobile for a while, and it’s just as good here on Switch. It’s basically Peggle blended into a turn-based RPG roguelite. We’ll have a review of this soon in case you need more details. Doraemon Dorayaki Shop Story ($20.00) How can Kairosoft spice up its now incredibly well-worn formula for simulation games? Well, I suppose one way is to add a license to the mix. That’s what we’ve got here with Doraemon Dorayaki Shop Story, a standard Kairosoft shop sim featuring the characters from the popular Doraemon manga and anime series. A decent effort has been made to do the license justice, and you might even spot some characters from the manga artist’s other works popping in as customers. Cute. Pico Park 2 ($8.99) More Pico Park for the Pico Park fans out there. Up to eight players can join in via local or online multiplayer, and this is one game where the rule of the more, the merrier is in full effect. Play through a bunch of puzzle stages that require some sharp thinking and cooperation to solve. One for those who didn’t get their fill with the first game, but not really different enough to be likely to pull in anyone new. And that’s fine. Kamitsubaki City Ensemble ($3.99) An affordable little rhythm game featuring music from Kamitsubaki Studio. Hit the notes, follow the story, enjoy the tunes. Not the fanciest dining, but for that price it doesn’t have to be. SokoPenguin ($4.99) Yes, that’s a Sokoban-style crate-pushing puzzler starring a penguin, alright. One hundred levels. You know if you want it or not. Q2 Humanity ($6.80) More quirky physics-based puzzles, over three hundred this time around. You’ll have to make use of your character’s abilities in addition to drawing to solve the problems now. Up to four players can get in on the fun, either via local or online multiplayer. Sales (North American eShop, US Prices) Mostly NIS America games in the inbox today, but you can also score some deals on Balatro, Frogun, and The King of Fighters XIII Global Match if you want. The outbox has a fair bit in it, so you’ll probably want to have a careful look through there and see if there’s anything you want. Select New Sales Bilkins Folly ($12.59 from $19.99 until 9/2) Balatro ($13.49 from $14.99 until 9/3) MLB The Show 24 ($19.79 from $59.99 until 9/10) Frogun ($8.99 from $14.99 until 9/11) Frogun Encore ($11.04 from $12.99 until 9/11) Death Road to Canada ($4.49 from $14.99 until 9/11) Demon Gaze Extra ($17.99 from $59.99 until 9/12) The King of Fighters XIII GM ($15.99 from $19.99 until 9/12) Lapis x Labyrinth ($7.79 from $29.99 until 9/16) Raiden III Mikado Maniax ($14.99 from $29.99 until 9/16) GrimGrimoire OnceMore ($24.99 from $49.99 until 9/16) Void Terrarium 2 ($19.99 from $39.99 until 9/16) Legend of Nayuta: Boundless Trails ($24.99 from $39.99 until 9/16) Rhapsody: Marl Kingdom Chronicles ($24.99 from $49.99 until 9/16) Saviors of Sapphire Wings/Sword City ($17.49 from $49.99 until 9/16) Disaster Report 4 ($17.99 from $59.99 until 9/16) Labyrinth of Galleria: TMC ($24.99 from $49.99 until 9/16) The Cruel King & the Great Hero ($13.49 from $29.99 until 9/16) R-Type Final 2 ($19.99 from $39.99 until 9/16) The Legend of Legacy HD ($34.99 from $49.99 until 9/16) Poison Control ($3.99 from $39.99 until 9/16) Labyrinth Legend ($5.99 from $14.99 until 9/16) Giraffe and Annika ($9.99 from $29.99 until 9/16) LA-MULANA ($4.99 from $14.99 until 9/16) LA-MULANA 2 ($9.99 from $24.99 until 9/16) The Princess Guide ($3.99 from $39.99 until 9/16) Ys VIII Lacrimosa of DANA ($19.99 from $39.99 until 9/16) Fallen Legion: Rise to Glory ($4.99 from $39.99 until 9/16) Fallen Legion: Revenants ($9.99 from $39.99 until 9/16) RPG Maker MV ($14.99 from $49.99 until 9/16) Happy Birthdays ($7.99 from $39.99 until 9/16) Penny-Punching Princess ($3.99 from $39.99 until 9/16) The Longest Five Minutes ($3.99 from $39.99 until 9/16) Disgaea 4 Complete+ ($17.49 from $49.99 until 9/16) Sales Ending Tomorrow, August 29th A Cat & His Boy ($1.99 from $2.99 until 8/29) Alan Wake Remastered ($14.99 from $29.99 until 8/29) April’s Diary ($3.74 from $14.99 until 8/29) Astebreed ($3.99 from $19.99 until 8/29) Bio Inc. Redemption ($10.49 from $14.99 until 8/29) Botany Manor ($22.49 from $24.99 until 8/29) Crashout Xtreme ($2.49 from $9.99 until 8/29) Cyber Citizen Shockman ($4.19 from $5.99 until 8/29) Dead Cells Castlevania Bundle ($18.89 from $31.49 until 8/29) DoDonPachi Resurrection ($9.99 from $19.99 until 8/29) Double Dragon & Kunio-kun Bundle ($19.99 from $39.99 until 8/29) DRAINUS ($13.99 from $19.99 until 8/29) Ebenezer & the Invisible World ($13.99 from $19.99 until 8/29) Escaping a Fireworks Factory ($2.00 from $4.90 until 8/29) Espgaluda II ($9.99 from $19.99 until 8/29) Gematombe ($4.49 from $14.99 until 8/29) Gnosia ($17.49 from $24.99 until 8/29) Gunman Tales ($2.09 from $6.99 until 8/29) Gynoug ($3.49 from $6.99 until 8/29) Hero of Fate ($7.49 from $14.99 until 8/29) Kero Blaster ($2.99 from $9.99 until 8/29) Kowloon High-School Chronicle ($9.99 from $19.99 until 8/29) Matchpoint: Tennis Championships ($31.99 from $49.99 until 8/29) Mighty Goose ($7.99 from $19.99 until 8/29) Moonshine Inc ($15.99 from $19.99 until 8/29) My Little Universe ($6.74 from $14.99 until 8/29) Noel the Mortal Fate ($9.99 from $24.99 until 8/29) OnlyUP! ($5.27 from $7.13 until 8/29) Operation Steel ($5.99 from $9.99 until 8/29) Overboss ($13.49 from $14.99 until 8/29) Pogo Joins the Circus ($2.49 from $9.99 until 8/29) Radiant Silvergun ($7.99 from $19.99 until 8/29) Red Colony ($2.99 from $6.99 until 8/29) Red Colony 2 ($2.99 from $6.99 until 8/29) Red Colony 3 ($2.99 from $6.99 until 8/29) Remote Life ($9.49 from $18.99 until 8/29) Retro Mystery Club Vol.1 ($7.90 from $9.90 until 8/29) Retro Mystery Club Vol.2 ($7.90 from $9.90 until 8/29) Retro Revengers ($7.90 from $9.90 until 8/29) River City Saga: Three Kingdoms ($20.99 from $29.99 until 8/29) Satay Shop Tycoon ($3.74 from $14.99 until 8/29) Smashing the Battle ($2.49 from $4.99 until 8/29) Smashing the Battle Ghost Soul ($7.49 from $14.99 until 8/29) Spy Bros. ($4.79 from $7.99 until 8/29) Super Sean 007 ($2.49 from $9.99 until 8/29) Taboo Trial ($13.99 from $19.99 until 8/29) The Good Life ($15.99 from $39.99 until 8/29) The Ouroboros King ($6.99 from $9.99 until 8/29) The Sokoban ($8.99 from $17.99 until 8/29) UNO Ultimate Edition ($7.99 from $19.99 until 8/29) Vera Blanc: Supernatural Mysteries ($5.59 from $7.99 until 8/29) Within the Blade ($3.29 from $10.99 until 8/29) That’s all for today, friends. Tomorrow is Thursday, and that means we’ll have another pretty big day for new games. The new Famicom Detective Club is among them, but there are other big names in there too. We’ll have summaries of the games worth summarizing, plus whatever sales and major news items roll in over the course of the day. I hope you all have a wonderful Wednesday, and as always, thanks for reading!
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Fans of Jujutsu Kaisen and beautiful, anime-inspired JRPGs received a special reason to rejoice this week following the announcement that Jujutsu Kaisen Phantom Parade, the mobile game adaption of the acclaimed manga series, will finally receive its global release before the end of 2024. This announcement was part of Juju Fest 2024, which featured several notable reveals for fans of Jujutsu Kaisen, including a Hidden Inventory movie slated for 2025 and a Season 2 Guide Book set to be released for Japanese audiences in October. However, the most significant revelation was that publisher BILIBILI GAMES would be bringing Jujutsu Kaisen Phantom Parade to players across all regions this year, with pre-registration already underway. Jujutsu Kaisen Phantom Parade is free-to-play and you can pre-register right now via the game’s official website as well as stay up to date with the game’s latest developments via Discord, Twitter/X, and Facebook. But, if you’re only just now hearing of Jujutsu Kaisen Phantom Parade and would like to know what it’s all about then here’s a quick breakdown of what lies in store. Gameplay Overview Developed by Sumzap, Inc. and initially launched in Japan by TOHO Games in 2023, Jujutsu Kaisen Phantom Parade gives players the chance to immerse themselves in a dark and mystical world where gifted sorcerer’s battle cursed spirits to keep humanity from being destroyed. The core gameplay involves players forming teams of four sorcerers from various classes, such as tank, support, and damage dealers, and engaging in turn-based battles against cursed spirits. Players will have the opportunity to utilize the abilities of beloved characters like Yuji Itadori, Megumi Fushiguro, Nobara Kugisaki, and Satoru Gojo, all of which faithfully capture the character traits that fans have grown to love through the manga and anime series. Jujutsu Kaisen Phantom Parade allows players to revisit several pivotal moments from the first season of the tv anime, while also introducing an entirely new storyline set in the Fukuoka Branch Campus, offering a fresh and unique narrative experience. Pre-registration Rewards Pre-registration for Jujutsu Kaisen Phantom Parade is currently in progress, and participants will be rewarded with exclusive bonuses upon the game’s release. The exact rewards they receive will depend on the game hitting the following key milestones: 1 million pre-registrations: Cube x500 2 million pre-registrations: Cube x1000 3 million pre-registrations: Cube x1000 5 million pre-registrations: Cube x2000 8 million pre-registrations: Cube x3000 10 million pre-registrations: [Redrawable!] SSR-Character-Guaranteed Gacha Ticket x1 There’s little doubt that the game will hit the 10 million mark, but just to ensure it gets there, pre-registered players will also receive Cubes worth 25 draws to go alongside their re-drawable SSR-Character Guaranteed Gacha Ticket. Sponsored Content This article is sponsored content written by TouchArcade and published on behalf of BILIBILI GAMES to promote the global launch date for Jujutsu Kaisen Phantom Parade. For questions or comments, please email ads@toucharcade.com
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Yesterday during the Nintendo Indie World Partner Direct whatever it is called for the double feature, Red Nexus Games’ pachinko roguelike Peglin (Free) got announced and released on Switch. I didn’t realize it was then that it hit 1.0 on Steam as well. I got it on Switch and while we need a bit more time for our review, Peglin has also finally hit 1.0 on iOS and Android following its Switch launch yesterday and Steam update a few hours later. The highlights of this include the final Cruciball levels (17-20), a new forest miniboss, a new rare roundrel relic, tons of balance adjustments, gameplay changes to how dull pegs work, bestiary research rate changes, and much more. Read the full patch notes from the game’s Steam news story here. Watch the gameplay trailer for Peglin below if you’ve not played it yet: With Peglin hitting 1.0 today, it is still planned to get more updates, and I can’t wait to see what else the team does with over time. If you’re interested in playing it right now, read my review of Peglin on iOS here from its launch last year. You can also read my interview with Red Nexus Games here covering the game, pricing, and a lot more. Peglin on mobile is a free to try game, and you can grab it on the App Store for iOS here and on Google Play for Android here. We featured it as our Game of the Week when it launched. Check it out on Steam here and Switch here. Head over to our forum thread for more impressions and discussion around the iOS version. Have you played Peglin before on mobile or PC, and what do you think of this huge update?
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It looks like SNK is celebrating the 30th anniversary of the superb The King of Fighters series with a big discount on the complete set of ACA NeoGeo games on mobile and Switch (coming later today). Many years ago, Hamster started releasing SNK’s older games through its ACA NeoGeo lineup. These saw a few useful emulation features arrive for classic games on consoles over the years. We started seeing these hit mobile at half the price ($3.99 compared to $7.99 on console) published by SNK as well. While the pricing was already great, you can now buy all the games in The King of Fighters ACA NeoGeo series of releases on mobile at just $1.99 each. ACA NeoGeo The King of Fighters game discounts list on mobile: The King of Fighters 94 ACA NeoGeo ($3.99) The King of Fighters 95 ACA NeoGeo ($3.99) The King of Fighters 96 ACA NeoGeo ($3.99) The King of Fighters 97 ACA NeoGeo ($3.99) The King of Fighters 98 ACA NeoGeo ($3.99) The King of Fighters 99 ACA NeoGeo ($3.99) The King of Fighters 2000 ACA NeoGeo ($3.99) The King of Fighters 2001 ACA NeoGeo ($3.99) The King of Fighters 2002 ACA NeoGeo ($3.99) The King of Fighters 2003 ACA NeoGeo ($3.99) Check out the games on Android here. I own a few of these on iOS, but all of them barring 96 on Nintendo Switch. The Switch eShop deals should go live in a few hours today in North America with the deals already being up in other parts of the World on Switch and PS4. Check out the official website for the series on mobile here. What’s your favorite recent ACA NeoGeo release and are you grabbing any of the KOF games today with this sale?
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Following pre-installation going live earlier in the week, HoYoverse has just released the major Genshin Impact (Free) version 5.0 “Flowers Resplendent on the Sun-Scorched Sojourn" update on mobile, PC, and PlayStation worldwide. The highlights of this update include the new nation: Natlan which is open to early and mid-game players, new characters like Mualani, reruns for Raiden Shogun, and much more. The first Genshin Impact 5.0 banner features: Mualani, Kachina and Kaedehara Kazuha while banner 2 has Kinich and Raiden Shogun. Read about the improved visuals in Genshin Impact 5.0 here and the full patch notes for the update here. Watch the new Genshin Impact trailers for Mualani and more below: If you pre-installed the update on iOS, you should be able to play without downloading much, but the game will take a bit of time to split up old resources once you login. If you’d like to play Genshin Impact and don’t own it yet, you can download it for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of Genshin Impact 5.0 so far?
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- Dragon Quest Monsters: The Dark Prince
When Square Enix released the monster collecting RPG Dragon Quest Monsters: The Dark Prince on Switch last year, I loved my time with it. It had technical issues, but the charm and gameplay loop elevated it well beyond other Dragon Quest spinoffs on the platform bringing up to the same level as the superb Dragon Quest Builders 2. I always expected Dragon Quest Monsters: The Dark Prince to be ported to PC soon after just like Dragon Quest Treasures, but I didn’t even consider it hitting mobile anytime soon. Today, Square Enix announced that the Switch-exclusive Dragon Quest Monsters: The Dark Prince ($29.99) is coming to iOS, Android, and Steam on September 11th with all prior DLC included. This means the Dragon Quest Monsters: The Dark Prince Digital Deluxe Edition content will also be included. Watch the trailer for Dragon Quest Monsters: The Dark Prince below: Square Enix has also posted comparison images of the game on mobile, Switch, and Steam on the official Japanese website. Check out one of them below: The store pages also confirm that the network mode for Online Battles from the Switch version where players battle one another in real time will not be included in the Steam and mobile versions. Dragon Quest Monsters: The Dark Prince is currently available on Nintendo Switch priced at $59.99 for the standard edition and $84.99 for the Digital Deluxe Edition. Having loved this on Switch, I’m looking forward to replaying it for review on iPhone, iPad, and Steam Deck for the new platforms launch on September 11th. It is great to see Square Enix bring more Dragon Quest to mobile soon after the original platform launch. I expected we might see this one by 2027 on mobile given delays between console and mobile these days for the series like we saw with Dragon Quest Builders. It is priced at $29.99 on mobile and $39.99 on Steam. Check it out on the App Store for iOS here and on Google Play for Android here where you can pre-register for it. Have you played Dragon Quest Monsters: The Dark Prince before on Switch or will you try it out on mobile and Steam in two weeks when it releases? Update: Added comparison image and website information.
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- Dungeons of Dreadrock 2
About two and a half years ago we were treated to a lovely gaming experience titled Dungeons of Dreadrock from developer Christoph Minnameier. The game was a dungeon crawler inspired by the likes of classics such as Dungeon Master and Eye of the Beholder, but played from a top-down perspective rather than a first-person one. It also had a more puzzle-like focus in the designs of its 100 different levels, each one a different floor in the dungeon you were descending in order to rescue your brother. Dungeons of Dreadrock was quite challenging, with some levels almost feeling like logic puzzles as you sussed out when exactly to activate a trap or how to approach a certain batch of enemies. We loved the game in our review, and Dungeons of Dreadrock went on to release on basically every other gaming platform where it was similarly well-received. And now we’ve got a sequel to look forward to. Say hello to Dungeons of Dreadrock 2 – The Dead King’s Secret. That red background and big ‘ol Switch logo with the familiar finger snapping sound is an indication that this time around this new Dungeons of Dreadrock game is targeting Nintendo’s platform first, and according to the game’s website it’ll be launching on the Switch’s eShop on November 28th of this year. Fear not though! A PC version is also planned, and in fact can be wishlisted on Steam as we speak, and iOS and Android versions are also in the cards. It’s not super clear exactly when we’ll be getting Dungeons of Dreadrock 2 on mobile, but it makes me happy just knowing that it’s coming. Once more news on release dates for other platforms materializes we’ll be sure to update you.
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- Super Farming Boy
Back in April we took a look at the trailer for Super Farming Boy from developer LemonChili. It took the basic idea of a cozy farming game–planting crops, harvesting, building out your own little dream property–and amped it up with lighting fast arcade-style gameplay mechanics and a devious antagonist to fight against. They dubbed it “Harvest Moon on steroids" and I got that same sort of vibe from watching the trailer. You play as a boy with super powers (your name is literally Super) so you’re able to zip around your farm harvesting crops, and the act of harvesting can trigger cool combos and chain reactions. Check out the trailer if you missed it before. Anyway, I love the idea of a farming sim turned up to 11, and this week LemonChili has announced a more specific roadmap for the release of Super Farming Boy and have even put the iOS version up for pre-order on the App Store. The launch isn’t exactly close, and the plan as of now is to release in Early Access in Q2 of next year with a full launch to follow afterwards. That’s definitely a while away, but if you’re really sure this is the type of game that’s up your alley then pre-ordering the mobile version now will net you a 20% discount off the price, so there’s some incentive. You can also check out how the game is shaping up thanks to a playable Windows demo on both Steam and Itch.io. Whether you feel like taking the plunge on the pre-order or not, Super Farming Boy is definitely one you’ll want to keep your eye out for next year.
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JOYCITY has launched an exciting new update for Pirates of the Caribbean: Tides of War, inviting everyone to join in on thrilling conquests against other Captains all over the world. In particular, the Empire Invasion event offers server-versus-server competitions that will have you vying for first place in exchange for valuable pirate treasure. Gear up for an all-out sea brawl – can you fight to stay afloat and sink those enemy ships across servers? After the matchmaking phase, you’ll need to clear missions in the Eve Festival preliminary round to enjoy some handy buffs for the final battle. This includes server-wide perks and the ability to switch between servers – a handy trick to have up your sleeve when you’re conquering the opposing Empire’s territories. During the Invasion Conquest, victorious Captains can switch to the opposing server and wreak havoc in Port Royal, while defenders need to hold their ground and remain in their Empire to see if they can survive the attack. Whoever wins the Empire Invasion Port Royal Conquest will not only grab bragging rights but will also nab awesome in-game goodies such as special base skins to boot. If all that sounds absolutely fabulous to you, you can head on over to Pirates of the Caribbean: Tides of War’s official website and start your naval dominance today. Sponsored Content This article is sponsored content written by TouchArcade and published on behalf of JOYCITY to promote the latest update to Pirates of the Caribbean: Tides of War. For questions or comments, please email ads@toucharcade.com
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 27th, 2024. In today’s article, we kick things off with a bit of news. After that, we’ve got one review for you to snack on. Just my look at the latest EGGCONSOLE release from last week, and the regulars probably know how that’s going to play out. After that, we have just one new release to take a gander at. Luckily, it’s a good one. We finish things up with the usual lists of new and expiring sales, and they’re okay as well. I have no idea what’s in that Direct tonight, so maybe it will make for a more exciting Tuesday? That is a mystery I cannot solve as I write, but you already know the answer to as you read. Let’s get into it! News Check Out Today’s Nintendo Direct/Indie World Showcase As recently prophesized by the once-in-a-while-correct insiders, Nintendo has scheduled a Nintendo Direct for August at nearly the last minute. We’re getting 40 minutes in total, split between a Partner Showcase and Indie World Showcase. Don’t expect any first-party stuff, and definitely do not expect anything about the Switch’s successor console. As you read this, the presentation should be long since finished. You can watch it above, and I’ll summarize the most important points tomorrow. Reviews & Mini-Views EGGCONSOLE Star Trader PC-8801mkIIsr ($6.49) It always comes down to two questions with these non-translated EGGCONSOLE releases. First, how is the game itself? Second, can it be enjoyed without understanding Japanese? Star Trader is an interesting game, though not what I would call a great one. Falcom fused a Japanese-style adventure game format with some side-scrolling shoot ’em up stages, and it doesn’t do either of those things amazingly well. The adventure game side at least has some nice art, and it’s interesting to see a shoot ’em up try to tell a story in this way. You’re mostly talking to people and picking up quests, the successful completion of which will earn you money you can use to upgrade your ship. This is important, because you’ll need to keep that cash coming in to stay on top of the action segments. As for the shoot ’em up parts… well, the PC-8801 wasn’t very good at scrolling the screen smoothly. So what you get here is a very choppy experience, and one that I’m not sure would even be all that great if things were moving at a normal clip. I’m not sure which part of the game is meant to serve the other, but in the end Star Trader is more interesting than it is good. Which naturally brings us to the second question. As you might expect, the adventure game segments are text-heavy and require some informed input from the player to achieve the best outcomes. If you can’t understand them, you’re not only missing out on half of the game, but you’re likely hobbling yourself for the other half because you’ll fail to earn enough credits to keep your ship up to date. You can brute force this one better than some EGGCONSOLE releases, but it’s not going to be a good time. Star Trader is an interesting piece of gaming history, showing a developer working outside of the lane we usually associate them with. Unfortunately, what joy could be had from poking at this curio is severely dampened by the fact that there is a ton of Japanese text in here that most Western players won’t be able to read. You might still get something out of messing around with it, but it’s hard to recommend it with much vigor. SwitchArcade Score: 3/5 Select New Releases Crypt Custodian ($19.99) A top-down action-adventure game about a recently-deceased cat named Pluto who, after a bad meeting with the Afterlife Guardian, is banished from the palace of the afterlife and sentenced to eternally clean. Dang. Explore, fight enemies with your broom, meet weird characters, battle bosses, expand your abilities, and so on. You know how this kind of game works. You know what? This is pretty good. If you enjoy this genre, I’d say you should give it a go. Sales (North American eShop, US Prices) If you like colorful shoot ’em ups with some quirky mechanics, I recommend checking out the Dreamer games and Harpoon Shooter Nozomi. I’ve enjoyed all three of them. Over in the outbox, buy 1000xRESIST. Do it. Other things to consider: Star Wars games, Citizen Sleeper, Paradise Killer, and Haiku, the Robot. Maybe some Tomb Raider, as a treat. Check those lists! Select New Sales Return ($10.49 from $13.99 until 9/2) Summer Daze: Tilly’s Tale ($2.99 from $14.99 until 9/9) Please Fix the Road ($5.99 from $9.99 until 9/9) Ticket to Ride ($26.99 from $29.99 until 9/9) King ‘n Knight ($9.59 from $11.99 until 9/9) Spiritfarer ($7.49 from $29.99 until 9/9) Harpoon Shooter Nozomi ($6.98 from $9.98 until 9/16) Like Dreamer ($5.99 from $11.99 until 9/16) Cosmo Dreamer ($4.10 from $8.20 until 9/16) Mortal Kombat 11 Ultimate ($8.99 from $59.99 until 9/16) Gluck ($5.59 from $6.99 until 9/16) Love Love School Days ($4.19 from $10.49 until 9/16) Ugly ($6.79 from $19.99 until 9/16) Replik Survivors ($3.44 from $4.99 until 9/16) Sales Ending Tomorrow, August 28th 1000xRESIST ($15.99 from $19.99 until 8/28) Citizen Sleeper ($9.99 from $19.99 until 8/28) Genesis Noir ($4.49 from $14.99 until 8/28) Haiku, The Robot ($9.99 from $19.99 until 8/28) Heads Up! Phones Down Edition ($1.99 from $39.99 until 8/28) Legend Bowl ($18.74 from $24.99 until 8/28) MythForce ($14.99 from $29.99 until 8/28) Paradise Killer ($5.99 from $19.99 until 8/28) Star Wars Battlefront Collection ($28.00 from $35.01 until 8/28) Star Wars Bounty Hunter ($14.99 from $19.99 until 8/28) Star Wars Episode I Racer ($7.49 from $14.99 until 8/28) Star Wars Jedi Academy ($9.99 from $19.99 until 8/28) Star Wars Jedi Outcast ($4.99 from $9.99 until 8/28) Star Wars KotOR ($7.49 from $14.99 until 8/28) Star Wars KotOR II: Sith Lords ($7.49 from $14.99 until 8/28) Star Wars Republic Commando ($7.49 from $14.99 until 8/28) Star Wars The Force Unleashed ($9.99 from $19.99 until 8/28) Super Mutant Alien Assault ($1.99 from $9.99 until 8/28) Suzerain ($4.49 from $17.99 until 8/28) The Pale Beyond ($9.99 from $19.99 until 8/28) Times & Galaxy ($17.99 from $19.99 until 8/28) Tomb Raider I-III Remastered ($22.49 from $29.99 until 8/28) That’s all for today, friends. We’ll be back tomorrow to talk a bit about whatever was in that Direct, plus have some new games, sales, and perhaps a review or two on top. I hope you all have a terrific Tuesday, and as always, thanks for reading!
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Action adventure game RWBY: Arrowfell from WayForward is now available on mobile through the Crunchyroll Game Vault. RWBY: Arrowfell, developed by WayForward, is an action adventure game featuring Ruby Rose, Weiss, Blake, and Yang using their signature weapons and Semblances to take on Grimm and more enemies. It has the original cast included, new cut-scenes from the show creators, and more. Shaun wasn’t too hot on RWBY: Arrowfell when it hit Switch, but he did say it is worth playing if you like the show. Read his review here. Watch the RWBY: Arrowfell Crunchyroll Game Vault trailer below: Check out RWBY: Arrowfell on the App Store for iOS here and on Google Play for Android here. If you have an active Crunchyroll Mega or Ultimate membership right now, you can play RWBY: Arrowfell at no additional cost today. While it didn’t have the best reviews on PC and console, I’m happy to see more WayForward titles hit mobile. I’m excited to try it out today since I skipped the original release. What do you think of today’s new Crunchyroll Game Vault release and have you played RWBY: Arrowfell before?
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Usually, updates for premium priced ports on mobile are good to have for optimization or compatibility reasons, but Capcom’s newest update pushed out an hour ago for Resident Evil 7 biohazard (Free), Resident Evil 4 Remake (Free), and Resident Evil Village (Free) on iOS and iPadOS adds an online DRM that checks purchase history when you launch the games. This checks to see if you own the game or DLC and then proceeds to the title screen. If you click no, the game will close. If you’re connected to the internet, this takes a few seconds before you can get back to your save, but you cannot boot up any of these three games and play it offline. You will need to be online for the purchase check on launching the game. This is unfortunate, and frankly is awful because the games are all now worse off with online DRM as opposed to being playable and launchable offline before. I tested this with all three games before updating them and verified that they did launch and work offline as of the update prior to today. With today’s update, you see the alert above or a similar one and clicking no closes the game. If this doesn’t matter to you, that’s fine, but I’m not a fan of online DRM like this being patched into a game people have already paid for before. Hopefully Capcom can find a better solution for checking purchases or do it once in a while and not on every launch. Stuff like this makes it harder to recommend Capcom’s premium priced ports. If you’ve not gotten the games yet, they are free to try, and you can grab Resident Evil 7 biohazard on iOS, iPadOS, and macOS, here. Check out Resident Evil 4 Remake here on the App Store and Resident Evil Village here. Read my reviews of them here, here, and here. Do you own the three modern Resident Evil games on iOS and what do you think of this update for all three?
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Back in early 2016 when I was looking for import-friendly games on PS Vita, I used to often see Gundam Breaker mentioned. If you’ve never heard of the series before, think of them as hack and slash action games with RPG elements, deep customization, and a pure unadulterated love of Gunpla. Around the time I was looking into the series, Bandai Namco announced an Asia English release for Gundam Breaker 3 on PS4 and PS Vita, and I decided to buy both versions. I ended up loving it as my first Gundam game. Since then, I’ve imported and played Gundam Breaker 1 and 2 on PS Vita, and also gotten basically every Gundam game released in English across platforms. To see Gundam Breaker 4 announced earlier this year and confirmed for a global multi-platform simultaneous release remains one of 2024’s biggest surprises. Fast forward to today and Gundam Breaker 4 is finally here on Steam, Switch, PS4, and PS5. Having put in about 60 hours across platforms, I adore Gundam Breaker 4, but it has a few issues right now. Gundam Breaker 4 is a very important release not only because of the game itself, but because of how far we’ve come with the series in the West. So what makes Gundam Breaker 4 a big deal? Gone are the days of waiting for an Asia English release to import. Gundam Breaker 3 was an Asia English release not released in the West, and just on PlayStation. I can’t recall the last Gundam game that had an English dub option, but here we are with a dual audio option and multiple subtitle options (EFIGS and many more). But what about the game itself and the different platform versions? I’m going to cover all of that in this extended review that will also take you on a journey of me starting my first Master Grade Gunpla (Gundam Plastic Kit if you’re new to this) after building some High Grade (easier and smaller kits) before. Gundam Breaker 4’s story ranges from getting the job done to some highs and lows. The lows are when I felt like certain pre-mission dialog was going on a bit too long, and the highs were in the latter half of the game when there are interesting character reveals and also more interesting dialog. If you’ve not played a single game in the series before, Gundam Breaker 4 still does a good job of bringing you up to speed, but you might wonder why the appearance of certain characters is a big deal later on. The embargo only allows me to talk about the first two chapters of the story, and it feels like a straightforward affair during those two. I ended up liking the main characters quite a bit by the end, but my two favorite characters appear much later in the story. The real draw of Gundam Breaker 4 is not the story though. It is building your own perfect Gunpla, improving it over time, getting better gear, and becoming stronger to tackle higher difficulties and more quests. When you begin, you get the basics, but what the team really underold in the promotion is the customization aspect. It is incredible. Not only can you adjust individual parts like left and right arms, but you can also adjust ranged weapons for each arm, melee with dual wielding, and adjust the individual part size and scale. This means you can even use SD (super deformed) parts on your normal Gunpla and either have it look like this weird frankenstein suit or scale things to your liking. Beyond the actual parts for each main category in assembly, the customization in Gundam Breaker 4 takes things further with builder parts that let you add even more things to your Gunpla. Some of these even have their own skills. Speaking of skills, you have EX and OP skills to use in combat. These depend on your parts and weapons. Later on, you also unlock ability cartridges that have their own specs that give you buffs or debuffs. As you go through the missions breaking parts and earning S-rank reward parts, you also get materials. These can be used to level up your parts. Each mission in Gundam Breaker 4 usually has a recommended parts level indicating how suitable it is for your current gear. In addition to materials you earn to upgrade parts, you start earning materials to increase part rarity later on. This lets you upgrade for more skills as well, and you can use older or lesser part skills when you upgrade and cannibalize those older parts. During the main story, I spent a bit of time on the optional quests to earn money or parts, but feel like the game is balanced enough where you won’t really need to grind during the main story on the standard difficulty at least. Speaking of the difficulty, you unlock three higher difficulties as the main story progresses, and these up the challenge and part level recommendation quite a bit. If you do plan on skipping most of the optional quests during the main story, make sure to keep an eye on the new unlocks because some of the optional quest types are a lot of fun, especially the survival mode. Outside of all of this, you can also adjust the paint of your suit which lets you color schemes you’ve unlocked through progression or from DLC. If you put time into Gundam Breaker 4, there’s a ton of stuff for you to get out of it, and I’m floored by how much has gone into this. When you’re done with paint, you can work with decals and weathering effects as well. Gundam Breaker 4 is the real deal for Gunpla enthusiasts, but does it play well? Having enjoyed everything Gundam Breaker 4 has to offer in its gameplay through story missions, side content, and boss fights aside from one specific mission type, I think the team nailed it. I never got bored of combat even though the normal difficulty is on the easier side. I kept swapping out weapons and trying the various types before settling on a greatsword style weapon for the rest of my playthrough. Everything feels varied enough, and the individual skills and stats make for a fresh experience throughout. When it comes to the bosses and minibosses, I love having them appear on the stage in the Gunpla boxes and then breaking out before fighting you. This never gets old, and seeing one of the Gunpla kits I built appear as a boss later on was awesome. Most boss fights involve targeting weak points, damaging the many health bars, destroying shields, and the usual. I did have trouble with one particular boss’ weak points using specific weapons, but I changed to a whip and sorted it immediately. The only real hard boss fight in the story was dealing with two of a specific boss at once. I won’t get into details for spoiler reasons, but I did struggle with the AI in one specific fight. Visually, Gundam Breaker 4 ranges from great to fine. The environments look lacking early on, but I found the variety good overall. Most of the work went into making sure the Gunpla kits and animations look the best, and it shows. The developers clearly weren’t trying to go for a realistic art style here, so don’t expect something like Gundam Evolution or even how some bits of Gundam Breaker 3 looked. The aesthetic in Gundam Breaker 4 works well and it scales as it should on lower end hardware. The effects look great, and the scale of many boss fights is awesome. The music in Gundam Breaker 4 ranges from forgettable tunes you won’t think of outside the game to a few really great songs in specific story missions. I am disappointed in no way to set music from the various anime and movies here. Usually we’d see some anime music pack DLC or a premium bundle for Asia and Japan, but I’ve not seen any of that yet in the game or announced. I also don’t see a way to load custom music like in Mobile Suit Gundam Extreme Vs Maxiboost ON on PS4. The voice acting has been a pleasant surprise. I played through the game completely with English on one save, and also spent about a dozen hours with the Japanese voice option on another platform save. Both were very good and I found myself liking the English more during missions because I hate reading small subtitles during action battles when I’m focusing on fighting enemies. So far, aside from one mission type really annoying me (thankfully not too prevalent) and a few bugs, I’ve had no real issues with Gundam Breaker 4. If you are new to this series and aren’t a fan of replaying missions to grind out better gear and drops, you may find things repetitive. I’ve always viewed Gundam Breaker like Earth Defense Force and Monster Hunter where after finishing the story, I spend time building my perfect Gunpla. As for bugs, I ran into one where certain names wouldn’t save or two I think are Steam Deck-specific. The first is that returning to the title screen from in-game takes way too long. The second is one specific mission that crashed for me only when playing on my monitor. I replayed it on the Deck itself and it was fine. It might just have been relating to the performance penalty I see in some games docked, but I can’t say for sure. The one aspect I’ve not touched on so far is the online. Pre-release I managed to play a good amount of the network test on PS5 and Switch, but I only managed to test a bit of the retail release on PS5 with a friend who is reviewing that version. The PC version’s servers have not been online pre-launch at all, so I cannot test if the online works fine on Steam Deck yet. I will be updating this once servers go online and I’ve managed testing the PC version on Steam Deck with friends online. At this point, you’re probably wondering about the Gunpla I was building. I made some progress and got through 5 sets of runners, but made a mistake with one small part. I panicked and almost broke it while trying to separate things. This is where my guitar pick came into the picture and saved me. I ended up stopping with my RG 78-2 MG 3.0 about halfway done. Once the review embargoes of this week are over, I’ll get back to it and finish it. Now let’s get to the platform differences and features. Gundam Breaker 4 PC port controls – keyboard, mouse, and controller support Gundam Breaker 4’s on PC is the only version of the game that supports above 60fps. The PS5 version is capped at 60fps and the Switch version hovers around the 30fps mark. The Gundam Breaker 4 PC release also has mouse and keyboard support in addition to controller support with multiple button prompt options. When playing on the Deck itself, it displayed Xbox button prompts. When using my DualSense controller over the Dock on my monitor, Gundam Breaker 4 showed PlayStation prompts correctly. It also auto switches between keyboard mouse and controller prompts based on your input. The only controller-related issue I ran into is the game not correctly detecting when I’ve reconnected a controller. I tested this on my DualSense and 8BitDo Ultimate controllers wirelessly. Gundam Breaker 4 ships with three controller presets and a custom option. You can adjust the keyboard mouse and controller settings independently. One setting I recommend changing immediately or after you try out the first few missions is camera sensitivity and distance. You can do this in Player Mode from the game settings. I found the default too slow and close. Gundam Breaker 4 PC graphics settings and display options Gundam Breaker 4 supports multiple resolutions and frame rate caps. On the Steam Deck itself, it sadly doesn’t support a full 800p and runs at 720p and 16:9. On the frame rate side, it can go from 30fps to 360fps and unlimited on PC. I set it to 120fps when playing on Steam Deck since I played it almost exclusively on my Steam Deck OLED. You can also toggle v-sync. On the graphics side, you can adjust the quality of textures, anti-aliasing, post-processing, shadows, effects, and also adjust brightness and toggle motion blur. Gundam Breaker 4 Steam Deck performance – does it work out of the box? I played Gundam Breaker 4 with Proton Experimental (bleeding edge) as I normally do for untested games, but I also tested it on the default Proton. It works perfectly out of the box and even invokes the on-screen keyboard for text input. I have confidence in this being Steam Deck Verified pre-launch or soon after. The 35 hours I put into it on just my Steam Deck OLED prove that. When playing with all settings at High aside from shadows, Gundam Breaker 4 easily hit 60fps, but I wanted more. For this, I turned things to medium and played at 80-90fps almost across the board. A few late-game missions saw drops to the high 60s during gameplay, but otherwise I had no issues in actual gameplay. In-engine cut-scenes do take a hit to performance and run in the 50-70fps range for me on Steam Deck. I did run into one issue where the assembly section suddenly dropped to 1-3fps for a few seconds before shooting back up to 90fps. This didn’t happen more than three times total, but I couldn’t figure out what caused it. If this is a Proton related issue, I hope Valve can fix it. The only visual issue I had when playing on the Deck itself is some of the icon glyphs and menus had either smaller than expected fonts, or they weren’t as crisp as they should’ve been. I noticed this even on Switch so it likely is an issue with the game being designed for a higher res and bigger screen. Not a dealbreaker, but worth pointing out. Gundam Breaker 4 Switch vs PS5 – what to buy? On the console side, I didn’t have time to test Gundam Breaker 4 on my PS4, so I focused on the Switch (Lite and OLED) and PS5 versions. Gundam Breaker 4 on PS5 looks amazing and runs basically perfectly at 60fps in the time I put into it, but I didn’t reach the few missions in the story towards the end that were more visually demanding. I also didn’t reach here on Switch, but I put nearly two dozen hours into the Switch version to see enough of how it runs there. Check out a comparison of the opening tutorial mission on PS5 and Switch in the screenshot comparison below: The biggest downgrades on Switch aside from the performance are with resolution, detail, and reflections. This applies not only to the stages, but also the Gunpla parts. During the network tests, a friend of mine pointed out how the Switch version looked like an HG Gunpla while the PS5 version looked like an RG in some scenes. If you built Gunpla you will understand this, but for everyone else, it just means Gunpla in the Switch version ends up lacking in many details like decals, lining, and even weathering effects in specific situations. They do appear, but I think the lower resolution and draw distance makes it so that they are invisible sometimes. This is one of those changes you won’t realize until you see the game outside Switch. I honestly expected this to run at 120fps on PS5 given the visuals. Playing Megaton Musashi at 120fps was good as a recent release. Maybe the developers capped this to 60fps for multiplayer reasons with the PS4 version, but I’m not sure. Aside from the 60fps cap, Gundam Breaker 4 has decent rumble support and even has PS5 Activity Card support to load into your save quicker. Since the review embargo prevents me from showing anything beyond chapter two in the story, the screenshot below is from when I just began playing showing the Activity Card implementation for story mode. I hope this supports online play and lobbies in the future as well. Speaking of loading, the Switch load times are really long compared to PS5 and Steam Deck. Even running the game off the SD card on my old Steam Deck LCD had much faster load times than Switch. If you only care about portability, you obviously won’t bother with the PS5 version, but the Switch port currently has one major issue that makes me hesitate to recommend it. The assembly section and diorama mode feel very sluggish. While the main lobby or hub is also sluggish, the performance in missions is better albeit still not a perfect 30fps. I saw drops even in early missions from 30fps, but again, this is a lot better than I expected given some recent Switch ports. I would be ok with this given the hardware if the assembly section ran better considering you will be spending a lot of time there after each mission. Diorama mode also needs more optimization on Switch with how sluggish it feels. If you played Gundam Breaker 3 on PS Vita, you will be more than fine with the Switch version, but I was hoping for a better port all things considered. Since there are more content updates planned, I hope we see some optimization on this front. For those who own multiple platforms, I only recommend the Switch version if you exclusively want to play portably and don’t own a Steam Deck. Speaking of portable play, I enjoyed Gundam Breaker 4 on my Switch Lite aside from the text size in some menus. Gundam Breaker 4 is also sadly the final game I reviewed on it before the screen developed some LCD-related issues. Is the Gundam Breaker 4 Ultimate Edition worth it? I had access to some of the DLC included in the Gundam Breaker 4 Deluxe Edition and Gundam Breaker 4 Ultimate Edition. I can’t comment on the story DLC yet since it isn’t available, but the early unlocks aren’t game changing. You get level 1 parts for the suits listed on the store page, but I found the builders parts to be better as early DLC to help you get started. Beyond that, the Diorama content doesn’t seem to be fully available right now, but there is some content from the DLC I had access to, and it was really good for posing Gunpla and using the cel-shaded filter as well. Having tried the Diorama mode a lot across my playthroughs on all platforms, photo mode enthusiasts and those who enjoy those kinds of modes in games will find a lot to love here. Having more items and accessories in this mode will be good, but you could get those separately I assume. I love how Gunbarrel Strike Gundam – Gundam Breaker Ver looks, so having those parts was nice. I liked the design enough to order the collector’s edition the moment pre-orders went up as well. Is Gundam Breaker 4 worth it for the story? I’ve seen some folks excited to play Gundam Breaker 4 for its story, and while it is a fine story, you really are here for customization, battles, and building your ideal Gunpla. If you want a story-focused game instead, look at Megaton Musashi. Both games have their strengths and weaknesses, but I ended up clicking with the gameplay in Gundam Breaker 4 more as a fan of the older games. When I got my review codes for Gundam Breaker 4, I had a fun idea of starting the MG 78-2 Version 3.0 kit and building it alongside the game to finish both at the same time, but sadly there are too many other games releasing for me to be able to do that. Not only was it great to play a new Gundam Breaker alongside building my newest Gunpla kit, but there’s a new found appreciation I have for the work that goes into designing these kits now after moving to an MG and also an RG from HG kits. I’ve also been lucky enough to have some friends who are super helpful with Gunpla tips for decals, panel lining, and also what to do when stuck. I look forward to finishing this kit and then working on my RG next. The wait for Gundam Breaker 4 has been super long, and I didn’t even think we’d see a new game in the series after New Gundam Breaker, but here we are. Gundam Breaker 4 is real and it is spectacular in almost every way. It is my favorite Steam Deck game this year since Shin Megami Tensei V Vengeance, and one I look forward to playing online and offline over the coming months with all the DLC planned. Gundam Breaker 4 Steam Deck review: 4.5/5
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 26th, 2024. In today’s article, we get the week started with a somewhat lighter edition than we usually go with. No reviews today as I’m a bit busy on other projects, which means we just have a few new releases to go through plus the usual lists of new and expiring sales. Well, at least one of the new releases is interesting. The sales lists aren’t too shabby either. I’ll have some reviews tomorrow, hopefully. Let’s head on in and check out what we’ve got! Select New Releases Fragrant Story and Papaya’s Path ($7.99) Ah, the sordid tale of Fragrant Story, one of the would-be final Nintendo 3DS releases. There’s a lot of confusion out there around this game, so let me sort it out. Despite being a seemingly star-studded tactical role-playing game, those who bought the game on its release were surprised to get a game that lasted all of twenty minutes. The real story? Nintendo’s deadline for 3DS releases was coming quickly, so the developer pushed an unfinished game to the eShop. It was later updated into its intended from, a far more substantial game that lasts more than ten hours. So don’t worry if you see anything about this game being ridiculously short. It’s not. This version has the updates already packed in, and is a pretty solid pick-up for eight bucks if you’re into the genre. Quack Jump ($3.99) A simple platformer, but a functional one. It tries to keep things fresh through its 40-level run by sprinkling in new gimmicks as you go. For four dollars, it’s amusing enough. Underground Station ($7.90) Something of an idle game where you’re trying to repay your debts by working in a dungeon. It doesn’t look very fancy, but on a day where we have to wade through Moist Editions of AI-generated bikini anime girls, we take what we can get. Sales (North American eShop, US Prices) Okay, let’s check that inbox first. Another sale from Limited Run Games, which is nice if you’re missing any of their quirky releases. Most of TROOOZE’s junk is on sale, of which I’ve listed only a few. Some Team 17 sales, too. Over in the outbox, the recent somewhat rare sale on the Front Mission remakes is drawing to a close. You might want to add them to your collection if you’re interested, because it seems like they’re discounted far less frequently than Forever’s other games. Select New Sales Jurassic Park Games Collection ($17.99 from $29.99 until 8/31) The House in Fata Morgana ($19.99 from $39.99 until 8/31) Arzette: The Jewel of Faramore ($11.99 from $19.99 until 8/31) Night Trap ($3.74 from $14.99 until 8/31) Cosmic Star Heroine ($3.74 from $14.99 until 8/31) Phoenotopia: Awakening ($6.99 from $19.99 until 9/7) Enoh ($5.49 from $19.99 until 9/13) CosmoPlayerZ ($5.49 from $10.99 until 9/13) Knowledge Keeper ($2.49 from $4.99 until 9/13) Three Minutes to Eight ($2.99 from $14.99 until 9/13) Fall of Porcupine ($7.99 from $19.99 until 9/13) Star Gagnant ($22.80 from $38.00 until 9/13) Moon Dancer ($13.29 from $18.99 until 9/13) Re:Touring ($4.99 from $9.99 until 9/13) Life of Slime ($2.49 from $4.99 until 9/13) Cybertrash STATYX ($4.99 from $9.99 until 9/13) Awesome Pea 3 ($2.49 from $4.99 until 9/13) Itorah ($3.99 from $19.99 until 9/13) Pizza Tycoon ($2.09 from $14.99 until 9/13) Lacuna ($1.99 from $19.99 until 9/13) Alien Survivors: Starship Resurrection ($10.49 from $14.99 until 9/13) World War: Battle of the Bulge ($10.49 from $14.99 until 9/13) World War: D-Day Part One ($8.99 from $14.99 until 9/13) World War: D-Day Part Two ($8.99 from $14.99 until 9/13) Out Racing: Arcade Memory ($10.49 from $14.99 until 9/13) Last 4 Survive: The Outbreak ($8.99 from $14.99 until 9/13) Modern War: Tank Battle ($1.99 from $14.99 until 9/13) Counter Delta: The Bullet Rain ($1.99 from $14.99 until 9/13) Haunted Dawn: Zombie Apocalypse ($1.99 from $14.99 until 9/13) Urban Warfare: Assault ($11.99 from $14.99 until 9/13) Operation Scorpion: Takedown ($11.99 from $14.99 until 9/13) Hamster on Rails ($5.99 from $14.99 until 9/14) Ultimate Chicken Horse ($6.74 from $14.99 until 9/14) Our Field Trip Adventure ($3.99 from $14.50 until 9/15) Overcooked! All You Can Eat ($15.99 from $39.99 until 9/15) Worms Rumble ($2.99 from $14.99 until 9/15) The Survivalists ($2.49 from $24.99 until 9/15) Blasphemous 2 ($14.99 from $29.99 until 9/15) Moving Out ($7.49 from $24.99 until 9/15) Sales Ending Tomorrow, August 27th Aeterna Noctis ($8.99 from $29.99 until 8/27) Arise: A Simple Story ($2.99 from $19.99 until 8/27) ATONE: Heart of the Elder Tree ($1.99 from $14.99 until 8/27) Badland: GotY Edition ($1.99 from $5.99 until 8/27) Bang-On Balls: Chronicles ($9.99 from $24.99 until 8/27) Blazing Beaks ($1.99 from $14.99 until 8/27) Bus Driving Simulator 22 ($2.99 from $27.99 until 8/27) Chippy & Noppo ($13.99 from $19.99 until 8/27) Cult of the Lamb ($12.49 from $24.99 until 8/27) Descenders ($4.99 from $24.99 until 8/27) Everdream Valley ($9.99 from $24.99 until 8/27) Flame Keeper ($3.99 from $11.99 until 8/27) Front Mission 1st: Remake ($17.49 from $34.99 until 8/27) Front Mission 2: Remake ($23.44 from $34.99 until 8/27) Gamedec: Definitive ($2.99 from $29.99 until 8/27) LOUD: My Road to Fame ($1.99 from $7.99 until 8/27) Nine Parchments ($4.39 from $19.99 until 8/27) Ready, Steady, Ship! ($8.99 from $14.99 until 8/27) Red Wings: American Aces ($1.99 from $11.99 until 8/27) Soundfall ($4.49 from $29.99 until 8/27) Summum Aeterna ($9.99 from $19.99 until 8/27) SuperEpic: The Entertainment War ($1.99 from $17.99 until 8/27) Terra Flame ($15.99 from $19.99 until 8/27) Tools Up ($1.99 from $19.99 until 8/27) Trine 2: Complete Story ($3.73 from $16.99 until 8/27) Trine 3: Artifacts of Power ($4.39 from $19.99 until 8/27) Trine Enchanted Edition ($3.29 from $14.99 until 8/27) War Titans ($1.99 from $14.99 until 8/27) Xiaomei & the Flame Dragon’s Fist ($8.99 from $14.99 until 8/27) That’s all for today, friends. We’ll be back tomorrow with more new releases, more sales, and perhaps some reviews and news. It really depends on what else I’ve got to deal with. Wish me luck in getting things done in a timely manner. I hope you all have a magnificent Monday, and as always, thanks for reading!
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Hello everyone, and welcome to the week! It’s time once again for our look back at the noteworthy updates of the last seven days. Lots of big names in the list this week, though one heavily skewed towards free-to-play stuff. Some Apple Arcade games as well, naturally. Still, it’s a good mix of games with some interesting updates to consider. Of course, you can keep an eye out for updates yourself by participating in the TouchArcade forums. This weekly summary is just here to fill you in on the things you might have missed. Let’s go for it! Subway Surfers, Free Sydney is a city, and Sydney is the center of a couple of updates this week. Apparently in the world of Subway Surfers, there is a veggie revolution happening. Veggie, not Vegimite. Collect Veggie tokens, build a bean burger, and unlock Billy Bean. On top of this, you can look forward to a bunch of green-themed characters, boards, and bundles. Oh, I see. It’s a whole “green" thing. Okay, that’s fun. Save the planet, kids. It’s the only one we’ve got. Mars isn’t happening anytime soon. Tiny Tower: Tap Idle Evolution, Free Out with the Olympics event, in with the summer event. It’s still summer! So says the calendar, so says the temperature. Anyway, the gist of this event is that you serve up VIPs and roll the dice to earn event points, and at certain thresholds you get rewards. Each week is its own thing, and at the end you’ll get rewards based on your overall progress across all weeks. Different VIPs are worth different amounts of points, and you know the pay to win option is real here. But hey, free stuff. MARVEL Puzzle Quest: Hero RPG, Free I don’t talk enough about Marvel Puzzle Quest, but that’s more because it trucks along consistently and quietly. As with other Marvel games, this one was doing an event tied in with Deadpool and Wolverine. It’s over now, and all the sweeping up has been done. That includes a rebalance for Old Man Logan, complete with a new costume. The latest PVP Season of Mind has come to a close, so keep your eyes out for the next one. Hm. I’m now realizing this update is mostly clean-up, but at least you’re thinking about Marvel Puzzle Quest now. ANOTHER EDEN, Free The King of Fighters! In addition to being a pretty good little RPG in its own right, Another Eden has been home to some truly strange collaboration events. Is The King of Fighters the strangest? Probably not, but it’s up there. On top of that cross-over, this update adds a new Parallel Time Layer Ally, the Thornbound Witch Shanie. Is Mai here? Let me check the paperwork. Yes, she is. Good. Terry, Kyo, Mai, and Kula. Good enough. I’ll give this the UMMSotW award for this week because Mai is cool. Temple Run: Legends, The relatively recently-launched stage-based Temple Run game already has a nice little update to enjoy. The new Outfit System does pretty much what you would think it does. Unlock new Outfits to equip to the characters to change their looks. But wait, there’s more! Those Outfits have some useful new traits to give you a variety of advantages during your runs. Wacky looks that work for you? If only real life was like that! Instead people just point and laugh, which is not an advantage at all. TMNT Splintered Fate, Those Toitles are at it again! Splintered Fate launched on other platforms recently, and it seems the developers have decided to bring over some of the improvements for those versions over to the mobile release. Couch co-op! Cross-platform online multiplayer! Improved controller interfaces! All that, plus some nice upgrades to the graphics, audio, and more. It’s like getting extra cheese on your pizza without asking for it! Disney Dreamlight Valley, The Princess and the Frog is in the spotlight in the latest version of Disney Dreamlight Valley. Tiana is here to set up a restaurant and a new Stall, and apparently Remy is somewhere around too. Makes sense. Cooking is kind of his thing. You can also get a New Orleans style parade going on. That’s fun. I always like seeing Disney movies outside of the biggest hits get some representation in games like these. Outlanders, Okay, let’s try to parse the update notes for Outlanders. Always a challenge. Volume VI of Outlanders Chronicles is here, giving you six new playable leaders and following the rise and subsequent fall of a community. Something to do with a comet not appearing when it should have. Maybe they’re one of those weird cults? Well, I’m not about to bother them to find out. They seem sad about it. You, however, can feel free to bother them by checking out this latest version of the game. SimCity BuildIt, Free Here’s our other Sydney-themed update today, and it’s also somewhat focused on the whole green angle. Okay, that’s fine. Captain Planet would certainly approve, and I never mess with someone with a green mullet. Add buildings like the Beam Wireless, Green Exchange, and Flower Bud to your city. There are also some limited-time structures like the Sydney Zoo and Paper Bag. Jump in on this Mayor’s Pass Season and liven up your city with these new sites. Sights? Sites and sights. Merge Mansion, Free The obligatory free-to-play matching puzzle game update of the week is our closer this time, and I’ve picked Merge Mansion. A new area is available in the form of the Speakeasy. Wait, are those legal? Like Grandma would care. Some improvements have been made to the Landing Room and Lounge, a new Mystery Pass offers an intriguing new pet, some balance adjustments have been made, and a whole mess of events have been seeded in that you’ll see pop up in the coming weeks. Add in some bug fixes, and that’s about it for this one. That about wraps it up for last week’s significant updates. I’m sure I’ve missed some, though, so please feel free to comment below and let everyone know if you think something should be mentioned. As usual, major updates will likely get their own news stories throughout this week, and I’ll be back next Monday to summarize and fill in the blanks. Have a great week!
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Niantic and Capcom just detailed the next major update coming to Monster Hunter Now (Free). Monster Hunter Now Season 3 “Curse of the Wandering Flames" sees Magnamalo arrive as the first Monster Hunter Rise original monster joining the Monster Hunter Now roster. Alongside Magnamalo, two other monsters join in the action including my favorite: Rajang. The final monster addition is Aknosom. Monster Hunter Now’s Season 3 update also brings in a new weapon, the Heavy Bowgun, cooking as a feature, and more. I’m curious to see how Magnamalo and Rajang are in-game as I adore hunting both of them in Monster Hunter Rise: Sunbreak and Monster Hunter World: Iceborne for Rajang. Check out Magnamalo’s artwork for Monster Hunter Now below: Check out some of the new gear from the update below: If you’ve not played Monster Hunter Now recently or are planning to just start playing, I put together tips and tricks for the game, details on the weapons, special skills, the current monsters list, my wishlist for future update monsters, and more. You can grab Monster Hunter Now on the App Store for iOS here and on Google Play for Android here. The in app purchases include different sets of gems and upgrades. Check out the official website here. What do you think of the current state of the game and are you looking forward to Teostra next month?
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- Alterna Vvelt: Blue Exorcist Another Story
At Anime NYC this weekend, Aniplex USA shared more details for its upcoming 3D action RPG Alterna Vvelt: Blue Exorcist Another Story (). Alterna Vvelt: Blue Exorcist Another Story is in development for iOS, Android, and Windows release this year. Alterna Vvelt: Blue Exorcist Another Story is based on the Blue Exorcist IP, and the story of the game features new original characters showcased in the game’s new trailer. In addition to this new trailer, pre-orders and pre-registrations have gone live for the game. Alterna Vvelt: Blue Exorcist Another Story sees you taking on the role of an exorcist assigned to the Special Investigations Unit in the Japanese branch of the Knights of the True Cross. Watch the new trailer below: Alterna Vvelt: Blue Exorcist Another Story doesn’t have a confirmed release date yet, and the App Store page also confirms that the date listed there is a placeholder. If you’d like to try Alterna Vvelt: Blue Exorcist Another Story, you can pre-order it on the App Store for iOS here and on Google Play for Android here. Check out the official website here where a lot of the pre-registration reward tiers are detailed. Alterna Vvelt: Blue Exorcist Another Story is due this summer on iOS, Android, and Windows. What do you think of Alterna Vvelt: Blue Exorcist Another Story so far?
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Netflix recently announced more games coming to its service in the coming months, but an unannounced (as far as I’m aware) casual Bust-a-Move-like game in the form of SpongeBob: Bubble Pop has gone up for pre-order on the App Store and pre-registration on Android. SpongeBob: Bubble Pop (Free) from Tic Toc Games and Nickelodeon is due on September 17th going by the App Store listing, and it aims to offer players hundreds of puzzles where you match colors and free sea snails to save Bikini Bottom. It will include boosters, various unlocks, SpongeBob cosmetics, a skill crane to earn even more costumes, and more. Check out some screenshots from it below: If you’d like to play SpongeBob: Bubble Pop at launch, you can pre-order it on the App Store for iOS here and on Google Play for Android here. If we get a gameplay trailer, Ill post about it, but I think everyone knows what to expect from a game like this. I’m curious if we see more games announced at Netflix Geeked week in the near future. What do you think of SpongeBob: Bubble Pop and Netflix bringing more casual games like this to its service?
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HoYoverse has begun pre-installation for the major Genshin Impact (Free) version 5.0 “Flowers Resplendent on the Sun-Scorched Sojourn" update for on supported platforms. If you’ve not followed the game recently, Genshin Impact 5.0 brings in the sixth nation: Natlan, new characters like Mualani, reruns for Raiden Shogun, and much more. The update will launch beginning August 28th for mobile, PC, PS5, and PS4 with the game launching on Xbox Series X this November. The first Genshin Impact 5.0 banner features: Mualani, Kachina and Kaedehara Kazuha while banner 2 has Kinich and Raiden Shogun. This update is also supposed to bring in updated visuals. Read about that here. Watch the new Genshin Impact trailer for Kachina below: You can pre-install it by tapping the pre-install resource package button. The download size is 2.67GB on iOS and about 16GB on PC. If you’d like to play Genshin Impact and don’t own it yet, you can download it for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of Genshin Impact 5.0 so far?
In this week’s episode of The TouchArcade Show I talk about how I finally ended up getting sick after weeks of being teased with it, and then I really bum out the vibe of the show sharing my horrible cat-sitting story. We then go into the fiasco that is the latest Overcast update which really screwed the pooch for Eli’s podcast listening lifestyle, and touch on some of Apple’s latest upcoming changes in the EU region. We also hit on some more iOS 18 beta talk and finish things off by going through some listener emails, which is always a blast. Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated! As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer. Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-601.mp3
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I’m a simple man. Give me an old-school first-person dungeon crawler and I’m a pretty happy guy. Make one centered around rescuing a cat and, oh boy, now you’re really speaking my language. Throw in a really unique touchscreen control scheme that I’ve never seen in a game of this type before and we’ve got a winner winner chicken-that-you-found-in-a-barrel dinner. That accurately describes Labyrinth: The Wizard’s Cat from developer ZombiSoft, who appears to be just a single person named Anders Gustavsson. There are some rough edges here, and some negative things to note, but by and large I’m just having a super good time with Labyrinth: The Wizard’s Cat and I’m excited to see where it takes me. So as the story goes, you’re an apprentice wizard who is tasked with finding the runaway cat of your mentor wizard, and you graduating to become a full-blown wizard hinges on you completing this mission. Just when you think you’ve cornered the adorable little feline you find yourself transported to a dungeon labyrinth filled with traps and enemies. You also spot the kitty roaming around and so your mission now becomes more difficult as you try to make your way through this dungeon alive as well as rescue your boss’s pesky little cat. Now, Labyrinth: The Wizard’s Cat isn’t a highly complex game by any means. There’s some light RPG elements in the form of leveling up and finding cool new weapons and gear, but there’s no party system or any extensive character progression. It reminds me a lot of Questlord in that it’s a pretty simple affair mechanically but the story, the visuals, and the personality of the game compel you to keep moving forward. Also, just because this game is bright and colorful and has a fairly straightforward design don’t think it’s some pushover. The game actually gets rather difficult rather quickly, but thankfully you can save anytime and anywhere, which is something you should practice doing often. The really neat feature here is the control scheme. You can choose between virtual arrows or swipe gestures for directional movement, which is pretty par for the course. But if you lay a second thumb down on the screen you can free look in any direction. It takes a little getting used to but the swipe gesture movement coupled with the free look gesture combines to make for a very satisfying touchscreen control scheme. It almost feels like you’re playing a first-person shooter at times, once you get comfortable and start zipping around to and fro, but you’re actually still playing a game with grid-based movement. My small nitpicks are that I really wish this game had an option to play in portrait, and the swipe detection for movement is a bit finicky. It recognizes short, fast swipes as opposed to longer ones, and before I figured that out I was having a really frustrating time thinking the game wasn’t detecting my inputs. Probably something that can be smoothed out in an update. Overall though, despite being a bit basic overall and having some rough edges, Labyrinth: The Wizard’s Cat is a very enjoyable retro dungeon crawler, which is something we don’t get too many of nowadays. If that’s not worth a couple of bucks then I’m not sure what is.
Welcome to this week’s edition of the Steam Deck Weekly. I delayed publishing this because Gamescom 2024 is on right now with news from Geoff Keighley’s Opening Night Live, game announcements, show floor information, and more. If you missed my Black Myth: Wukong Steam Deck review, read it here. Today’s article has Steam Deck impressions for Bakeru and Sam & Max: The Devil’s Playhouse, reviews of a few notable indies, Shaun’s take on the Warhammer 40K: Boltgun DLC, bundles, new Steam Deck Verified games, and more. Let’s get into the reviews and impressions first. Steam Deck Game Reviews & Impressions Bakeru Steam Deck Review When Bakeru was released in Japan, a friend of mine imported it and praised it quite a bit. I tried the demo and was turned off by the technical issues. It was charming, but not enough to put up with no localization and performance issues on Switch. When it leaked on the eShop, I was hoping we’d see performance improvements or a port to PC. We ended up getting both more or less. Bakeru’s Switch release in the West is improved over the Japanese launch version, and it is also now on PC with an excellent port. Bakeru is an action platformer from Good-Feel who are most known for the Yoshi games and also more-recently Princess Peach Showtime from Nintendo. The studio has done some games outside Nintendo brands, and the newest in this line of non Nintendo games from Good-Feel is Bakeru. Shaun will be doing a full review for this one, but so far Bakeru feels and plays great on Steam Deck. On Steam Deck and PC, Bakeru lets you adjust display mode (windowed and borderless only), resolution (with full 16:10 support), toggle v-sync, adjust frame rate cap (Note that v-sync off means the game runs at 60fps. Turn it on if you would like to play at your monitor’s refresh rate or at 90fps on Steam Deck OLED), anti-aliasing (off, FXAA, SMAA), adjust filtering quality (trilinear, 2x, 4x, 8x, and 16x), and draw distance (low, medium, high). I played Bakeru on both my Steam Decks. My LCD is running the newest SteamOS beta. On that, I had zero issues with the game and it ran at a locked 60fps at maximum settings. On Steam Deck OLED running the public build of the OS, I only had some issues at 90fps. This seemingly wasn’t related to the settings, but something in the game because I had some shader-related or traversal stuttering in parts, but they only happened initially. I imagine Bakeru will be Steam Deck Verified soon as it runs perfectly if you play at 60fps and near-perfectly at 90fps. The one issue I ran into pre-release that Spike Chunsoft and the developers already fixed is button prompts being incorrectly displayed. This had the game showing Switch positions instead of Xbox ones when using my 8BitDo Xbox controller or the Steam Deck itself. I’m glad this was resolved pre-release as the game has no port issues, and it is dramatically better than the Switch version. When using a DualSense, it correctly showed PlayStation prompts with the proper labels and positions as well. Bakeru is a good platformer that I recommend playing on PC over Switch right now. The Switch version, despite performance improvements over the Japanese demo, still has too much variance in its performance to be an easy recommendation. The HD Rumble there is nice, but everything else holds it back. On PC, you miss out on the HD Rumble, but Bakeru runs a lot better across the board, and I’ve been enjoying digging into it over the last week. Stay tuned for Shaun’s full review of the Switch version in the near future. Sam & Max: The Devil’s Playhouse Steam Deck Review There have been many game franchises that I completely missed out on over the years. The Sam & Max series of games is one of those. When I was offered a code to play Sam & Max: The Devil’s Playhouse, I figured now was the time to finally play these games with the new remasters. If you’re just here for the game itself, I urge you to read Shaun’s Switch review here. I’m going to focus on how it plays on Steam Deck. Sam & Max: The Devil’s Playhouse is the final game in the episodic Sam & Max main trilogy. This new remaster is amazing in basically every way. This includes how it controls, looks, sounds, and feels. It even has many accessibility options to make things go smoothly if you’re new to this kind of adventure game. You can toggle different hint levels and disable flashing in the accessibility settings. On the graphics and display side, you can play Sam & Max: The Devil’s Playhouse at higher resolutions when docked on Steam Deck, but performance doesn’t hold close to 60fps if you play at 4K. I recommend sticking to it in handheld mode for a 60 or higher experience. You can adjust the graphics quality, texture quality, anti-aliasing, toggle v-sync, and adjust display mode and resolution in the graphics settings. With Sam & Max: The Devil’s Playhouse, I’m glad I finally got around to playing these games. Not only are they all absolutely worth your time and money, but they play superbly on Steam Deck. I’d love for the remasters to hit iPad, but until then the Steam Deck is my favorite way to play Skunkape Games’ remasters. SCHiM Steam Deck Review Given the sheer amount of releases lately, I didn’t get around to playing SCHiM much at launch. I’m glad I finally rectified that because it is equal parts charming and gorgeous, and it has been the perfect game to relax with as a break from the longer upcoming games I’m playing for review right now. Developers Ewoud van der Werf and Nils Slijkerman have released a brilliant take on a 3D platformer using light, shadow, and more for puzzles, and it is all elevated by excellent audio. Aside from the striking aesthetic, what really carries SCHiM through its four or so hours long runtime is the animation work and sound design. As you work towards solving the various puzzles in the game, every interaction has a lovely little animation, and it all feels beyond polished when played at a rock solid 90fps on Steam Deck OLED. The blend of the shadows and lights for puzzles also are enhanced by the screen in handheld mode. So SCHiM runs perfectly out of the box on Steam Deck at 90fps, but how about docked? When played at 720p docked, it nearly does a locked 144fps. Playing at 1080p results in well over 100fps at all times. SCHiM supports 16:10 as well which is great to see on Steam Deck. I have no complaints with it aside from the fact that it might seem short for its price to some, and that there really is no evolution of the mechanics over the course of the game. While this isn’t a dealbreaker, it does hold SCHiM down from perfection. SCHiM is a lovely abstract take on games like Frogger for the modern era. Come into this expecting a work of art with excellent audio design more than a complex puzzle game. I enjoyed just about every level despite the mechanics not really evolving. I enjoyed it enough on Steam Deck to order a physical copy of the Switch version from Japan already. This is definitely worth your time if you enjoy delightful, gorgeous, and relaxing puzzle games. SCHiM Steam Deck review score: 4.5/5 Gestalt: Steam and Cinder Steam Deck Review Gestalt: Steam and Cinder is another game I wish I got around to playing sooner like SCHiM above. It has been on the review backlog for a bit now, but having played it, this action platformer is fantastic. Not only does it nail the aesthetic with its blend of 16 and 32-bit visuals, but the sound design, story, and gameplay are sublime. What initially drew me to Gestalt: Steam and Cinder, is the steampunk visual style in pixel art. I adore the character designs, but wasn’t sure another action platformer would be able to hit hard enough for me in recent years. Having played it, the story is very good, but without getting into spoilers, I feel like there’s more to this tale. Hopefully we see some story DLC in the future. On the gameplay side, Gestalt: Steam and Cinder felt a bit easier than I expected outside of two bosses I had trouble with. Nothing major though, and the responsive controls help across the board. Gestalt: Steam and Cinder ships Steam Deck Verified, and it is perfect on Valve’s handheld. The only thing I’d like to see, if feasible, is support for 90fps. Right now, the game is capped at 60fps and 16:9. I tested this on both my Steam Decks docked and in handheld mode. Given how crowded the genre is, I know most people roll their eyes when they see another action platformer, but Gestalt: Steam and Cinder is one you cannot afford to miss. It is one of the best in the genre with its excellent gameplay, narrative, music, and slick visuals. Gestalt: Steam and Cinder is also perfect on Steam Deck from start to finish. Gestalt: Steam and Cinder Steam Deck review score: 4.5/5 Warhammer 40,000: Boltgun – Forges of Corruption Expansion Steam Deck Review The original Boltgun was a refreshing surprise for me when it was released last year. While I’m not as into first-person shooters as deeply as some, I can certainly enjoy a good boomer shooter. Give me fast, furious action with some interest levels to explore, a satisfying selection of weapons, and challenging enemy encounters and I’m there. Boltgun had all of that, all dressed up in a Warhammer theme that if nothing else helps the world feel like it extends outside of the borders of the game. A thoroughly enjoying game to play through, and one that left me properly sated… or did it? While I thought I had had my fill of Boltgun, I was actually quite happy when Forges of Corruption was released. I guess I was still hungry. This expansion gives you five more levels of carnage to engage in, and they run on the larger side. You get two new guns to play with, one being an enhanced flamethrower and the other a rocket launcher. Sure, can’t argue with that. You also get some new enemies to try those toys out on, and you’ll need every edge you can get to deal with them. When compared to the original game’s levels, Forges of Corruption‘s stages favor more wide open spaces. This puts your mobility skills to the test, as you’ll have to keep on moving to avoid getting surrounded or cornered. If you haven’t mastered the dash already from playing the main campaign, you’ll need to get up to speed fast here. It’s an interesting change-up from the more compact design that the base game relied on so much. The enhanced flamethrower’s spread can really help you out here, and rockets always prefer open spaces. Difficulty-wise, these levels are mostly going to be a relative breeze for those who played through the first game. The last one is a real beast though, and you’re going to have to use everything you’ve learned to overcome it. Which is to say that while you can play this expansion without finishing the main game, you really should leave it for after. All-up, it takes a few hours to get through it all. Warhammer 40,000: Boltgun – Forges of Corruption keep the party rolling with a set of new stages that show off a slightly different design intent than those of the original. The new weapons and enemies are appreciated, and the level design makes the most of both. I do wish there was something more interesting going on visually here, and the difficulty curve isn’t as smooth as it was in the base game. Still, those looking for more Boltgun challenges to tackle will find them here.-Shaun Musgrave Warhammer 40,000: Boltgun – Forges of Corruption Expansion Steam Deck review score: 4/5 News and Trailers Let’s begin the massive (and fast-paced) news section of this week with a brand-new trailer for my most anticipated game of 2025: Monster Hunter Wilds. The trailer has the game looking better than before, and I’m getting more excited reading all the details from hands-on gameplay sessions people have at Gamescom. Watch the third Monster Hunter Wilds trailer below: The next bit of news I’m excited for is Final Fantasy XVI, the best singleplayer Final Fantasy game since XII, is coming to Steam in a few weeks with pre-orders and a demo now live. It is sadly pretty rough on Steam Deck, but I hope things improve. Terry Bogard launches on September 24th in Street Fighter 6 as the second DLC for the Year 2 Pass. His gameplay trailer looks incredible. While not directly Steam-related, Capcom is also bringing Resident Evil 2 to GOG on August 27th. I couldn’t get Resident Evil 1’s GOG release to work on Deck, but I hope this one works. Capcom also released a demo for the Ace Attorney Investigations Collection on Steam and consoles. Check it out here. Read my preview of the full game here. Silent Hill 2 from Konami got a new story trailer, and this is the first trailer that’s been liked by a friend of mine who is a huge fan of the series. This will be my first Silent Hill game, so I’m excited to try it. Square Enix released a new “Final" trailer for Visions of Mana ahead of its launch next week. I can’t wait to talk about the full game soon. A few days ago, Cygames released the big Version 1.50 update for Granblue Fantasy Versus: Rising on Steam and consoles bringing in big balance adjustments, the new DLC character Versusia, and in-game content included with Battle Pass Round 5. Watch the trailer below: Persona 3 Reload’s expansion Episode Aigis is adding Joker as a boss fight. I didn’t expect that one, but I’m looking forward to playing the DLC very soon. Atlus will host a new ATLUS Exclusive showcase for Metaphor: ReFantazio on August 28th at 8 PM. It will be on YouTube. I’m looking forward to playing this hopefully soon for review. Atlus also revealed the English voice cast for the game. Check it out below: Protagonist – Caleb Yen Strohl – Stewart Clarke Hulkenberg – Kristin Atherton Gallica – Alejandra Reynoso Heismay – Phillipe Spall Junah – Emma Ballantine Eupha – Emily Burnett Neuras – David Monteith Louis – Joseph Tweedale More – Greg Chun Grius – Gordon Cooper A new trailer for Metaphor has also gone live, and it is the best one yet for the game ahead of its launch in October. Watch it below: SEGA released a new trailer for Sonic X Shadow Generations that makes me wish the game was out sooner. We need anime music videos based on this for sure. Tempest Rising from 3D Realms got a new PvP teaser trailer this week at Gamescom 2024. It looks superb. Check out the footage below: A game I’m excited to play later this year, Slitterhead from Bokeh Game Studio, got a new story trailer this week. Watch it below: A game most thought wouldn’t release this year, The Plucky Squire from Devolver Digital, launches on September 17th with a lovely new trailer you can watch below. I’m excited to try this out on Steam Deck and Switch. Devolver Digital is also launching Sumerian Six, the real time tactical stealth game via Steam, on September 2nd. Raw Fury is releasing the horror survival game Post Trauma on October 29th. Check out its release date trailer below: Blizzard is celebrating Warcraft’s 30th anniversary in Overwatch 2 with a new skin for Widowmaker as Sylvanas next month. Check it out below: Action adventure game Unknown 9: Awakening from Bandai Namco launches on October 18th for Steam and consoles. Pre-orders are now live with a new gameplay trailer you can watch below: Eternal Strands, set to launch in 2025, got a new gameplay trailer at Gamescom 2024 from Yellow Brick Games. Watch it below: Superhero-themed visual novel Sacrifice Villains from Shiravune is set to release on Steam this year. It will be priced at $19.99. Check out the Steam page here. Little Nightmares III also had a new trailer during Gamescom Opening Night Live 2024. It releases on Steam and all consoles next year. Diablo IV’s Vessel of Hatred expansion got a new trailer showcasing the Mercenary companions ahead of the expansion’s launch this October. Inti Creates is releasing a demo for Card-en-Ciel on September 4th for Steam. Alongside this news, a new gameplay trailer has been released. Watch it below: A sequel to Wilmot’s Warehouse is set to release on Steam on October 23rd in the form of Wilmot Works It Out. I loved the original and cannot wait to play this. Risk of Rain 2’s Seekers of the Storm DLC launches on August 27th for PC and consoles. I’ll be checking this one out on Steam Deck. Kingdom Come: Deliverance II launches on February 11th, 2025 and a new gameplay showcase this week makes me wonder if this will even run on Steam Deck with how good it looks. I’ll definitely try it. Watch the showcase below: Fatal Fury: City of the Wolves from SNK launches on April 24th, 2025 for Steam, PS5, PS4, and Xbox Series X. The launch price is a special edition with the first pass. Watch the new trailer showing off the amazing Mai Shiranui and the release date showcase below: Level Infinite streamed its recent “Into the Infinite" showcase featuring updates from its partners covering games like Soulframe, Warframe, and much more. Watch it below: https://www.youtube.com/live/KAIFQ8TZCp8 Sharkmob’s Exoborne had a new trailer released during the showcase above as well. Watch it below: Civilization VII from Firaxis and 2K launches for Steam and all consoles on February 11th, 2025 with pre-orders now live. Check out the gameplay trailer below: 2K also revealed two other games for 2025, and they’re big ones. Borderlands 4 and Mafia The Old Country are in development for Steam and consoles for 2025 release. Watch the trailers below: Arc System Works has revealed new details for Double Dragon Revive including the composers and story details. The composers include Raito and many more. Check out the website here. Indiana Jones and the Great Circle launches on Steam and Xbox on December 9th with pre-orders now live on Steam. I’m looking forward to playing this. The newest Sword Art Online Fractured Daydream trailers focus on Leafa and Sinon. Watch them below: Delta Force, the first person multiplayer shooter, previously known as Delta Force: Hawk Ops launches later this year for PC via Early Access on Steam from Level Infinite. It is also set to come to iOS and Android and consoles. Amazon Prime is doing a series on video games titled Secret Level with a focus on specific games over 15 episodes. These include Armored Core, Spelunky, New World: Aeternum, and more. It is set to begin streaming this December. Speaking of New World: Aeterum, a new video series based on the game can now be watched ahead of the game’s launch on October 15th: Marvel Rivals from NetEase Games launches as a free to play game on December 6th for Steam and consoles with all heroes included for free. Starfield’s Shattered Space DLC launches on September 30th for Steam and Xbox. A new update is also available now on all platforms. Akatsuki Games released a new trailer for the extreme action game Tribe Nine ahead of its launch on Steam and mobile. Free to play third person MOBA Predecessor is now available on Steam and consoles from Omeda Studios. Watch the trailer for it below: Dragon Ball: Sparking! ZERO gets another trailer showing off more of the game in its “50 days from now" trailer. Watch it below: Path of Exile 2 launches on Steam and consoles via Early Access on November 15th. Watch the new trailer from Grinding Gear Games below: Dying Light: The Beast is a standalone open world game that’s free for owners of Dying Light 2 Ultimate Edition. It is set to release in the future. Idea Factory International announced that Date A Live: Ren Dystopia releases on September 5th for Steam. I’ll be reviewing this one. Check it out on Steam here. Torn Banner Studios (Chivalry 2) announced that the UE5-powered shooter No More Room in Hell 2 will launch in Steam early access this Halloween. Watch the trailer below from Gamescom Opening Night Live 2024: Warner Bros Games also showcased a new Mortal Kombat 1: Khaos Reigns gameplay trailer focussing on Cyrax who is a part of the new DLC. Tokyo Xtreme Racer from Genki is a new entry in the long-running series coming to Steam in 2025. I’m glad to see this because a friend of mine is a huge fan. Watch the trailer below: Square Enix released a new trailer for Life is Strange: Double Exposure showcasing Max’s powers. Watch it below: New Steam Deck Verified & Playable games for the week This week, Yakuza 4 and Devil Blade Reboot are the highlights for new Verified games, and EA’s anti-cheat issues continue to make more games unplayable on Steam Deck. Check out every notable game tested by Valve since the last article below: #BLUD – Verified Atlas Fallen – Unsupported Battlefield 1 – Unsupported (new anti-cheat issues) DEVIL BLADE REBOOT – Verified EA SPORTS Madden NFL 25 – Unsupported (new anti-cheat issues) Eastward – Playable Flatout 3 – Playable hololive treasure mountain – Verified Isles of Sea and Sky – Verified LISA: The First – Unsupported Metropolis: Lux Obscura – Playable Mika and The Witch’s Mountain – Verified Plants vs. Zombies Garden Warfare 2: Deluxe Edition – Unsupported (new anti-cheat issues) Pocket Bravery – Playable shapez 2 – Playable Skull and Bones – Playable SNK VS. CAPCOM SVC CHAOS – Playable SPY×ANYA: Operation Memories – Playable Squirrel with a Gun – Verified Sword of Convallaria – Unsupported Teeny Tiny Trains – Playable The Infectious Madness of Doctor Dekker – Playable THE LAST BLADE – Playable Tomba! Special Edition – Playable Wild Bastards – Verified Yakuza 4 Remastered – Verified Steam Deck Game Sales, Discounts, and Specials The highlights of the week when it comes to sales and discounts are the Steam Rhythm Fest until August 26th with discounts on games like Crypt of the Necrodancer, Trombone Champ, and DJ MAX RESPECT V, and also the new Capcom Resident Evil Humble Bundle. Next week, following the Rhythm Fest, the Isometric Games Sale begins with many discounts from publishers and developers including Owlcat Games. Check out a trailer for the event below: That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 23rd, 2024. It’s the end of another week, and we’re creeping ever closer to the end of the month and the season. In the world of Switch, sometimes a slow Thursday means a big Friday. Well, not this time. We’ve got a few new releases to look at amidst the junk, plus the usual lists of new sales and expiring discounts for you to consider. Things will be busier next week, but only a little. September can’t come soon enough. Let’s finish up the week! Select New Releases Operation: Polygon Storm ($14.99) A relatively basic real-time base defense game, just from a slightly different point of view than the one we usually see in this genre. I wouldn’t exactly call it visually impressive, but the destructible environments do add a little spice to an otherwise straightforward take. Not my genre of choice, but if it’s yours then you might want to give it a closer look. Thermonuclear ($7.99) Set in a distant future where a third World War has broken out, Thermonuclear casts you as a member of a megacorporation out to claim victory. You have access to a powerful new technology called Thermonuclear, an advanced combat cyborg. Guide your cyborg through procedurally-generated stages, engaging in turn-based strategic combat with the enemies found within. You’ll upgrade your cyborg as you go, and if you’re lucky you might just be able to take down the Allfather AI and save the world. If not? Well, you can always try again. Seems decent from what I’ve seen so far. Magnus Trilogy ($8.99) A series of visual novels in the Magnus series, bundled together in one simple package. These lean more towards the bizarre and psychological end of the curve. At the very least, you can’t argue with the price per title here. Not for everyone, but some will get a lot out of this. Sales (North American eShop, US Prices) An intriguing assortment of new sales, but a short enough list that I’ll mainly leave it to you. What I will mention is that PowerWash Simulator is not only featuring a discount on the main game, but also all of its paid DLC packs. Now is the time to stock up if you don’t already own them. In the weekend outbox, Team 17’s got a round of titles finishing up their sales. They’ll certainly be back on sale again soon, but maybe you want them now? Choices to make. Select New Sales Botany Manor ($22.49 from $24.99 until 8/29) Puddle Knights ($2.99 from $9.99 until 8/30) Batman: The Telltale Series ($7.49 from $14.99 until 8/30) Batman: The Enemy Within ($7.49 from $14.99 until 8/30) Fuga: Melodies of Steel ($19.99 from $39.99 until 9/2) Fuga: Melodies of Steel 2 ($23.99 from $39.99 until 9/2) Kingdom Come Deliverance ($29.99 from $49.99 until 9/4) Outward Definitive ($23.99 from $39.99 until 9/4) Metro 2033 Redux ($3.99 from $19.99 until 9/4) Metro Last Light Redux ($3.99 from $19.99 until 9/4) Kona II: Brume ($11.99 from $29.99 until 9/4) F1 Manager 2024 ($27.99 from $34.99 until 9/5) Adventure Bar Story ($15.99 from $19.99 until 9/5) Anomaly Agent ($7.49 from $14.99 until 9/5) Ambition: A Minuet in Power ($4.99 from $9.99 until 9/6) Skulls of the Shogun ($3.99 from $19.99 until 9/6) Galak-Z The Void Deluxe ($2.99 from $14.99 until 9/6) PowerWash Simulator ($17.49 from $24.99 until 9/6) Fear Effect Sedna ($1.99 from $19.99 until 9/6) Suhoshin ($4.49 from $14.99 until 9/6) Ty the Tasmanian Tiger HD ($10.49 from $29.99 until 9/6) Ty the Tasmanian Tiger 4 ($9.99 from $19.99 until 9/6) Hampuzz ($3.49 from $6.99 until 9/11) Yeah! You Want Those Games, Right? ($7.99 from $9.99 until 9/12) Carry Onward ($2.99 from $4.99 until 9/12) Abyss of the Sacrifice ($11.99 from $39.99 until 9/12) Starward Rogue ($7.49 from $14.99 until 9/12) Commandos 2: HD Remaster ($14.99 from $19.99 until 9/12) Commandos 3: HD Remaster ($20.99 from $29.99 until 9/12) Incredible Mandy ($5.99 from $14.99 until 9/12) 4 The Elements ($7.19 from $8.99 until 9/12) Lunar Axe ($3.99 from $4.99 until 9/12) TMNT Wrath of the Mutants ($17.99 from $29.99 until 9/12) Frogue ($3.99 from $4.99 until 9/12) Toridama2: Brave Challenge ($3.99 from $7.99 until 9/12) The Fall of Elena Temple ($2.39 from $2.99 until 9/12) Omega Labyrinth Life ($17.99 from $59.99 until 9/12) Funghi Explosion ($9.99 from $19.99 until 9/12) A Dark Room ($2.79 from $6.99 until 9/12) Samurai Maiden ($29.99 from $59.99 until 9/12) Beholgar ($2.99 from $9.99 until 9/12) Raccoo Venture ($7.49 from $14.99 until 9/12) Time Rift ($2.99 from $9.99 until 9/12) Doomsday Hunter ($8.99 from $17.99 until 9/12) Super Trunko Go ($2.99 from $9.99 until 9/12) WorldNeverland: Elnea Kingdom ($8.99 from $29.99 until 9/12) Zero Tolerance Collection ($4.99 from $9.99 until 9/12) The Tale of Clouds & Wind ($2.49 from $4.99 until 9/12) Sales Ending This Weekend All Noobs Must Die ($1.99 from $12.99 until 8/24) Demon Turf ($12.49 from $24.99 until 8/24) Full Metal Sergeant ($7.99 from $9.99 until 8/24) Mystic Academy: Escape Room ($5.49 from $10.99 until 8/24) Right and Down and Dice ($5.99 from $11.99 until 8/24) Venari Escape Room Adventure ($4.19 from $5.99 until 8/24) Blasphemous ($6.24 from $24.99 until 8/25) Blast Brigade vs. The Evil Legion ($11.99 from $19.99 until 8/25) DREDGE ($16.24 from $24.99 until 8/25) Overcooked 2 ($6.24 from $24.99 until 8/25) Rack and Slay ($5.09 from $5.99 until 8/25) That’s all for today and this week, friends. We’ll be back next week with more new games, more sales, more reviews, and some news. I have a lot of things I need to get done this weekend, so wish me luck in doing them. I hope you all have a fantastic Friday, and as always, thanks for reading!
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For our next dive into the retro games available on Switch, we’re going all the way back to 1989. Er, and then to 1998. We’re heading back to the old monochrome beast and its colorful successor: the Game Boy and Game Boy Color. While there is a robust selection of games from these handhelds in the Nintendo Switch Online app, we’re instead looking at those games that dare to exist in the wilds of the Switch eShop. We’ve got ten of our favorites here, plus five more games that we’d like to see. No particular order, of course. Time to Play It Loud! Shantae ($9.99) Once a genuine scarcity that would cost you hundreds of dollars to get your hands on in any legal capacity, Shantae is now quite readily available in digital form. This game is considerably rougher than its sequels, but it pushes the Game Boy Color hardware in a lot of interesting ways, providing a platformer with a bit more to it than the average Game Boy hop-and-bop. Wow, I haven’t seen the term “hop-and-bop" in something like twenty-five years. Well, there you go. Shantae: it’s pretty good fun. Trip World DX ($19.99) Here’s another game that would have cost you a pretty penny to play officially until very recently. Trip World is an interesting platformer from Sunsoft that offers up a short but sweet experience. This release of the game does a full-on colorization job while also including a number of extras to dig into. It’s an excellent way to play this quirky, charming tale. Final Fantasy Legend II – Collection of SaGa Final Fantasy Legend ($19.99) Time to wade into the compilations, and we’ll start with one that is all Game Boy games: Collection of SaGa. You get all three games in the Final Fantasy Legend series here, and they’re all really good handheld RPGs. I’m picking out Final Fantasy Legend II to highlight here, simply because I think it’s the best of the three. It has plenty of the weird mechanics that make SaGa games so interesting, but feels more well-rounded and approachable than the first game. Probably the best turn-based RPG on the system pre-Pokemon. Final Fantasy Adventure – Collection of Mana ($39.99) Going hand in hand with the Final Fantasy Legend games, Final Fantasy Adventure is the game that kicked off the long-running Mana series. As such, you’ll find it in the Collection of Mana with the two Super NES follow-ups. Again, all games worth playing. This action-RPG provided an excellent alternative to the superb Link’s Awakening on the system, with a snappy pace and some surprisingly ambitious storytelling. It’s been remade a couple of times, but there’s nothing quite like the original. TMNT III: Radical Rescue – TMNT: The Cowabunga Collection ($39.99) Konami did some great Game Boy games, and it has made a handful of them available through its various collections. The Cowabunga Collection has all three of its original Game Boy TMNT games included, and I think they all have their merits. The open-ended, pseudo-Metroidvania TMNT III: Radical Rescue is the pick of the bunch, though. Plenty of action as you would expect, but the additional layers from exploring the world, rescuing your brothers, and finding all the upgrades makes this one you can really sink your teeth into. Operation C – Contra Anniversary Collection ($19.99) After the somewhat tepid attempt to bring Castlevania to the Game Boy via Castlevania: The Adventure, one would be forgiven for thinking there was little hope the tense run-and-gun action of Contra would survive the transition. Surprisingly, Operation C turned out to be really awesome. Sure, you can’t play with another player. Strictly a solo affair. But it’s fast, fun, and challenging in the way you want a Contra game to be. Perhaps there was hope for Konami action-platformers on the handheld after all! Castlevania II: Belmont’s Revenge – Castlevania Anniversary Collection ($19.99) How’s that for foreshadowing? Yes, after mostly biffing the first Game Boy Castlevania game, Konami turned things around in a big way with Belmont’s Revenge. This is an excellent Castlevania game, one that easily hangs with the home console entries even if it can’t quite surpass them. Given it was sandwiched by some less-than-great games, it’s possible many players skipped out on this one thinking it would be the same. If you haven’t played it yet, here’s a handy way to do that. Ninja JaJaMaru: The Great World Adventure – Ninja JaJaMaru: Retro Collection ($14.99) Ninja JaJaMaru: The Great World Adventure isn’t the best game in this bunch by any means, but I think it’s an important representation of some of the more off-beat titles that filled out the library around the releases from huge publishers. Some proper work was put into this reissue, too. It has a new localization and has been colorized, giving a nice spit-shine to a game that might not have topped anyone’s lists for such an effort. While The Great World Adventure is the only Game Boy game in the lot, this collection is an interesting one to poke at in general. Xtreme Sports ($9.99) WayForward’s most famous wholly-original property on the Game Boy Color is obviously Shantae, but Xtreme Sports is no slouch either. Essentially a collection of sports mini-games tied together with an open world, Xtreme Sports is a lot better than it has any right to be. The graphics are good, the gameplay is great for pick-up-and-play grazing, and those looking to completely finish everything will find a stiff challenge ahead of them. The Rescue of Princess Blobette – A Boy and His Blob Retro Collection ($9.99) Another game that is here more for its unique feel than anything, The Rescue of Princess Blobette brings the home computer-esque puzzle-adventure gameplay of the NES original to the small screen quite well. In some ways it’s a more polished game than its predecessor, delivered in a more compact and well-paced form. If you like games that take some figuring out due to occasional bits of opacity, you’ll love this one. And… 5 Game Boy and Game Boy Color Games We’d Like to See on Switch Batman: The Video Game Yes, it’s kind of weird that Batman is using a gun the whole way through this early Game Boy action game. But it’s also weird that Keaton’s Batman gleefully murders bad guys, so let’s just call it a sign of the times. The important thing is that this is another really great Sunsoft Batman game, and while I know the odds of any of these movie-based Batman games ever resurfacing are next to nil, I will never stop asking. Pokemon Gold/Silver/Crystal I’m generally avoiding games that I think might show up on Nintendo Switch Online at some point, which means most first-party Nintendo stuff is out. I really hope I’m wrong about this, but something tells me that while the Pokemon spin-offs will probably keep appearing in the subscription service, the mainline games won’t. Thus, I formally request the ability to purchase and play these fine Game Boy RPGs on my Switch. Gradius: The Interstellar Assault I waffled between including this or the excellent R-Type DX, but ultimately we have R-Type Dimensions on Switch to scratch that itch, whereas Gradius: The Interstellar Assault only exists in Game Boy form. For a platform whose display should have made it terrible for shooting games, the Game Boy had a good handful of excellent ones. This was Konami’s second kick at the Gradius can on the platform, and while that first one was fine this one really kicked things into gear. Honestly, I just kind of want a Gradius collection in the vein of Konami’s Contra, Castlevania, and TMNT ones. If that happens, this game ought to be in there. Metal Gear Solid Lots of Konami in this article, I’m coming to realize. Anyway, this is arguably the best third-party Game Boy Color exclusive. Just about everything that was great about the PlayStation Metal Gear Solid was somehow squeezed into this completely original adventure. This game completely blew me away at the time thanks to that fidelity, and it still impresses me today. Yes, much of the template was laid down in the MSX2 Metal Gear 2, but it’s cool to see something like this on a Game Boy Color. Maybe this will show up in the next Metal Gear collection? Dragon Warrior Monsters Pokemon spawned a lot of imitators, but to be fair to Dragon Quest it had monster-catching elements in the main games before Pokemon arrived. So, you know. We forgive you, King. Dragon Warrior Monsters is one of the better Game Boy games inspired by Pokemon‘s success, and I think it would be terrific to see it available on Switch. And you know what? It is available on Switch, but only in Japan. Come on, Square Enix. Just drop the Western ROM in the wrapper and help some Dragon Quest fans out! And that’s the list, friends. Are there any Game Boy or Game Boy Color games you enjoy on the Switch? Any you would like to see? Feel free to sound off down in the comments and let us know what you’re thinking! It’s always interesting to hear the opinions of others on this kind of thing. As always, thanks for reading!
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Playtonic Friends just announced that Victory Heat Rally from developer Skydevilpalm is coming to mobile through Crunchyroll and also on Steam this October. Victory Heat Rally is an arcade racer with stylish visuals. I aims ot be a 2.5D pixel perfect racer featuring 12 drivers, solo play, multiplayer, a world tour mode, and more. It also features tons of customization across paint jobs, parts, and more. Playtonic Friends also confirms that Victory Heat Rally will be playable on Switch at Gamescom. Watch the Victory Heat Rally release date announcement trailer for mobile through Crunchyroll and Steam below: While the mobile page isn’t up yet, you can wishlist Victory Heat Rally on Steam here. Victory Heat Rally is confirmed to have 4 player splitscreen, but I’m unsure if this is just Steam or also on mobile. If you have an active Crunchyroll Mega or Ultimate membership right now, you will be able to play Victory Heat Rally when it releases at no additional cost on October 3rd. This is definitely one of the better Crunchyroll Game Vault announcements as it is a day one release alongside PC. I’m excited to check it out. What do you think of today’s announcement and the Crunchyroll Game Vault releases so far?
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 22nd, 2024. In today’s article, we continue to bear witness to the slow yet clear decline of Switch releases in this eighth year. It’s Thursday, but we don’t even have a dozen games worth mentioning today. Even among the ones we have, there isn’t anything that is jumping out. Sure, it’s August. Things are going to pick up soon. But it’s still odd to see such dry Thursdays, even at this time of the year. At least the sales are healthy. Let’s have a look at all of that! Select New Releases Verne – The Shape of Fantasy ($14.99) Play as Jules Verne, who has been brought into a world sprung from his own imagination, in this adventure game. He’ll join forces with Captain Nemo as they try to fend off an evil force determined to destroy all imagination, which I reckon would be pretty bad. Solve puzzles, engage in dialogue, and enjoy the story. An interesting premise, and that’s a big part of the battle when it comes to this genre. Rise Eterna War ($9.99) A prequel story to Rise Eterna, this looks to be a base defense-style game to me. Build your team and use your limited resources to deploy them against the enemy. Seems fine for what it is, even if what it is isn’t terribly novel. With more than forty stages to play, it will keep you busy for a few days at least. As Per My Last Email ($6.29) One of those stress relief games. You’re an office worker and you have a sledgehammer. You can break pretty much everything in the office. Go for it. Play the ten-level campaign mode, or enjoy the infinite Mayhem Mode as you like. The affordable price is about right for the experience on offer. Ring Sculptors ($14.99) A choice-based narrative adventure where you pick from nine different characters and try to survive a trip to the Ring Sculptors’ base. On top of making choices at various points, there are also stats to manage, dice rolls to try to luck out on, and plenty of endings to uncover as a result. Argol – Kronoss’ Castle ($8.99) This is a side-scrolling action-platformer in the vein of games like Castlevania or Valis. You play as a sword-wielding warrior on a quest to vanquish evil. Or at least I presume that’s the story, anyway. All I know is that there is a fellow named Kronoss and his castle must be stormed. A decent game with a pretty lively soundtrack backing it. Nothing I’d run down the street yelling about, but it might scratch an itch. Ataraxie ($4.99) An affordable Metroidvania-style game starring a mummy. It’s really rough around the edges, but for the price you might not mind. I at least appreciate the novel protagonist. Shame about the ropey collision detection, though. Arcade Archives The Ninja Kids ($7.99) Taito’s 1990 beat ’em up featuring puppet ninjas is the latest Arcade Archives release. Up to four players can join in on the fun via local multiplayer, and that’s probably the best way to enjoy this one. Even going alone, the wacky tone makes this an enjoyable game to play through. The mechanics aren’t as tight as in the better titles in this genre from Capcom or Konami, but there’s some charm in the janky nature of it all. Tales from Toyotoki: Arrival of the Witch ($29.99) Here’s a visual novel with some simulation elements. Maybe it isn’t right to call it a visual novel because of those elements? Forgive me if my choice of words isn’t on point. Your character ends up homeless on a mysterious island, and soon runs into a witch that is having some problems of her own. They decide to work together, and they’re eventually joined by several others. Can this rag-tag group survive Toyotoki Island and grow along the way? Play to find out! I should write box copy, I swear. EGGCONSOLE Star Trader PC-8801mkIISR ($6.49) When you think of Nihon Falcom, you definitely think of… shoot ’em ups? Okay, maybe not. But this one did happen back in the day, and as you might expect it’s not an orthodox take by any means. There are adventure game scenes mashed in with the shooting action here, and your skill at handling trading will determine your available funds for upgrades. Naturally, this is all in Japanese. EGGCONSOLE and all that. If I think it’s even remotely playable for someone who can’t understand the language, I’ll do a review soon. Sales (North American eShop, US Prices) Another sale for 1000xRESIST. Buy 1000xRESIST. Maybe Freedom Planet 2 and Haiku, the Robot too, depending on your tastes. The latest sales from id Software and Inti-Creates are finishing up today, so fill your boots while you can. Check those lists! Select New Sales 1000xRESIST ($15.99 from $19.99 until 8/28) Times & Galaxy ($17.99 from $19.99 until 8/28) Super Mutant Alien Assault ($1.99 from $9.99 until 8/28) The Pale Beyond ($9.99 from $19.99 until 8/28) Suzerain ($4.49 from $17.99 until 8/28) Paradise Killer ($5.99 from $19.99 until 8/28) Genesis Noir ($4.49 from $14.99 until 8/28) Citizen Sleeper ($9.99 from $19.99 until 8/28) Haiku, The Robot ($9.99 from $19.99 until 8/28) Ebenezer & the Invisible World ($13.99 from $19.99 until 8/29) Freedom Planet 2 ($18.74 from $24.99 until 9/5) Deadcraft ($5.99 from $19.99 until 9/5) Silent Hope ($13.99 from $39.99 until 9/5) Untitled Goose Game ($9.99 from $19.99 until 9/5) Corpse Party ($9.99 from $19.99 until 9/5) Akiba’s Trip: Undead & Undressed ($14.99 from $29.99 until 9/5) Wing of Darkness ($5.99 from $29.99 until 9/5) SCHiM ($17.49 from $24.99 until 9/5) Marchen Forest ($6.99 from $34.99 until 9/5) Violet Wisteria ($7.49 from $14.99 until 9/6) Oops, I Said Yes?! ($20.99 from $29.99 until 9/9) even if TEMPEST Dawning Connections ($34.99 from $49.99 until 9/9) Pirate Bloopers ($1.99 from $9.99 until 9/11) Sales Ending Tomorrow, August 23rd Azure Striker Gunvolt 3 ($14.99 from $29.99 until 8/23) Berserk Boy ($14.00 from $20.00 until 8/23) Blaster Master Zero 3 ($7.49 from $14.99 until 8/23) Bloodstained Curse of the Moon 2 ($5.99 from $14.99 until 8/23) CounterAttack: Uprising ($4.49 from $14.99 until 8/23) Dead End City ($9.89 from $14.99 until 8/23) DOOM ($7.99 from $39.99 until 8/23) DOOM 3 ($3.99 from $9.99 until 8/23) DOOM 64 ($1.99 from $4.99 until 8/23) DOOM Eternal ($9.99 from $39.99 until 8/23) Dragon Marked for Death ($7.49 from $14.99 until 8/23) Fireside ($11.99 from $14.99 until 8/23) For The Warp ($1.99 from $17.99 until 8/23) Froggie ($2.99 from $4.99 until 8/23) Gal Guardians: Demon Purge ($13.74 from $24.99 until 8/23) Gunvolt Records: Cychronicle ($10.49 from $14.99 until 8/23) Little Kitty, Big City ($19.99 from $24.99 until 8/23) Luminous Avenger iX 2 ($12.49 from $24.99 until 8/23) PuzzMiX ($2.99 from $3.99 until 8/23) QUAKE ($3.99 from $9.99 until 8/23) Quake II ($3.99 from $9.99 until 8/23) Sally Face ($8.99 from $14.99 until 8/23) TES V: Skyrim ($29.99 from $59.99 until 8/23) TES V: Skyrim Anniversary Edition ($34.99 from $69.99 until 8/23) Umbraclaw ($17.49 from $24.99 until 8/23) Wolfenstein II: TNC ($5.99 from $39.99 until 8/23) Yohane the Parhelion: Blaze in the Deepblue ($20.39 from $29.99 until 8/23) That’s all for today, friends. We’ll be back tomorrow with the remaining releases for the week, plus whatever sales and major news items roll in during the course of the day. We’ve been getting so many thunderstorms lately around here. Hot and sunny during the day, stormy in the evening. Very odd, and not conducive to the laundry schedule. Oh well. I hope you all have a thrilling Thursday, and as always, thanks for reading!
Each and every day new mobile games are hitting the App Store, and so each week we put together a big old list of all the best new releases of the past seven days. Back in the day the App Store would showcase the same games for a week, and then refresh those features each Thursday. Because of that developers got into the habit of releasing their games throughout Wednesday or very early Thursday in order to hopefully get one of those coveted features spots. Nowadays the App Store refreshes constantly, so the need for everyone to release all on the same day has diminished. Still, we’ve kept our weekly Wednesday night format as for years that’s the time people knew to check TouchArcade for the list of new games. And so without further ado please check out the full list of this week’s new games below, and let us know in the comments section which games you’ll be picking up! Auto Pirates: Captains Cup (Free) iTunes Description Auto Pirates is a competitive player vs world strategy game where you choose your crew, equip your ship and battle, earning plunder based on your global rank. Earn plunder and collect trophies for your exploits on the seas and create the perfect pirate hideout for your crew. Combine pirates from four fantasy factions with magical relics and a multitude of ships to optimize your strategy or create crazy hijinks. You can shoot, board, blast, burn, sink or push your opponents to get the upper hand and go for the top 1% prize. Forum Thread: Auto Pirates: Captains Cup (by Featherweight Games) Baron of Blood (Free) iTunes Description Baron of Blood is a 2D pixelart platformer game in which you have to fight your way through numerous levels and defeat different monsters. Collect coins to buy powerful items. 24 different levels in 5 different zones and boss fights await you and offer an exciting and varied gameplay. Hidden diamonds and various achievements will keep you busy even longer after you finish the game. Forum Thread: Baron of Blood (by Castle Village Games) Cube Farm (Free) iTunes Description -no ads or pay-to-win mechanics -quick sessions, break from scrolling -endless progression with prestige bonuses -time slows at higher layers, with larger harvests -dynamic produce market with supply and demand -pets to collect, feed, train, and battle Forum Thread: Cube Farm (by Tarot Focus) Dadish Collection ($8.99) iTunes Description Three great games in one! He’s a dad AND a radish! Join Dadish on his quest to rescue his missing kids in three classic platforming adventures. Dadish Collection combines Dadish, Dadish 2 and Dadish 3 in one rad package. Forum Thread: Dadish Collection (by Tomas Young) Demon Squad (Free) iTunes Description A long time ago, the demons had lost the war and scattered away. “Now, they shall gather for the revival of the Demon Lord and the demon race" 1. Team idle RPG that takes strategy to new levels Train 3 demons to form the ultimate squad! Auto or manual control. Utilize both options to conquer the battlefield! Forum Thread: Demon Squad (by SuperPlanet) Fish Hero! (Free) iTunes Description Discover a world as a fish outta water! A physics, parkour adventure! Launch yourself up a collection of biomes as a lonely fish to become Fish Hero! Explore a unique world as a fish out of water. Good Luck! Forum Thread: Fish Hero! (by Henry Mead) Going Up ($1.99) iTunes Description Going Up is a strategy game where you control groups of lifts in a skyscraper to deliver passengers before they lose their patience. Optimise elevator movement as you deal with a fussy cast of passengers—impatient CEOs, mean soldiers and confused tourists. There is no one solution to elevator optimisation: every stage will have its unique bottlenecks, passengers and problems. Forum Thread: Going Up (by Dylan Kwok) Jenny LeClue – Detectivu ($6.99) iTunes Description Jenny LeClue is a thrilling story of mystery, adventure and growing up. Set in the sleepy town of Arthurton, the game is filled with memorable, complex characters and rendered in a unique aesthetic. Embrace the choosiness and shape the metanarrative. You are not the only guiding hand shaping Jenny’s destiny, but your choices will help her unravel the tangled mystery and become the detective she was born to be. Forum Thread: Jenny LeClue (by Mografi) Labyrinth: The Wizard’s Cat ($1.99) iTunes Description Enter the dungeon and help the master wizard to find his missing cat in this oldschool dungeon crawler game with nice retro pixel art graphics. Make your way deep into the dungeon. You will explore levels filled with challenging enemies and various traps & puzzles. Discover powerful magical items and weapons and fight your way through hordes of enemies in this real time combat dungeon crawler. Forum Thread: Labyrinth: The Wizard’s Cat (by Anders Gustavsson) LEVELS II (Free) iTunes Description This is a dungeon where treasures slumber. Level up and strengthen adventurers, defeat monsters blocking your path, and gather treasures. # New Feature: Tile Appearance Rules In previous LEVELS, the color and level of appearing tiles were determined randomly. However, in this game, the next appearing tile is determined based on how the player moves the tiles. Forum Thread: LEVELS II (by flow Incorporated) Lyra 2 (Free) iTunes Description Lyra 2 is the sequel to a simple, relaxing, minimalist puzzle game that offers endless levels. The only goal is to clear the level, there are no timers, no achievements, no distractions, just the number of cleared levels going up. Are you looking for a game that you can just relax and play without thinking too much, a game that you can play anytime, anywhere? Lyra 2 is here for you. Forum Thread: Lyra 2 (by Cold Hours) Overboss ($3.99) iTunes Description Become a villain in this retro-inspired board game. Draft terrain tiles, recruit monsters, build your dungeon, and become the OVERBOSS! Forum Thread: Overboss (by Goblinz Studio) Phantom Rose 2 Sapphire (Free) iTunes Description Unique roguelike deckbuilding adventure. Explore, fight, and collect powerful cards. ◆ A Special Card Adventure Phantom Rose is an indie game by solo developer & artist makaroll. Craft your deck with cards obtained by defeating Phantoms. There’s no random card draw during battle. Instead, manage your card’s cooldown to defeat your foe swiftly and efficiently. Forum Thread: Phantom Rose 2 Sapphire (by Studio Maka) Punch Club 2: Fast Forward (Free) iTunes Description You’ve spent your whole life living in the confines of your overbearing mothers garage, your father mysteriously vanished before you were born. But hey, you had plenty of time to work out and dream about the wonders of the world. Sucks to be you though, people eat slime, corruption is rife and everyone wants to fight you… But maybe you can find your father and become the ‘dark fist’ people whisper about, somehow you could actually be humanity’s savior, the one who uncovers the super secret secrets of the Goodness Corporation… Or not. It’s a choose your own adventure, stay in the garage if you want. Forum Thread: Punch Club 2: Fast Forward (by TinyBuild) TENSEI ($2.99) iTunes Description An experience of self-discovery set in soothing Zen landscapes. “Tensei" is an ultra-casual endless action game. Leap and fall over and over in the style of a brush flowing across paper, and go on a relaxed journey into the sky. Leave the hectic routine of life behind for a chance to enjoy this deeply immersive experience. Forum Thread: TENSEI (by NEURON AGE) Vampire: The Masquerade – Shadows of New York ($4.99) iTunes Description **Vampire: The Masquerade – Shadows of New York** is a visual novel set in the rich universe of Vampire: The Masquerade, and is the continuation of the story started in **Coteries of New York.** You don’t need to have played **Coteries** to appreciate and understand the story behind **Shadows of New York.** While Coteries was a general introduction to the world depicted in the 5th Edition of the hit tabletop role-playing game, Shadows presents a more personal and unique tale. Forum Thread: Vampire: The Masquerade – Shadows of New York (by Plug In Digital)
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Back in October last year, Feral Interactive announced that cross platform multiplayer was in the works for Company of Heroes ($14.99) on iOS, Android, and Switch. If you’ve not played it yet on mobile or Switch, read my iOS here and Switch review here. Today, Feral Interactive confirmed that the first Company of Heroes mobile multiplayer beta will take place only on Android from August 29th until September 3rd. A full FAQ is here covering what you need to know about the test. Watch the Company of Heroes Collection Switch trailer below: The FAQ also confirms that the update with full multiplayer will be shipping simultaneously on Switch, iOS, and Android using learnings from the Android test. The test is only on Android since the Google Play Store has a better functionality for opt-in betas. As of now, the multiplayer update has no release date. If you’ve not kept up with the game on Switch and mobile, read my interview with Feral Interactive here. If you’ve not bought the base game yet on mobile, Company of Heroes is available on the App Store for here and on Google Play here. Check out our forum thread for it here and the official website for the mobile conversion here. Have you played Company of Heroes on mobile or Switch yet and will you be checking out the Android beta next week?
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Following yesterday’s big Disney Dreamlight Valley update on Apple Arcade and other platforms, a few more notable games on Apple’s gaming service have gotten big updates. Alongside its standalone release, Vampire Survivors+ got a new stage, secrets, character skins, and more. Read about this update here. TMNT Splintered Fate on Apple Arcade now supports couch co-op on the save device and also online co-op with cross platform support. This is great since it is also coming to Steam following its Switch release. Temple Run: Legends adds support for a new Outfit system with the ability to unlock new cosmetics, powerful traits, and more. Outlanders’ Volume VI of the Outlanders Chronicles: Wandering Stars is now live with six new playable leaders and more. Simon’s Cat – Story Time has a Summer Search Party on for daily rewards when you find beach balls in the gardens. SpongeBob: Patty Pursuit concludes the latest Tales of the Deep in this week’s update. The final notable update of the week is Disney Coloring World+ bringing in the Muppets in a new coloring pack featuring Kermit, Fozzie, and more. With the updates done, check out our forum threads for Outlanders here, SpongeBob: Patty Pursuit here, Simon’s Cat – Story Time here, Disney Coloring World+ here, and TMNT Splintered Fate here. Head over to our dedicated Apple Arcade forum for discussions on the new and older releases on the service. What do you think of the state of Apple Arcade right now and this week’s updates?
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Nintendo just announced that Animal Crossing: Pocket Camp (Free) is shutting down on November 28th at 3 PM UTC. Animal Crossing: Pocket Camp debuted on iOS and Android nearly seven years ago, and it has since received multiple content and feature updates. From November 28th, you will no longer be able to play this version of Animal Crossing: Pocket Camp, but the team is developing a version of Animal Crossing: Pocket Camp for mobile with save carrying over. This will be a flat-fee paid version of Animal Crossing: Pocket Camp. Social aspects from the original game will not be available here. Details for the new paid app are here. A full release date announcement for the paid app will be made around October. Check out the full announcement below: We have an important announcement for everyone playing the Animal Crossing: Pocket Camp app. Please see the following page for details as well.https://t.co/JGacPgXFyo pic.twitter.com/RHZt5u7SPU — Pocket_camp (@Pocket_Camp) August 22, 2024 While this is good news for those playing Animal Crossing: Pocket Camp since we rarely see games like this get paid standalone releases, I can’t help but be annoyed that Nintendo didn’t do something like this for Dragalia Lost. That game deserved so much better. At least I still have the music from it. Either way, you can play Animal Crossing: Pocket Camp on iOS and Android right now ahead of it shutting down in November. I’m curious to see how the paid version feels when it launches. Check out our forum thread for Animal Crossing: Pocket Camp here. Do you still play Animal Crossing: Pocket Camp regularly and what do you think of today’s news?
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 22nd, 2024. In today’s article, we’ve got a handful of new releases to check out. That’s unusual for a Wednesday, but I suppose it makes up for the slowness of the last couple of days. After summarizing those, it’s time for the lists of the latest sales and expiring discounts. Star Wars and Capcom, if one must make long stories short. Let’s get to those games! Select New Releases Mika and the Witch’s Mountain ($19.99) If you’ve ever been watching Ghibli’s classic Kiki’s Delivery Service and felt like playing a video game version, you might be into what Mika and the Witch’s Mountain is offering. I mean, it isn’t Kiki, but it’s clearly inspired by it. You play as an apprentice witch who has to fly around on her broom to deliver all kinds of packages to the various residents of a mountain town. The game has a nice, colorful vibe and I’m certainly going to be investigating it further to see if it lives up to its initial potential. My Lovely Empress ($19.99) A lovely wife, a lovely daughter, and now a lovely empress? Phew. In this game you play as an Emperor who reigns over a massive empire. Seems like you’ve got it all, but your wife passes away and suddenly none of it matters anymore. Still, you’ve got to keep things running. This is a simulation game of sorts, but one with a heavy narrative bent that will eventually lead to you having to make a critical choice. The previous games in the series have been fascinating despite their rough edges, and I expect this will deliver in the same way. Cyber Mission ($9.99) I’d call this a run-and-gun action game, but it’s probably better classified as a fly-and-gun action game. You play as a cyber trooper who is on a mission to destroy hostile alien forces. If you don’t feel like being a one-trooper army, you can grab a friend or family member for some local co-op multiplayer. Looks like a pretty good time for those enjoy things like S.C.A.T. or Contra, and reasonably priced to boot. Mangavania 2 ($4.99) More Mangavania for those who want it. A gentle reminder that these games are not Metroidvanias, just linear stage-based platformers with very light exploratory elements. If that’s your thing, this does that. Not terribly well, mind you. But it does it. That’s all I’ve got to say about that. White Eternal ($6.49) After his friend goes missing during the harsh winter, Simon sets out from his mountain town to try to find out what happened to them. This is a turn-based RPG where you explore a land cursed to harsh winters (Winnipeg?), seeking out allies and battle monsters as you go. You can actually get in battles where you have as many as sixteen party members. Neat! The description promises over twenty hours of gameplay, which would be quite a lot of game for the price. Sales (North American eShop, US Prices) Bounty Hunter is already on sale? Wow. Well, that’s good news for Star Wars fans, who likely already own everything else in that sale. We also have a good selection of the usual Capcom stuff, a sale on the Tomb Raider remasters, and a very deep discount on the Switch version of Heads Up!. Over in the outbox, don’t forget to stock up on Picross. Everyone needs more Picross! Have a look through both lists. Select New Sales Star Wars Bounty Hunter ($14.99 from $19.99 until 8/28) Star Wars Battlefront Collection ($28.00 from $35.01 until 8/28) Star Wars The Force Unleashed ($9.99 from $19.99 until 8/28) Star Wars Republic Commando ($7.49 from $14.99 until 8/28) Star Wars Episode I Racer ($7.49 from $14.99 until 8/28) Star Wars Jedi Academy ($9.99 from $19.99 until 8/28) Star Wars Jedi Outcast ($4.99 from $9.99 until 8/28) Star Wars KotOR ($7.49 from $14.99 until 8/28) Star Wars KotOR II: Sith Lords ($7.49 from $14.99 until 8/28) Tomb Raider I-III Remastered ($22.49 from $29.99 until 8/28) MythForce ($14.99 from $29.99 until 8/28) Heads Up! Phones Down Edition ($1.99 from $39.99 until 8/28) Street Fighter 30th Anniversary ($9.99 from $29.99 until 9/10) Ultra Street Fighter II TFC ($19.99 from $39.99 until 9/10) Capcom Fighting Collection ($15.99 from $39.99 until 9/10) Capcom Fighting Bundle ($19.99 from $59.99 until 9/10) Monster Hunter Generations Ult. ($9.99 from $39.99 until 9/10) Monster Hunter Rise + Sunbreak ($19.99 from $59.99 until 9/10) Resident Evil Revelations ($7.99 from $19.99 until 9/10) Resident Evil Revelations 2 ($7.99 from $19.99 until 9/10) Resident Evil 0 ($9.99 from $19.99 until 9/10) Resident Evil ($9.99 from $19.99 until 9/10) Resident Evil 4 ($9.99 from $19.99 until 9/10) Resident Evil 5 ($9.99 from $19.99 until 9/10) Resident Evil 6 ($9.99 from $19.99 until 9/10) Mega Man Legacy Collection ($7.99 from $14.99 until 9/10) Mega Man Legacy Collection 2 ($7.99 from $19.99 until 9/10) Mega Man X Legacy Collection ($7.99 from $19.99 until 9/10) Mega Man X Legacy Collection 2 ($7.99 from $19.99 until 9/10) Mega Man Zero/ZX Collection ($9.99 from $29.99 until 9/10) Mega Man Battle Network Collection ($29.99 from $59.99 until 9/10) Mega Man 11 ($9.99 from $29.99 until 9/10) Ghost Trick: Phantom Detective ($19.99 from $29.99 until 9/10) Dragon’s Dogma: Dark Arisen ($9.99 from $19.99 until 9/10) Shinsekai Into the Depths ($9.99 from $19.99 until 9/10) Okami HD ($9.99 from $19.99 until 9/10) Ghosts n Goblins Resurrection ($9.99 from $29.99 until 9/10) Capcom Beat ‘Em Up Bundle ($9.99 from $19.99 until 9/10) Capcom Arcade Stadium Bundle ($15.99 from $39.99 until 9/10) Capcom Arcade 2nd Stadium Bundle ($15.99 from $39.99 until 9/10) Disney Dreamlight Valley Gold ($45.49 from $69.99 until 9/10) Sales Ending Tomorrow, August 22nd A Fragile Mind ($2.99 from $5.99 until 8/22) Bunny Garden ($19.54 from $22.99 until 8/22) Conjured Through Death ($2.24 from $14.99 until 8/22) Dead Cells: Return to Castlevania ($6.99 from $9.99 until 8/22) Football Manager 2024 Touch ($19.99 from $49.99 until 8/22) Hard Racing Stunt Car Driving ($1.99 from $4.99 until 8/22) Hero’s Hour ($8.99 from $17.99 until 8/22) Inkulinati ($17.49 from $24.99 until 8/22) Insurmountable ($18.74 from $24.99 until 8/22) Life of Delta ($6.99 from $19.99 until 8/22) Love on Leave ($12.49 from $24.99 until 8/22) Maid of the Dead ($15.99 from $19.99 until 8/22) Pickleball Smash ($7.99 from $39.99 until 8/22) Picross LogiartGrimoire ($15.99 from $19.99 until 8/22) Picross S Genesis & Master System ($7.99 from $9.99 until 8/22) Picross S8 ($7.99 from $9.99 until 8/22) Picross S9 ($7.99 from $9.99 until 8/22) Plantabi Little Garden ($4.54 from $6.99 until 8/22) Sentimental Death Loop ($9.99 from $19.99 until 8/22) Smurfs Kart ($13.99 from $39.99 until 8/22) Starward Rogue Complete ($9.99 from $19.99 until 8/22) Survivor Castaway Island ($11.99 from $29.99 until 8/22) The Night of the Rabbit ($14.99 from $19.99 until 8/22) Trinity Fusion ($14.99 from $19.99 until 8/22) Ultimate Racing 2D 2 ($6.69 from $9.99 until 8/22) You Suck at Parking ($6.79 from $19.99 until 8/22) That’s all for today, friends. We’ll be back tomorrow with the big Thursday new releases. Should be some goodies in there. I hope, anyway. August. It’s rough. We’ll also have whatever sales and major news items that arrive during the course of the day. I hope you all have a wonderful Wednesday, and as always, thanks for reading!
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Digital Extremes has released the next big update for Warframe in the form of The Lotus Eaters update. This update brings in a prologue quest for Warframe 1999 which is due this Winter. Alongside that update, Warframe also adds in Sevagoth Prime access from today. If you’ve not played Warframe in a while, The Lotus Eaters is the game’s next story beat available a free narrative chapter. As for Sevagoth Prime access, this includes cosmetics, the Epitaph Prime weapon, and much more. You can collect the required blueprints to craft Sevagoth Prime for free or buy it from the Warframe Marketplace. Digital Extremes also confirms new Jade Shadows TennoGen with a deluxe Ares Skin for Warframe Styanax, the Rhodora Syadana backpiece, and more. Check out the Warframe patch notes here and key art for the update below: Check out Sevagoth Prime art below: Watch the newest game trailer below: If you’ve not played Warframe in a while, read my interview with Creative Director Rebecca Ford about Warframe Jade Shadows and more here. If you’d like to play Warframe on iOS now, you can get it on the App Store for iOS here. Check out the official Warframe Mobile iOS website here. You can pre-register or check out the Android website for the game here. You can also read my interview with Warframe Creative Director Rebecca Ford & Mobile Product Lead Jussi Elonen about the game, cross platform support, controls, and a lot more from launch here. I featured Warframe Mobile as one of the best mobile games of 2024 so far as well. What do you think of Warframe so far if you’ve played it on iOS and what would you like to see added in the next update?
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Last week, Gameloft announced the next major and free Disney Dreamlight Valley update for PC and consoles alongside Disney Dreamlight Valley Arcade Edition () for Apple Arcade in the forming of the Dapper Delights update. This update has now gone live alongside Act III of A Rift in Time. A Rift in Time is the paid expansion for PC and consoles, but it is included in the Apple Arcade release. Today’s update brings in Tiana from Disney’s The Princess with you trying to help set up her own restaurant: Tiana’s Palace. A Rift in Time Act III brings in Rapunzel, EVE, Gaston, and Oswald joining in for a final confrontation with Jafar. Watch the new Disney Dreamlight Valley Dapper Delights update launch trailer below: If you’ve not gotten it yet, you can download Disney Dreamlight Valley Arcade Edition on Apple Arcade here. Read my review of Disney Dreamlight Valley Arcade Edition here. It is also available as a paid game with the expansion pass sold separately or in a bundle on all other platforms including Switch and Steam. It plays great on Steam Deck if you’re curious about that version. Check out the official website here for details on the expansion pass and more. Head over to our forum thread for Disney Dreamlight Valley Arcade Edition here. We also have a dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Disney Dreamlight Valley if you’ve been playing it recently and will you be getting back for this update today?
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Another mobile reveal from Gamescom Opening Night Live 2024 was the latest trailer for the open world dress up game Infinity Nikki (Free) from developer Papergames. This was announced for mobile and PC a little while ago, and was also confirmed for PS5 which seems like the home for free to play games these days on the console side. The newest reveal for Infinity Nikki includes a trailer and also pre-registrations going live. The full game for Infinity Nikki will also have English voice over and the German localization is available for those to try out at the Gamescom showfloor. Sign-ups for the global Closed Beta Test are also now live. Watch the newest trailer for Infinity Nikki below: Infinity Nikki will launch with text support for English, Chinese (Simplified), Chinese (Traditional), Japanese, Korean, German, French, Thai, Spanish (Latin America), Portuguese (Brazil), Italian, and Indonesian. Audio support will be available for English, Chinese (Simplified), and Japanese. If you’d like to sign up for the closed beta, you can do so here. A release date has not been announced so treat the date listed on the App Store page as a placeholder for now. You can pre-order Infinity Nikki on the App Store for iOS here and on Google Play for Android here. Pre-registration for console is not live yet. As a different premise than usual for an open world game, I’m curious to try this one on iOS and PS5. What do you think of Infinity Nikki so far?
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Following its announcement recently, Netflix’s upcoming multiplayer game based on Squid Game, Squid Game: Unleashed, has gotten its first reveal gameplay trailer during Gamescom Opening Night Live 2024. Squid Game: Unleashed is a 32 player showdown featuring challenges from the show in addition to new ones for the game. There will be daily missions and events inspired by the brand’s universe. Squid Game: Unleashed is in development at Boss Fight (a Netflix Game Studio) and Season 2 of the show arrives this December. Watch the first Squid Game: Unleashed gameplay trailer below: Alongside that, Netflix also revealed other games coming to the service in the near future including the Monument Valley series. These include recently-released games like Diner Out and Ludo King: Netflix with more coming soon like Battleship, Roller Coaster Tycoon, and Snake.io. So far, Netflix has been killing it with quality releases on mobile. I hope the service continues to bring premium quality titles and also older games to the service while not just adding engagement focused releases like other gaming services have been doing these past months on other platforms. What do you think of the current slate of Netflix Games titles arriving this year and will you be trying any of the new games?
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During Gamescom Opening Night Live 2024, HoYoverse had reveals and new information for each of its main games. Genshin Impact (Free) will see its major 5.0 update release next week bringing in the brand new region and much more. For Genshin Impact, HoYoverse’s big reveal was that it is coming to Xbox Series X on November 20th. Alongside this news, a new look at Natlan was also revealed in the Gamescom 2024 trailer for Genshin Impact. Watch it below: Zenless Zone Zero (Free) just had its major 1.1 update launch, the first big one for the game since launch, and Gamescom 2024’s trailer had a tease of the new region coming in version 1.2. This will be the base for the next chapter of the Zenless Zone Zero story. The trailer also highlighted some of the Zenless Zone Zero 1.1 characters. Watch it below: Honkai Star Rail (Free) had a trailer showcasing Feixiao, who is joining the game in the near future. Feixiao is a female warrior from the Xianzhou Yaoqing who will be added to Honkai Star Rail in version 2.5. The trailer also had new information about the upcoming Honkai Star Rail Fate/stay night [Unlimited Blade Works] collaboration. Watch it below: You can grab Genshin Impact on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. It is coming to Xbox Series X on November 20th. Grab Honkai Star Rail yet for iOS here, on Google Play for Android here, and here on the Epic Games Store in addition to its regular PC version. Check it out here on PS5. You can download Zenless Zone Zero on the App Store for iOS here and on Google Play for Android here. Check out the links to the PS5 and PC versions here. What do you think of HoYoverse’s reveals?
I did not have Another Eden, beloved mobile role-playing game, having a crossover event with The King of Fighters, legendary fighting game series from SNK, on my Bingo card, but here we are! Actually I shouldn’t be surprised, as Another Eden crossing over with popular IPs from all walks of the universe is nothing new, and they always do a fantastic job with it. This latest crossover, which is titled Another Bout, is no exception. Aldo gets a mysterious invite to a fighting tournament, and before he knows it him and his party are transported into the world of The King of Fighters, where they get to fight alongside some of the series’ most recognizable and beloved characters: Terry Bogard, Kyo Kusanagi, Mai Shiranui, and Kula Diamond. Together you’ll play through a brand new branching story with the ability to unlock the King of Fighters characters for use throughout the rest of Another Eden. The Another Bout event really leans into its fighting game crossover by providing a new battle arena where you can pick a team of 3 fighters and fight against another team of 3. Skills have been replaced with actual fighting game-style input combos, and you’ll need to learn to chain your moves together in order to unleash your Special Moves. At the end of it all you’ll face off against Rugal, longtime King of Fighters boss and tournament mastermind. The Another Bout crossover event in Another Eden officially kicks off this Thursday, August 22nd across PC, iOS, and Android, so be sure to check it out.
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Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 20th, 2024. In today’s article, I’ve got a couple more reviews for you. I’ve got my take on the lovely remaster of Sam & Max: The Devil’s Playhouse, plus my thoughts on the rather messy Elrentaros Wanderings. Then there’s one new release to check out, plus the usual lists of new and expiring sales. Not a very busy day today, but that works out well for my schedule. Let’s go! Reviews & Mini-Views Sam & Max: The Devil’s Playhouse Remastered ($19.99) Ten years ago, you would never have expected things to end up the way they did for Telltale Games. Having just wrapped up The Wolf Among Us and The Walking Dead: Season Two, the adventure game publisher seemed like it was nigh unstoppable. Just a few years later, everything fell apart. And here we are in 2024, happy to see any of those pieces picked up and made available again. For all of Telltale’s problems, there was really something to the games it released. Adventure games were finally part of the popular conversation again, and it was in no small part thanks to Telltale’s work. That’s why I’m happy to see what I feel is the heart and soul of Telltale Games fully available on Switch via this release. To a great extent, Sam & Max Save the World brought Telltale into the eyes of many players. The follow-up, Sam & Max: Beyond Time and Space kept the ball rolling. The last of the trilogy, Sam & Max: The Devil’s Playhouse feels in some ways like the end of a particular era. Scant months later, Back to the Future: The Game would launch its first episode, and it laid down the track that Telltale would drive on for the next several years. Big licenses, a focus on character relationships, and less of a focus on traditional puzzle-solving. Nothing wrong with that, of course. I just happen to like what Telltale was up to before that. So, Sam & Max: The Devil’s Playhouse. The first two Sam & Max seasons from Telltale came off like the developer was trying to find its feet. Good, to be sure. But sometimes lacking in confidence, and the games seemed to be put together on a shoestring budget. The Devil’s Playhouse was different. The writers were clearly comfortable with these characters enough to take them places. Telltale had sharpened its skills significantly and had more money to put into projects. It shows. The story here is excellent. Irreverent, funny, and smart the way you would hope a Sam & Max game would be, but with a slightly darker tone that adds a bit of spice. The puzzle design is refined without being toothless. The locations you visit are well-realized. The last episode (remember episodic games?) doesn’t quite stick the landing, but it’s hard to be too upset about it given the quality of the rest. This Remastered version follows in the footsteps of the last two. In cooperation with members of the original team, the visuals have been enhanced in a number of ways. The lighting is more interesting, the lip-flap is better, and there have even been some adjustments to the cinematography. It’s not too strong by any means, maintaining the feel of the original release. It’s Sam & Max: The Devil’s Playhouse as you perhaps remember it, not how it actually was. I’ve been quite pleased with how these remasters have been handled thus far, and I didn’t expect the team to drop the ball here. A fine job all-around, one the whole team can be proud of. Out of all the things that could be salvaged from the defunct original form of Telltale Games, the Sam & Max trilogy was just about the highest on my list. Now, with this excellent remaster of The Devil’s Playhouse, that job is complete. If you’ve never played a Sam & Max game before, feel free to slide on in with Sam & Max Save the World and see it through to the end of The Devil’s Playhouse. It’s quite the wild ride. If you have played these games before, the enhanced presentation might just convince you to go for a replay. They quite literally don’t make them like this anymore. SwitchArcade Score: 4.5/5 Elrentaros Wanderings ($39.99) Sometimes it feels like a game is just a few smart tweaks away from greatness. And then there are games like Elrentaros Wanderings. The basic premise is solid enough, and one that gets the engine running when you find out this game is from Rune Factory’s creator. You’re an amnesiac wanderer who comes across the town of Elrentaros. The people there are friendly, if a little one-note, and they have all kinds of work for an adventurer like yourself. Dungeon work, mainly. As time progresses you can get closer with the townspeople and deepen your bonds with them. So far, not so unusual. But then you beat a boss, and suddenly you’re in a school setting in modern Japan. All the townspeople of Elrentaros are there, but they’re acting differently and don’t seem to know you. What is going on? That’s a good hook. Good enough to keep me happily playing despite how tired I was getting of running the uninteresting dungeons again and again, trying to complete objectives and get my gear in shape. Bored of seeing the same enemies, just in a new color palette. If I beat that next boss, I can move towards resolving this mystery. If I keep talking to these uninteresting townspeople, maybe I can see where this all goes. I wish I could say it was worth it in the end, but it wasn’t. A decent story, but not one worth the slog of playing through this game. Anyway, the basic loop here follows a fairly standard looter dungeon crawler template. Dive into the dungeon, battle enemies, get some new gear, dive in again, and so on. There are multiple dungeons to tackle here that each culminate in a boss battle. What’s different here is that powering up your character is more a matter of completing particular tasks in each dungeon and reaping the rewards. You won’t know what those tasks are on your first run, and you really do need to check off those lists to keep your character strong enough to push forward. At a bare minimum, you’ll be doing each dungeon twice. Beyond gear and more direct power-ups, you’ll also get your hands on gifts that you can offer up to the townspeople to win their favor. That pursuit has its own rewards, so you don’t want to neglect it either. The problem is that just about none of this is very interesting. The townspeople aren’t very deep or well-written. The dungeon layouts are bland and certainly aren’t better on subsequent runs. The enemies are cool the first time you see them, but you’ll be seeing them again and again in slightly different colors. The battle system offers little to sink your teeth into, and the loot fails to hit the spot the way it ought to in a game like this. The story is spread far too thin across the gameplay, a meager oasis in a vast, exhausting desert of repetition. I was enjoying this game early on, patient to see how things unfolded as it went on, but the reward never came. I think if you are okay with a pure grind, Elrentaros Wanderings might not turn you off the way it did me. But if you have even the slightest allergy to excessive banality, then this game is likely to have you heading for the hills. Its few good ideas are squandered by watering down the broth too much, stretching far too little content far too far. Not without any merit, but thoroughly disappointing. SwitchArcade Score: 2.5/5 Select New Releases Stumble Guys (Free) Here’s a Switch version of Stumble Guys, the game that seems to have wrested the ball away from Fall Guys and ran with it. Up to thirty-two players compete online in a variety of events and modes. The game is free to start, just like on other platforms. But there are a wide range of ways to spend your real cash, so don’t you worry about that. Anyway, it’s free, it’s here, try it if you want or walk on past if you don’t. Sales (North American eShop, US Prices) Not a whole lot to get excited about today, beyond Dadish and company being on sale. All good games, from Dadish on down. Buy and enjoy. Over in the outbox, the main thing of note is Kairosoft’s latest sale wrapping up. It won’t take but a minute to check those lists, so you might as well do just that. Select New Sales Rack and Slay ($5.09 from $5.99 until 8/25) Sagres ($13.99 from $19.99 until 8/26) Gravity Oddity ($1.99 from $14.99 until 8/26) Warhammer 40k Dakka Squadron ($1.99 from $19.99 until 8/26) Guilt Battle Arena ($1.99 from $9.99 until 8/26) Chippy & Noppo ($13.99 from $19.99 until 8/27) Soundfall ($4.49 from $29.99 until 8/27) Last Encounter ($1.99 from $14.99 until 9/2) Ultra Foodmess ($1.99 from $3.99 until 9/2) Dadish ($1.99 from $9.99 until 9/10) Dadish 2 ($1.99 from $9.99 until 9/10) Dadish 3 ($1.99 from $9.99 until 9/10) Dadish 3D ($2.99 from $14.99 until 9/10) Daily Dadish ($1.99 from $9.99 until 9/10) Super Fowlst ($1.99 from $9.99 until 9/10) Super Fowlst 2 ($2.00 from $10.00 until 9/10) Molecano ($1.99 from $8.00 until 9/10) Sales Ending Tomorrow, August 21st 50 Pinch Barrage ($4.29 from $4.99 until 8/21) 8-Colors Star Guardians + ($2.49 from $4.99 until 8/21) Attack of the Karens ($2.49 from $4.99 until 8/21) Cafe Master Story ($6.00 from $12.00 until 8/21) Children of Morta Complete ($7.99 from $26.99 until 8/21) Claire: Extended Cut ($2.99 from $14.99 until 8/21) Goliath Depot ($3.49 from $6.99 until 8/21) High Seas Saga DX ($6.00 from $12.00 until 8/21) Oh!Edo Towns ($4.62 from $14.00 until 8/21) Pocket Stables ($3.96 from $12.00 until 8/21) Whitestone ($3.99 from $19.99 until 8/21) That’s all for today, friends. We’ll be back tomorrow with more new games, more sales, perhaps some news, and maybe even a review? I wouldn’t bet too much money on that last one, but who knows? I have a family thing tonight, and so I’m cutting out a little early today. Don’t tell the boss! I hope you all have a terrific Tuesday, and as always, thanks for reading!
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Gamescom is kicking off in Cologne, Germany as we speak, and during their Opening Night Live event they’ve already revealed some major news across all of gaming. One of the big announcements that pertains to us in the mobile gaming world is the official unveiling of Monument Valley 3 from developer ustwo, which will be arriving as part of the Netflix Games library on December 10th. We’ve known that Monument Valley 3 was in the works since at least July of 2019 so it’s very satisfying to see some real news about when we’ll be able to get our hands on this latest entry in the legendary puzzle game series. Here’s the announcement teaser. As you can see, it’s not just Monument Valley 3 that’s heading to Netflix Game, but the previous two entries will also be making their way to the service. The original Monument Valley will hit Netflix next month on September 19th with the sequel Monument Valley 2 making its way to Netflix on October 29th. It’s been clear for a while now that Netflix Games is not messing around when it comes to bringing high profile titles to their mobile library, and Monument Valley 3 is certainly another one to add to the list. The trailer also says to expect more news about the game during the Netflix Geeked Week which is set to take place from September 16-19th, so look for some more about Monument Valley 3 then.
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When thinking about the classics or games I’d recommend people play on mobile, Mini Metro is one of the best by far. Sure, it is on other platforms, but having played it just about everywhere, the iOS version is my favorite. When Dinosaur Polo Club announced and released Mini Motorways, I was curious if it would manage to deliver something amazing again. The team did. Since then, we’ve seen both games get multiple updates including a collaboration between them. A few weeks ago, I had a chance to talk to Dinosaur Polo Club’s new CEO Amie Wolken about the studio, the Mini series, canceled projects, coffee, expanding the studio, working with Apple, Nintendo, the future, and more for an exclusive interview. This was conducted on a video call. It was then transcribed and edited for brevity in the case of some portions. TouchArcade (TA): Before getting to the things you’ve been doing recently, can you tell me a little bit about what you’re doing right now at Dinosaur Polo Club. Amie Wolken (AW): I’ve come on board as the new CEO and it means working with the team to set strategy and vision for the next few years, and to really get them humming on the next project that they’re working on. TA: You previously were the Studio Director at Weta Workshop’s games studio and you worked on Tales of the Shire as Lead Game Programmer. How was it working at the game studio and also how was it working on Tales of the Shire which is supposed to finally be coming out later this year? AW: It was amazing. I was the Lead Game programmer on Tales of the Shire and before that, I had been working closely with the Magic Leap and Weta Workshop collaboration working in the augmented reality space. I’d been focused on the technical side of things and after Weta Workshop went on its own journey of game development after the Magic Leap collaboration, we decided to pursue Tales of the Shire as our first game as an independent game studio and it was amazing to be there from the ground up working on the Prototype. TA: Since you joined earlier this year, I think it was April, how involved have you been with the two current live game projects: Mini Metro and Mini Motorways. I ask because both of them still get updates despite Mini Metro being really old now. It is getting a lot of great support. AW: I try to stay involved over only in the periphery. The game teams know best what their games need, and so my role is more to support them to make sure that they have what they need to make the games great, and to work closely with them on long-term strategies for those games. What does the studio need out of those games and then really enable the teams to just do their good work on the games itself. TA: How did you end up getting in touch with Dinosaur Polo Club to basically take over as CEO? When I was looking at when you took over, everyone was very positive from the start looking at reactions from developers around. AW: So I saw the role advertised, and I’ve also known quite a few people who worked at dinosaur Polo Club over the years. So a couple of people let me know that they were looking for a new CEO and so I applied. So I just went through their application process. Yeah. TA: Did you play a lot of Mini Metro and Motorways before taking over? AW: I did not. In fact, I think I played Mini Metro when I applied for the job. I thought I better play the games. *laughs* TA: What does the day in your life look like right now as CEO of Dinosaur Polo Club? AW: That’s a good question and honestly it changes all the time. Recently and after a few months of being in the job, I thought that the studio could benefit from sort of a few weeks of tools down and coming together as a team, and working on sort of high level studio goals. So actually a lot of my time over the past couple of months has been working on that. We called it a studio pause, and we put tools down on the games, and we really focused on coming together as a team and trying to envision the future that we wanted as a studio. So a lot of work was done around that and then there’s a lot of work around budgeting and finance, making sure that we’re compliant, and making sure that we have good practices and processes in the team. So policies, making sure that leadership development is well supported and it really kind of depends on what the team needs at the moment. Working with the teams on pitching upcoming products and projects. TA: So when you joined Dinosaur Polo Club, I saw “Foster great culture and games" mentioned a few times. Obviously the studio pause seems like one of the major steps to having great culture to get everyone together and stuff. But I was curious what other things are planned for this year on that front to help grow the team? AW: I mean, we always take growing the team and onboarding quite seriously. So having good recruitment processes and practices to make sure that you’re finding people who want to come on the same journey as the studio is on, and part of that means having a clear idea of where you’re kind of going as a studio, and exactly like you said, the pause was really designed to make sure that everyone in the studio, because we’re a small studio at 30 people, so everyone is on the same page with the way we’re going, which means that everybody can be ambassadors for who we are, and what we’re creating together, and it also helps to speed up decision making processes because everybody is on the same page about where we are going and we’re going there together. Now we’ve actually got a lot of really great information and the pause as well. So we generated a lot of really good ideas for what we could do going forward, and part of what I’ll be doing is looking at that and carrying forward some of the ideas that came out of that around how we sort of live our values and what it means to be part of Dinosaur Polo Club, and what it means for us to create an impact in the world in the way that we want to do it sustainably and looking after our people while we make games. The future and for the rest of this year I suppose, a significant portion of that will be taking what we’ve learned in the pause and applying that in practice going forward. TA: So you’ve been there since April till right now. That’s less than six months. How have you grown with the team? How does it feel for you and have you accomplished what you wanted to in a few months? I know it is a very short time for this kind of question, but given the positive sentiment around the studio and announcements, I was curious how it has been for you over the course of this period. AW: It has been great. I do feel like I have grown with the team over the last few months. A lot of my time, especially in the first couple of months, was just listening to the team trying to figure out where everyone was at, trying to figure out where the pain points were. Everything that you put out you try to look at the positives. Every team has things that they can work on and Dinosaur Polo Club is no different. The first few months were listening to the team, figuring out where I could have the biggest impact, and then the pause was sort of what came out of that. TA: Before asking specific questions about the games, since you’ve been the CEO for a few months, have you been involved with any of the teams working with Apple and other platform holders? Dinosaur Polo Club has Mini Motorways which is one of the best Apple Arcade games right now even though it is also on other platforms. Have you been working with Apple in any way or is that another team at the studio? AW: I have been involved in conversations with Apple on a regular basis. TA: I first played Mini Metro on iOS many years ago. Since then the game has been ported to a lot of platforms. Mini Motorways launched directly as an Apple Arcade exclusive and that made its way to Nintendo Switch and Steam. I still feel like the games are best on a nice big touch screen like an iPad because you get the gorgeous visuals and you have direct interaction with them. I wanted to know if you could comment on how the games have been doing outside mobile because it feels like these are very much designed for touch screens? I know some folks play them with a controller or a mouse as well on Switch or Steam. AW: It’s not something I’m really super close to. I don’t think it’s any surprise that the games do play really well on the touchscreens, but there is a wide audience that are enjoying the games, and we try and make sure that we’re designing the games to support those audiences too, and all of the controls that we support. But I agree, I think that there is some nice synergy there with the touch screen in there and iPads and iPhones. TA: A few weeks ago, Dinosaur Polo Club announced that it was working on a game which has now been canceled called Magic School. This announcement was interesting for a few reasons. Obviously having a game canceled is never a good thing, but the phrasing of the announcement and the response has been very positive with how you all are trying to take the best from the situation and move forward. How was it working towards that announcement for you and the team? AW: I wasn’t actually involved in making the decision to cancel. I was there for the tail end of it, but that decision had already been made as I was onboarding. So I don’t want to speak closely to it. I think there are other team members who are much closer to that decision and that project then been, but I have been there to talk to the team as they sort of process the impact of canceling a project that had been worked on for years, and that is significant. It was a piece of work that many people care deeply about and had poured their creative hearts and souls into, so we’re always very conscious of that, and I think that’s a big part of why you want to share as well the efforts that have gone into a project that doesn’t necessarily make it to launch, but had a huge potential, a huge amount of talent, and effort that went into it, so it is a pleasure to be able to share those when you can. I’m really glad that we were able to do that for the team who worked on it and for the studio as a whole as well. TA: Getting back to Apple Arcade. Can you comment on whether anything has changed in the last few months for how your work with Apple or things still going smoothly and is everyone happy with the arrangement you have with them? Mini Motorways still gets updates so it is still ongoing. I also wanted to know if there are any plans to do any more projects with Apple? AW: Yeah, that’s probably not something that I can comment on right now, but I can say that we’ve got an incredible relationship with Apple and we really enjoy working with them. TA: You said you played Mini Metro when you were working on getting this role and stuff, but since joining, have you started playing them and giving any feedback to the team directly? AW: No. Even though I have been a game developer, and because I’ve not been a game developer of this style of games, or involved in developing the Mini games, I’m super tentative to have creative opinions unless they are looking for creative opinions from lay people who are under NDA. That is where I really try to power the team who are the creative masterminds behind the Mini series, and sometimes the weight that your opinion can carry as a CEO, certainly in my situation would far outweigh any actual practical relevance of my opinion. TA: You mentioned since taking over that Dinosaur Polo Club is a small studio. Is there any need to grow the studio? AW: We’re pretty good. We do have a small plan for bringing on new people as we start developing more products as well. We have an ambition to remain a small studio. So, in terms of studio size, we would love to not grow Beyond say 40 to 45 people. That is kind where we want to go in terms of the kinds of games that we make. We want to make sure that we stay small. We want to make sure that we can still know everybody’s names. We know everybody that we work with and focus on making games within that capacity and excelling at that rather than expanding and expanding. TA: Mini Metro is on iOS, Android, Apple Arcade, PC, Switch and PS4. Mini Motorways is on Apple Arcade, Switch, and Steam. Are there any plans to bring them to Xbox and also to bring Mini Motorways to PlayStation and have you noticed any demand to bring your games to more platforms? AW: It hasn’t featured highly in the conversations that I’ve had in the studio. That’s not to say that there isn’t demand or there hasn’t been conversations, but it’s just that they haven’t been conversations that have been a high enough priority in the last few months for it to be raised with me. TA: You said that you were happy with how the team has been handling Mini Metro and Mini Motorways. Has anything changed since you took over where the team now feels like it can do more with the games? Both games are pretty great as it is. AW: I think everybody can expect that Mini Motorways will continue to have some exciting updates. The team is working on an update plan and the strategy is fully behind supporting Motorways to continue to be supported and content updates. So I think people can expect to see cool things coming out of Motorways. TA: That leads into my next question well. Both games are successful critically and they’ve gotten a ton of post-launch support through free content updates. Has there been any consideration to doing a paid expansion for any of them? AW: No, we’re pretty set on the free content update strategy. TA: So basically have a premium game and support it for years and build your audience who wants to keep supporting you as a publisher? AW: That’s right. TA: How do you like your coffee? AW: I drink oat flat white. I’d like to thank Amie Wolken from Dinosaur Polo Club and also Noah Vaca and Yunah Smirnov from Stride PR for their time and help here. You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.
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Earlier this year, Feral Interactive’s superb iOS version of Alien: Isolation (Free) was updated to change the game’s business model to be free to try with a single in app purchase for the full game unlock. Today, Alien: Isolation on Android has been updated to be a free to try game just like the iOS version. With this, Android players can sample the first two missions. After that, a single in app purchase will be required to unlock the full game for $13.49. Those who own the game already should see no change. For new customers, the saves from the first two free missions will carry over to the full game once the full game unlock purchase is complete. Watch the new trailer for Alien: Isolation on iOS and Android below: I featured Alien: Isolation as one of the best games to play with keyboard and mouse on iPad, and I assume it plays well on Android tablets as well. If you’ve not gotten it yet on iOS, read my glowing review of the game here covering the game at launch. We featured it as our Game of the Week as well when it launched. The full version of Alien: Isolation on mobile includes all seven DLC packs in its unlock price of $14.99. You can grab Alien: Isolation for free on the App Store here and on Google Play here. Check out our forum thread here. Have you played Alien: Isolation on mobile yet or will you be trying it today for free?
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I’ve been a big fan of SIGONO’s OPUS series of narrative adventure games for a long time. If you’ve not checked it out yet, OPUS: The Day We Found Earth (Free) is a great place to start but OPUS: Echo of Starsong, the newest release, is brilliant as well if you want to try a newer game. Read my review of the mobile version of that release here. Following its reveal back in January last year, SIGONO’s latest project, OPUS: Prism Peak, is shaping up to be another excellent narrative adventure game. With Gamescom 2024 beginning today, SIGONO has shared new screenshots for OPUS: Prism Peak in addition to a gameplay trailer that I missed from a few weeks ago. Watch the newest OPUS: Prism Peak gameplay trailer below: Check out a new screenshot from OPUS: Prism Peak below: OPUS: Prism Peak will feature multiple endings and it has you playing as a photographer using your camera to find your way back home from an ethereal realm. The music in OPUS: Prism Peak will be from Triodust and Audio Textural with a story from Brian Lee who wrote OPUS: Echo of Starsong. While OPUS: Prism Peak hasn’t been announced for mobile yet, my interview with Scott Chen, co-founder of SIGONO and executive producer of the OPUS series, mentioning Echo of Starsong on iOS being like returning home gives me hope to see this one on mobile as well at some point. You can wishlist OPUS: Prism Peak here as of now. It hasn’t been officially announced for more platforms yet. Have you played the OPUS games and what do you think of OPUS: Prism Peak so far?
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Back in May, Dysmantle ($9.99) from 10tons Ltd. got its final major content update on Steam. Dysmantle version 1.4.0 titled “The Final Patch" brought in Night Terrors, Link Towers, Ark level 4, and more on PC as the team started working on porting it to other platforms. Earlier today, Dysmantle 1.4.0 hit iOS and it isn’t live on Android as of this writing. After day 24 in-game Night Terrors are a new enemy type for the base map. The Frore and Hibernus regions have been expanded and DLC owners will be able to use Link Towers to travel between base and DLC maps thanks to today’s update. Dysmantle was one of our favorite games of 2022, and with all of its paid DLC and updates, it is even better. With it being content complete, now is a great time to jump in. Watch the Dysmantle Pets & Dungeons DLC trailer below: If you’ve not gotten it yet, we featured Dysmantle as our our Game of the Week when it hit iOS. Dysmantle has you trying to escape the island by breaking everything for materials, fight creatures, survive, build outputs, and more. You can grab the iOS version of Dysmantle for $9.99 (or regional equivalent) usually with it being discounted once in a while. If you’d like to play Dysmantle on iOS, you can grab it here on the App Store. It is available on Android here. Check out the official website for Dysmantle here. Make sure to head over to our forum thread for more discussion around it here. Have you played Dysmantle yet and will you be trying out the final content update this week?
One of the biggest advantages to PC gaming is having access to multiple generations of game releases. We’ve seen entire franchises released over time, and in many cases, Steam has more entries in a single franchise than consoles where said franchises began. With Omega Force and Koei Tecmo’s Musou or Warriors games, I usually enjoy playing them on a portable, and have played tons on PS Vita, 3DS, and Nintendo Switch over the years. The Steam Deck changed things, but Koei Tecmo’s older ports are not the best. This got me thinking of an article and here we are. There is a very specific kind of person I’m aiming to help with this feature, and I’ve gotten every Koei Tecmo published Musou/Warriors game installed on my Steam Deck to see how they run (or don’t run) today. I also want to help those with multiple platforms decide if they should play a game on Steam Deck or another platform here. What is a Musou game or Warriors game? For a lot of newer fans of the genre including myself with Hyrule Warriors on 3DS, Koei Tecmo and Omega Force’s Musou or Warriors games basically are hack and slash action games where you play as a character plowing down hundreds of enemies on a battlefield, but also doing things like taking down captains (more powerful enemies), capturing forts, taking down bosses, and much more. Over the years, we’ve seen Omega Force bring this formula to many collaboration projects like Fire Emblem Warriors and Hyrule Warriors for Nintendo, One Piece Pirate Warriors for Bandai Namco, and even bring elements from the Warriors games to action RPGs like Dragon Quest Heroes for Square Enix and Persona 5 Strikers for SEGA/Atlus. Basically, the Warriors games are the best podcast games or mindless fun games as far as I’m concerned, and I’ve been playing every single one that was released after getting into the genre. My testing setup for Musou games on Steam Deck I played all of them on my Steam Deck OLED, used an external controller as well to see how the games handle those, and then tried different Proton versions to see if performance improves or issues are fixed. I’ve also specified Valve’s rating if applicable for every game featured here. Note that the Steam Deck Verification system is not even close to perfect, and hopefully this article helps you realize that and also find your next favorite Musou. Samurai Warriors 4 DX Samurai Warriors 4 DX is Steam Deck Verified. On my Steam Deck OLED, out of the box Samurai Warriors 4 DX runs with a 60fps target, but drops to the mid 40s often during busy combat when played at 720p. I turned everything low or off and had it running around the 50s in the test area. I then turned everything on and used the high preset. This is good for a 30fps target because the game hovered between 30 and 40fps. As of this writing, a locked 60fps is not possible at 720p as far as I can tell. I hope this can be improved in patches. The high and medium presets look very good on the handheld screen. Warriors Orochi 3 Ultimate Definitive Edition Warriors Orochi 3 Ultimate Definitive Edition is Steam Deck Playable for not setting the native res by default. On my Steam Deck OLED, Warriors Orochi 3 Ultimate Definitive Edition defaulted to a very low resolution. After setting it to 720p, everything went smoothly at 60fps. I didn’t need to change anything, but I turned shadows down as usual since I always do in most games to ensure the performance doesn’t drop later on. Touken Ranbu Warriors Touken Ranbu Warriors is Steam Deck Verified. Touken Ranbu Warriors runs fine across the board including cut-scenes. I played at 720p and medium graphics quality on Steam Deck. It runs and looks a lot better than the Switch version, and this one also targets 60fps. I don’t really have much to say about this one aside from the Steam Deck is my favorite way to play it by far. If you like Touken Ranbu, this one is worth getting, but there are better Warriors games on this list to consider before getting this one as a newcomer. Dynasty Warriors 9 Empires Dynasty Warriors 9 Empires is listed as Steam Deck Unsupported. Dynasty Warriors 9 Empires using Proton GE boots up and plays the videos on the title screen, but lacks controller glyphs. I expected this to run a bit better than Dynasty Warriors 9 given it is on Switch as well, but it isn’t an amazing experience. When playing at the low preset and 720p, I saw at most 40fps outside combat. I would not recommend playing Dynasty Warriors 9 Empires on Steam Deck if you have access to the home console versions, but if you want to play on a portable, this is better than Switch, but that’s a low bar given how it runs and looks there. I recommend this one on PS5 or Xbox Series X at this stage. Samurai Warriors 5 Samurai Warriors 5 is listed as Steam Deck Unsupported. Before Samurai Warriors 4 DX released on Steam, this was my favorite Warriors game on the platform. I still love it, but I hadn’t played it since launch year on PC. Revisiting it showed me that it can run ok and look very good, but the performance is a bit iffy. A friend of mine recommended using Proton GE, so I ran it with 9-9 and turned shadows to low. This helped a lot and it stayed almost locked at 60fps in the three maps from the campaign I revisited to test from my old save. This test definitely made me want to play more Samurai Warriors 5. It is superb. DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition is Steam Deck Playable and not Verified because some text may be small, the resolution is not set correctly by default, and because it shows keyboard and mouse prompts on Steam Deck. After setting DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition to 720p it seemed to run perfectly at 60fps, but it started dropping to the mid 50s in the opening stage. I didn’t have any other issues, but there is no Steam Cloud save support. My 30 hour save file from when I used to use a Windows laptop is sadly gone. I can forgive a lot of port issues, but the lack of Steam Cloud is beyond awful in games like this. Despite that, if you are ok with a manual backup, DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition is superb value and it runs a lot better than expected on Steam Deck. Warriors Orochi 4 Ultimate Warriors Orochi 4 (Ultimate with the DLC) is Steam Deck Playable for not setting the display resolution by default correctly. Warriors Orochi 4 Ultimate can have an issue where it doesn’t display anything, and you can resolve this by forcing fullscreen off by playing the game in Desktop Mode first and then going back to Game Mode on Steam Deck. Aside from that, and it didn’t happen to me, but did happen to a friend, Warriors Orochi 4 Ultimate out of the box runs at around 30fps, but if you set it to the low graphics settings from the title screen and run it at 720p, it holds a locked 60fps in the missions I tried. Thankfully, this one does have Steam Cloud support so my save carried over from when I played it before. Warriors Orochi 4 Ultimate runs and looks a lot better than the Switch version even at the lowest settings. Dynasty Warriors 9 Dynasty Warriors 9 is Steam Deck Unsupported. This is the big one. Not in terms of its importance, but because Dynasty Warriors 9 is one of the worst-performing games I’ve ever played on console back on PS4 and Xbox One. It is just about good on PS5 and Xbox Series X via backward compatibility. Playing on Steam Deck is not a great experience out of the box. Switching to Proton GE (9-9 in my case) helps, but it still was stretched up and down for some reason regardless of the display mode I chose. Not only are controller glyphs missing even with that, but the default medium preset has it running at about 20fps often with some video playback issues. Turning things to low or off resulted in it running at about 5 or 10fps more, but still not great with how much it was fluctuating. It also didn’t help that the game seems to think I’m playing the trial when I own all the season passes and the base game on Steam. I’ll need to revisit this one later, but I’d skip this on Deck right now. Warriors All-Stars Warriors All-Stars is listed as Steam Deck Playable for not setting the display resolution by default and having a launcher that requires the touchscreen. It does not have Steam Cloud support. After setting Warriors All-Stars’ launcher to 720p, the game refused to display anything but a small dot on Proton Experimental and whatever I used. I realized fullscreen was the issue. Turning fullscreen off in the launcher fixed this. On the default settings, Warriors All-Stars runs at between 40 and 60fps. Playing at low resulted in a smooth 60fps. Samurai Warriors: Spirit of Sanada Samurai Warriors: Spirit of Sanada is listed as Steam Deck Unsupported. Samurai Warriors: Spirit of Sanada cannot get to a locked 60 regardless of the setting. In fact, even when using Proton GE to get improved performance, it hovers in the mid 30s. Other than the subpar performance at even low settings, Samurai Warriors: Spirit of Sanada runs fine on Steam Deck. This is fine if you want to play at 30fps. Berserk and the Band of the Hawk Berserk and the Band of the Hawk is listed as Steam Deck Unsupported. Just like Spirit of Sanada, I set Berserk and the Band of the Hawk to low, and while that had issues, this one plays fine at 60fps on my Steam Deck OLED in the early parts. The later stages get more chaotic and see drops, but this runs better than the PS4 version by a lot. I used Proton Experimental and disabled fullscreen. That’s basically all I had to do to get Berserk and the Band of the Hawk to run on Steam Deck. Arslan: The Warriors of Legend Arslan: The Warriors of Legend hasn’t been tested by Valve yet. Arslan: The Warriors of Legend has a launcher you navigate with a touchscreen. Beyond that it works fine on Steam Deck and with an external controller outside cut-scenes that displayed a color bar pattern by default. Playing with GE Proton 7-20 resulted in cut-scenes working, but there was no audio in them. I then tried GE 9-9 and had no luck with audio in cut-scenes. Barring the opening cut-scenes, the game seems to hover around 40fps. Not great and without cloud saves, it is hard to recommend on Steam Deck right now. Samurai Warriors 4-II Samurai Warriors 4-II is listed as Steam Deck Unsupported. Without changing any compatibility, Samurai Warriors 4-II doesn’t boot up on Steam Deck. I swapped to GE Proton 9-9 and then Experimental and still had no luck. Going back to Proton 7 had it finally load for me. Samurai Warriors 4-II does not have Steam Cloud support and it also only displays keyboard and mouse button prompts on Steam Deck. When it comes to performance and visuals, it looks good, but performance is erratic. Particle effects during combat tank the frame rate from 60 to the 30s often, and it has shader-related issues as far as I can tell. It can run at 60fps for parts of a battle, but it varies too much. Dynasty Warriors 8 Empires Dynasty Warriors 8 Empires is Steam Deck Unsupported. Dynasty Warriors 8 Empires surprisingly has Steam Cloud support. I say surprisingly because this game is nearly 10 years old, and older Koei Tecmo ports were not good. Either way, after launching the config and disabling fullscreen, I had no trouble playing Dynasty Warriors 8 Empires on Steam Deck with no change to any settings. Performance in the battles I tested was also solid. The only issue is it displays keyboard and mouse button prompts. I couldn’t figure out how to make it display controller prompts as of this writing. DYNASTY WARRIORS 8: Xtreme Legends Complete Edition DYNASTY WARRIORS 8: Xtreme Legends Complete Edition is Steam Deck Unsupported. After disabling fullscreen through the config launcher, DYNASTY WARRIORS 8: Xtreme Legends Complete Edition loads correctly with cut-scenes and audio playing as they should. DYNASTY WARRIORS 8: Xtreme Legends Complete Edition also displays only keyboard and mouse prompts for some reason. This one sadly does not have Steam Cloud support. If you do own a Nintendo Switch, I’d recommend playing it there despite the fact that DYNASTY WARRIORS 8: Xtreme Legends Complete Edition runs better on Steam Deck only because all the DLC included on Switch makes that a massively better value proposition right now. I used to play DYNASTY WARRIORS 8 on console, but moved to PC and have gone back to playing it on Switch to treat it as my main platform for that game. Bonus Persona 5 Strikers Persona 5 Strikers is currently Steam Deck Unsupported. Persona 5 Strikers is not a Musou/Warriors game, but it has elements from those games. The reason I’ve included it as a bonus is because it isn’t a traditional Warriors game, but I’ve had a lot of folks ask me about this one when I talk about Warriors games in recent years. On trying to boot it up for the first time, I thought my Steam Deck froze. I waited a whole minute and it was stuck on a black screen. I switched to using Proton GE (9-9) and Persona 5 Strikers finally booted up with cut-scenes and audio playing correctly. I had no issues testing different points of my old save from when I reviewed the game years ago on Steam Deck after that. One Piece Pirate Warriors 3 One Piece Pirate Warriors 3 is currently Steam Deck Playable by Valve for not showing the correct button prompts on Deck. If you’re wondering why I’ve featured One Piece Pirate Warriors 3 and not 4 here, well the latter is region locked and I tried buying a Steam key for it, but that didn’t activate. I do own One Piece Pirate Warriors 3 so I may as well test that as I enjoyed it a lot on Nintendo Switch a few years ago and on PS Vita before. One Piece Pirate Warriors 3 does not have Steam Cloud support. It seems capped to 58 fps regardless of the settings I used. I also couldn’t find a way to get this to show controller prompts on Steam Deck. Just like Dynasty Warriors 8: Xtreme Legends, at this point you’re getting a better experience in One Piece Pirate Warriors 3 by playing on Switch despite the frame rate being variable on Nintendo’s hybrid system. Which is the best Musuo game to buy on Steam Deck? As of now there isn’t a single answer. My top three for Steam Deck are Warriors Orochi 3 Ultimate Definitive Edition, Samurai Warriors 4 DX, and Samurai Warriors 5. The first two are cheaper and offer more value with DLC included, but I love coming back to Samurai Warriors 5, and having a great version on Steam Deck makes me not want to touch my Switch save anymore. Is the Steam Deck the best portable for Musou games? Well, yes and no. Almost all the multi-platform ones are best on Steam Deck compared to Switch, but there are three particular Nintendo collaboration games that are on Switch (and N3DS for one). Hyrule Warriors Definitive, Fire Emblem Warriors, and Fire Emblem Warriors: Three Hopes are excellent Warriors/Musuo games that you can’t play on PC. Hyrule Warriors Age of Calamity is a technical mess that I do not recommend. Hopefully it runs better on the Nintendo Switch successor whenever that launches. A combination of older Koei Tecmo ports being lacking, some Proton issues, and some features missing mean the PC versions of some of these games in general are not the best way to experience them. Since I own all the Musou/Warriors games from the PS4 and later on all platforms, I usually have a different platform I use for some of them. As an example, Samurai Warriors 4 was best on PS4, but the DX version on Steam Deck is now my favorite. Warriors Orochi 4, I’d play on PS5 or Xbox Series X, but I’ll play Warriors Orochi 3 on Steam Deck. I play Dynasty Warriors 8 and One Piece Pirate Warriors 3 on Switch for the good ports and massive value with all DLC included. Dynasty Warriors 9 I don’t really play anymore outside of listening to the music. Hopefully this helped any Musou fans who own a Steam Deck or are considering getting one to play these games. I can’t wait for Dynasty Warriors: Origins in 2025. The big takeaway for Musou fans who own a Steam Deck, is that you need to spend some time fixing some of the older ports to run well on Steam Deck.