RPGamer

@rpgamer.com

https://rpgamer.com/ Providing coverage of video game RPGs since 1998.

Moonlighter 2: The Endless Vault Fully Launching Digitally in Early September, Physical Release Following

Moonlighter 2: The Endless Vault Fully Launching Digitally in Early September, Physical Release Following

Digital Sun Games and 11 bit studios announced that shopkeeping action RPG Moonlighter 2: The Endless Vault will fully release digitally on September 2, 2026. The full version of the game, which has been in Early Access for PC on Steam and the Microsoft Store since November 2025, will be available on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. A demo is now available on all platforms. In addition, Silver Lining Interactive announced it is partnering with Digital Sun Games and 11 bit studios to release the game physically. The physical editions will release for PC, PlayStation 5, and Nintendo Switch 2 on November 13, 2026, and can be pre-ordered from Silver Lining Interactive's online store. The standard edition is priced at £24.99 on PC, £34.99 on PlayStation 5, and £44.99 on Nintendo Switch 2. The limited Collector's Edition is priced at £49.99 on PC, £59.99 on PlayStation 5, and £69.99 on Nintendo Switch 2 and includes: * Standard edition copy of the game * Collector's box * Digital artbook * Three patches * Holo sticker * Diorama sticker sheets * Poster * Four postcards * Metal coin A sequel to 2018 action RPG Moonlighter, Moonlighter 2: The Endless Vault continues its predecessor’s mix of shopkeeping and dungeon-crawling, with returning protagonist Will and his companions stranded in a mysterious dimension. Players are able to select from an array of melee and ranged weapons as Will explores the eponymous vault, where both riches and danger await. Between runs, Will aims to haggle and charm his customers into purchasing the items he finds on his explorations. Players can customise Will’s shop to help gain more sales as well as invest in the village’s local businesses to help upgrade gear and unlock other opportunities.   The post Moonlighter 2: The Endless Vault Fully Launching Digitally in Early September, Physical Release Following appeared first on RPGamer.

rpgamer.com

Monster Hunter Wilds Demo, New Bundles Released

Monster Hunter Wilds Demo, New Bundles Released

Capcom has released a new demo for Monster Hunter Wilds, its most recent entry in the long-running Monster Hunter series. The demo is available on PC, PlayStation 5, and Xbox Series X|S. It lets players go through the opening hours of the game in Offline Mode, including its full character creator and access to all fourteen weapon types, with story content up to the beginning of Chapter 1-3, “To the Forest”. Save data from the demo can be transferred to the full game. In addition, Capcom announced a new base price and new editions of the game. The standard version of Monster Hunter Wilds is now available for $39.99. IT is joined by the new Monster Hunter Wilds Gold Edition, priced at $79.99, which includes the full game and Monster Hunter Wilds Cosmetic DLC Collection. Available separately for $59.99, the Monster Hunter Wilds Cosmetic DLC Collection contains ten DLC packs, including the Monster Hunter Wilds Extras Cosmetic DLC Pack, itself containing various previously standalone DLC and individually available for $29.99. The new editions and bundles replace the previous Deluxe Edition, Premium Deluxe Edition, and Cosmetic DLC Pass bundles. The previous bundles can still be used by those who have purchased them, while individual DLC packs and items within are still available as separate products. Monster Hunter Wilds sees players joining the special Research Commission as it explores the Forbidden Lands and learns of the threat called the White Wraith, long thought extinct. In addition to including seamless transitions from story sequences into gameplay, the game adds new Seikret mounts, which can guide the riders to planned destinations and let them perform actions while riding, such as sharpening weapons and gathering materials, while also allowing players to swap to a secondary weapon without needing to return to base. Those looking to read more about Monster Hunter Wilds can check out Jordan McClain’s review of its PlayStation 5 version. A large-scale expansion, Monster Hunter Wilds: Ascendance, is planned to release on PC, PlayStation 5, and Xbox Series X|S in 2027, while a Nintendo Switch 2 version of the game is also currently in development. The post Monster Hunter Wilds Demo, New Bundles Released appeared first on RPGamer.

rpgamer.com

More Fire Emblem: Fortune’s Weave Details Revealed

More Fire Emblem: Fortune’s Weave Details Revealed

Nintendo held a special Direct presentation focusing on the newest entry in the Fire Emblem tactical RPG series, Fire Emblem: Fortune's Weave. The twenty-minute video, viewable in full below, provided more details on the game's story and gameplay ahead of its release for Nintendo Switch 2 on September 17, 2026. Fire Emblem: Fortune’s Weave is set in the Dagdan Empire on the continent of Dagda, which is far to the southwest of Fire Emblem: Three Houses’s setting of Fódlan. The game begins with the end of the empire at the hands of the revived demon god, Balor. However, the goddess Sothis sends a soul -- the player -- back in time five years' prior to save the world and change the fates of four heroes who had disappeared. Players are sent back to the Heroic Games, where the four heroes competed, held in the capital city Dagsion, with the victor said to be granted a wish by Solel, the Dagdan Empire's current ruler. Players take up arms as one of the four heroes: Cai, a young boy from Riberia village seeking to save his father from imprisonment; Dietrich, an elegant swordsman ever seeking stronger opponents; Theodora, the Queen of the Saramis Kingdom, looking to restore the honor of her goddess; and Leda, a musician seeking revenge against her father’s murderer. Rather than needing to play through each hero's route separately, the game allows players to play through all four stories in parallel by visiting the pale raven's perch.     The gameplay cycle sees players preparing for matches by training units, obtaining new gear, gaining class promotions, completing quests, recruit and bond with allies, and more within Dagsion. Players can also explore the world map to participate in skirmishes and dive into dungeons that can reward upgrade materials. Dungeons feature a special turn-based encounter system, while moving around the world map or participating in other activities causes time to pass. Players will only have a limited amount of time to use between matches. Fire Emblem: Fortune’s Weave features many returning combat elements, including weapon and unit strengths and weaknesses, positioning considerations, terrain modifiers, and bonuses for adjacent allies. The game features three class tiers -- Beginning, Specialty, and Advanced -- with units able to take Certification Exams to obtain new classes. Fire Emblem: Fortune’s Weave includes Combat Arts, which unleash more powerful attacks at the cost of weapon durability, and Blaze Arts, special attacks that can be used at the cost of the hero's health points. The game also includes Fortuna's Blessing, which lets players rewind time and replay previous turns.   The post More Fire Emblem: Fortune’s Weave Details Revealed appeared first on RPGamer.

rpgamer.com

Beast of Reincarnation Review

Beast of Reincarnation Review

Beyond the Blight I never thought I'd be writing about a Game Freak game without mentioning Pokémon. Beast of Reincarnation is such a dramatic departure from the studio's usual work, but that's exactly what makes it stand out. It presents a bleak vision of post-apocalyptic Japan, where humanity has already lost its battle for survival. Civilization has all but disappeared beneath an ever-spreading blight, leaving behind scattered ruins and powerful creatures that dominate what remains of the world. Standing against that destruction is Emma, a young woman tasked by the mysterious Administrator with defeating the monstrous Nushi that govern each region before finally confronting the Beast of Reincarnation itself. The premise is intriguing, but the idea of a world-ending threat and a chosen hero tasked with stopping it is hardly new. Stories centered around this idea have become increasingly common. The story improves as the journey progresses, but it never escapes its predictable foundation. Emma begins the adventure almost entirely devoid of emotion, with her lost humanity gradually returning as she encounters new allies, locations, and memories throughout the journey. While this personal growth offers the story its strongest emotional thread, it never develops beyond the surface level, leaving many of its more meaningful moments without the impact they seem to be aiming for. The broader narrative follows a similar trajectory. Several twists help keep the adventure moving, and additional lore gradually expands the history of the world, but few revelations prove especially compelling. Beast of Reincarnation tells a perfectly serviceable story, but its greatest strengths lie elsewhere. [caption id="attachment_197799" align="aligncenter" width="640"] A clash of convictions.[/caption] The game is at its best when its exploration and movement is able to shine, most notably when players reach the later zones. Emma is remarkably agile, capable of using her hair to propel herself high into the air, scale buildings, and traverse terrain in ways that make exploration feel wonderfully fluid. Climbing over cliffs, scaling ruined structures, or discovering shortcuts encourages players to think beyond simply fighting every enemy they encounter. There is a great sense of freedom to the traversal that sets it apart from many action RPGs. Navigation also benefits from an excellent map system. Koo, Emma’s loyal canine companion, will frequently point out collectibles along the way and mark them on the map. This makes it easy to locate objectives and points of interest without diminishing the satisfaction of discovering hidden areas. That freedom occasionally comes at a cost. Beast of Reincarnation can be pretty rough around the edges, with the ambitious movement system exposing some noticeable bugs. Characters sometimes clip through scenery, while enemy reinforcements can occasionally spawn inside trees or other objects, leaving them unable to participate in combat. Traversal can occasionally feel a little janky as a result, but these moments are usually just brief distractions. In many ways, they feel like a worthwhile trade-off for just how liberating the experience can be. Tightening every aspect of the movement system may have resulted in a more polished game, but it also risks sacrificing the flexibility that makes simply moving through the world so enjoyable. The structure of the world has similar issues, though it improves considerably over time. The first region is a large, open environment that often feels repetitive, particularly as the same enemies begin to reappear. Later regions adopt a much tighter design philosophy, replacing sheer size with greater environmental variety and more memorable layouts. Abandoned buildings evoke comparisons to NieR: Automata, presenting haunting remnants of humanity long after civilization has disappeared. Exploration remains rewarding throughout thanks to hidden items, optional routes, and the ability to bypass certain encounters entirely by approaching objectives from different angles. Invisible walls occasionally restrict what appears to be a viable path, making the world’s openness feel slightly inconsistent, but Beast of Reincarnation steadily becomes more impressive as each new region introduces more creative environments than the last. [caption id="attachment_197800" align="aligncenter" width="640"] Emma is never short on enemies.[/caption] Combat is an interesting blend of deliberate action and RPG customization. Defensive play is heavily encouraged, with successful parries creating opportunities to counterattack while rewarding careful timing over reckless aggression. Emma's moveset remains satisfying throughout the adventure, but much of combat's personality comes from Koo. Well-timed parries allow Koo to unleash a variety of special abilities, and the game briefly slows time while players choose which skill to activate. The system introduces a welcome layer of tactical decision-making without interrupting the flow of battle for long, creating encounters that often feel like a blend of Sekiro's emphasis on timing and a more traditional action RPG. Elite enemies also provide some of the game's most exciting battles. Unfortunately, regular enemy encounters never evolve at the same pace. While the battle system itself is great, the standard enemy roster begins repeating itself surprisingly early, making many overworld battles feel overly familiar by the latter half of the game. Larger encounters can also become somewhat chaotic when multiple enemies surround Emma, occasionally tanking the frame rate and making it difficult to react accordingly. These issues do not undermine the combat system itself, but they do lessen the appeal of the semi-open world, where repeated encounters gradually lose much of their excitement. That said, Beast of Reincarnation continues introducing more creative bosses and skills as the adventure progresses, ensuring the overall experience steadily improves even as regular encounters become repetitive. While the story is rather formulaic, Beast of Reincarnation still creates a memorable world. In a sense, it feels like the developers saved their best ideas for the latter half of the game, with each region introducing more creative environments and stronger ideas than the one before it. The downside is that it takes time to reach that point, and the earlier areas feel underwhelming in comparison. By then, however, the world itself does most of the storytelling, with documents and collectibles scattered throughout each region further enriching its lore and encouraging players to piece together what happened long before Emma's journey began. [caption id="attachment_197801" align="aligncenter" width="640"] Light at the end of the forest.[/caption] Beast of Reincarnation's visuals are mostly carried by the game's art direction, with character models and environmental details lacking the polish found in many recent high-profile games. The game’s graphics often feel like they belong to an earlier generation, with character models and environmental details lacking the polish found in many modern games. However, its distinct atmosphere helps overcome those limitations. The contrast between decaying ruins, overgrown landscapes, and the remnants of human civilization creates a world that remains visually interesting even when the underlying assets are rather unimpressive. The art style does much of the heavy lifting, transforming a technically lacking presentation into one that still has its own charm. The soundtrack complements that atmosphere well. The music is consistently enjoyable and enhances exploration and combat alike. That said, there is not enough variety across the adventure, with each region relying heavily on a single overarching theme that repeats throughout extended periods of exploration. The music itself remains pleasant throughout, but repeated loops gradually diminish its impact. A broader selection of environmental tracks would have helped each region develop a stronger musical identity. Beast of Reincarnation rewards patience. RPGamers who venture further will find an adventure that becomes increasingly engaging, thanks to excellent traversal, satisfying combat, and a memorable companion in Koo. Although the story is underwhelming and technical issues can disrupt the experience, its focus on exploration and movement remains its greatest strength. Its combination of atmosphere and discovery, even at the expense of a little jank, ultimately gives Beast of Reincarnation a distinct experience that more polished games lack. There is plenty of room for refinement, but Game Freak has nevertheless delivered a solid action RPG. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Beast of Reincarnation Review appeared first on RPGamer.

rpgamer.com

Kingdom of Night Review

Kingdom of Night Review

"I'm Going to Miami, Bienvenido a Miami" Welcome to Miami! Not the sunny paradise full of palm trees, posh high-rises, and neon-lit dance clubs. No, in the desert town of Miami, Arizona, one is far more likely to see tumbleweeds, trailer parks, and a two-bit bar in the center of town. Oh, and instead of hosting the hottest A-list celebrities, this Miami is currently undergoing a rather unfortunate demonic invasion summoned forth by the local satanic cult looking to bring about the end of the world. This apocalyptic vacation destination is the setting of developer Friends of Safety's action RPG Kingdom of Night, a game that manages to feel both intriguing and grindy in turns, with a sweeping scope and ambitious storytelling that are undercut by copy-and-paste combat and vague sign-posting. Players take on the role of John, an average high schooler whose biggest problems in life are the after-school detention he has to serve and balancing his social life obligations of attending parties and tabletop gaming sessions. At least, that is, until the night the game opens, when nightmarish beasts descend upon Miami for unknown reasons, decimating its population and kidnapping John's classmate Ophelia (whom he's too intimidated to ask out). It is up to John to become the hero from his make-believe gaming sessions, seek out and slay the four elder demons that have made their lairs in different parts of Miami, and save Ophelia and his town (and, perhaps, the world) in the process. [caption id="attachment_176873" align="aligncenter" width="640"] When there's a damsel in distress, a hero will need to step up to the plate![/caption] Before all hell literally breaks loose, players will spend the game's first ten or twenty minutes in a brief prelude. Here, some supporting characters are introduced, like Jimmy, big man on campus and all-round jock who makes John's life unpleasant. More critically, players are given tutorials on how the game's two combat classes work and asked to make a choice. There's a distinct contrast in how the up-close melee classes play as opposed to ranged magic users. Melee enjoys a far simpler combat system consisting of swinging a weapon and dodging out of the way of incoming attacks, as long as stamina holds out. Magic users, on the other hand, are less nimble and have a far more complex system to come to grips with, losing the dodge ability but gaining immediate access to their full spellbook. Casting spells requires unique three-button inputs, so a bit of combo memorization will be required to become an effective spell slinger. Additionally, both classes have distinct archetypes to choose between, with a linear skill tree until much later, when drilling down into even more specialized paths becomes possible. Choosing a class does, however, completely lock out the others. Regardless of chosen combat style, the game is fairly grindy, with enemy variety in short supply. Whether in the street, sewer, grocery store, or shopping mall, to name but a few, players will spend large chunks of time fighting the same zombies, wraiths, frogmen, and hell bats, with higher-level variants added to the mix depending on the location. The trailer park, meanwhile, is experiencing an infestation of giant mutated insects, so those make up the enemy hordes there. And it is literally hordes, as the developers focused more on quantity over variety, throwing armies of foes at John (and his friend in the optional two-player mode). Whenever a new enemy type is introduced, like the poison-spewing acid slimes, one can be sure to meet many, many more of them nearby. The town of Miami is pretty sizeable, and making one's way through its fairly large maps is a grindy proposition, particularly when taking into account the many homes, double-wide trailers, and stores, most of which are explorable for loot. [caption id="attachment_176867" align="aligncenter" width="640"] It's nice when a more memorable enemy encounter occurs, like this bloodthirsty hellhound crashing (and devouring) a house party.[/caption] Regardless of which combat style one chooses, the game has a hard time sustaining interesting combat encounters over its fifteen-or-so hours. There is little required in terms of strategy or skill, and enemy attack patterns prioritize brute damage-dealing over elegant dodging, with foes that don't fit a fleet-footed gameplay style very well. Bosses, too, feel more like wars of attrition, as there is often no surefire way to read attack tells or step out of the way of incoming danger. Instead, players must burn through the myriad healing items they've collected during the quest. It's worth noting that the game seems to be a better fit for its built-in controller support than keyboard, as scrolling through items mid-battle is too hectic and the chance of wasting a valuable item too great since item, movement, and combat keys are placed right next to each other on the keyboard. Extended gaming sessions also led to some mild hand-cramp discomfort during the review playthrough. Seeking out the four demon generals who have taken residence in Miami should, on paper at least, be a rather intriguing task. A mysterious old man who has appeared to give John counsel and set him on his quest is able to provide him with a vague hint for each one, pointing John to specific parts of Miami to conduct his search. But beyond that, the game's sign-posting feels a bit vague, and though the town map is marked with points of interest and quest locations, it is a bit clunky to interpret. Players may immediately have an idea of where the next boss may be holed up, but it's another thing entirely to actually find where in Miami it is. Other times, the location of the demon lair is easy enough to suss out, but the map is so large that it can take quite a while to get there and force a confrontation. Running into impossibly strong enemies can steer one in the right direction, but it is entirely possible to go too far off the intended path and spend large chunks of time grinding without any appreciable narrative progress being made. In the plus column, plenty of available sidequests provide at least some momentum even when one is otherwise lost. A fast-travel system does become available before too long, though it's limited to previously visited locations and only connects predetermined spots, with plenty of footwork still required to reach one's destination. [caption id="attachment_176871" align="aligncenter" width="640"] Having the ferryman of Styx as your personal chauffeur is a neat way to implement a fast-travel system.[/caption] The game is presented in a top-down isometric view and delves into a pixel-art style that somewhat straddles the line between a low-poly look and something a step above that. The trouble is that it doesn't often do much with its pixel art. Town traversal and combat environments look to be somewhat pedestrian, uncluttered but without much to catch the eye. Sewers, streets, homes -- they all look unremarkable from start to finish. Narrative and other one-off locations, like Stinky's bar, John's bedroom, or the treehouse used by a group of local kids who've formed an adventuring guild amid all the chaos surrounding them, feature more detailed, bespoke designs. The music is similarly serviceable, consisting of moody and atmospheric synthesizer tracks that don't get in the way, with the occasional more memorable track punching up the game's score. There are recognizable elements that rise up from time to time, like a song that conjured up reminiscences of old-school Final Fantasy or perhaps inspired by the many Tim Burton/Danny Elfman collaborations. One song, in particular, evoked heavy vibes of '80s film classic The Neverending Story. Sometimes creepy, sometimes funky, it's a decent enough accompaniment for John's quest to save Miami. Kingdom of Night showcases a lot of passion, with many creative ideas at work. The combat system, in particular, has a good amount of flexibility to provide entry for players of differing tastes. It puts its best foot forward when it tells its story, with interesting vignettes breaking up the action to deliver its narrative. There are even entire sections of the game that feature unique, self-contained stories within them, such as when John tracks down one of the demon generals in the local shopping mall, only to find a group of survivors trapped within, unwittingly forced into a devious game of deceit and survival. But the game isn't an all-out slam dunk either, with a heavy emphasis on grinding through oversized maps stuffed with armies of mobs, while contending with some wonky sign-posting and more than a handful of repetitive visuals. But with a low bar of entry provided by an approachable difficulty, those who don't mind a bit of a grindfest will still find a good old-fashioned end-of-the-world, demonic invasion story worth experiencing here.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Kingdom of Night Review appeared first on RPGamer.

rpgamer.com

Beast of Reincarnation Review

Beast of Reincarnation Review

Beyond the Blight I never thought I'd be writing about a Game Freak game without mentioning Pokémon. Beast of Reincarnation is such a dramatic departure from the studio's usual work, but that's exactly what makes it stand out. It presents a bleak vision of post-apocalyptic Japan, where humanity has already lost its battle for survival. Civilization has all but disappeared beneath an ever-spreading blight, leaving behind scattered ruins and powerful creatures that dominate what remains of the world. Standing against that destruction is Emma, a young woman tasked by the mysterious Administrator with defeating the monstrous Nushi that govern each region before finally confronting the Beast of Reincarnation itself. The premise is intriguing, but the idea of a world-ending threat and a chosen hero tasked with stopping it is hardly new. Stories centered around this idea have become increasingly common. The story improves as the journey progresses, but it never escapes its predictable foundation. Emma begins the adventure almost entirely devoid of emotion, with her lost humanity gradually returning as she encounters new allies, locations, and memories throughout the journey. While this personal growth offers the story its strongest emotional thread, it never develops beyond the surface level, leaving many of its more meaningful moments without the impact they seem to be aiming for. The broader narrative follows a similar trajectory. Several twists help keep the adventure moving, and additional lore gradually expands the history of the world, but few revelations prove especially compelling. Beast of Reincarnation tells a perfectly serviceable story, but its greatest strengths lie elsewhere. [caption id="attachment_197799" align="aligncenter" width="640"] A clash of convictions.[/caption] The game is at its best when its exploration and movement is able to shine, most notably when players reach the later zones. Emma is remarkably agile, capable of using her hair to propel herself high into the air, scale buildings, and traverse terrain in ways that make exploration feel wonderfully fluid. Climbing over cliffs, scaling ruined structures, or discovering shortcuts encourages players to think beyond simply fighting every enemy they encounter. There is a great sense of freedom to the traversal that sets it apart from many action RPGs. Navigation also benefits from an excellent map system. Koo, Emma’s loyal canine companion, will frequently point out collectibles along the way and mark them on the map. This makes it easy to locate objectives and points of interest without diminishing the satisfaction of discovering hidden areas. That freedom occasionally comes at a cost. Beast of Reincarnation can be pretty rough around the edges, with the ambitious movement system exposing some noticeable bugs. Characters sometimes clip through scenery, while enemy reinforcements can occasionally spawn inside trees or other objects, leaving them unable to participate in combat. Traversal can occasionally feel a little janky as a result, but these moments are usually just brief distractions. In many ways, they feel like a worthwhile trade-off for just how liberating the experience can be. Tightening every aspect of the movement system may have resulted in a more polished game, but it also risks sacrificing the flexibility that makes simply moving through the world so enjoyable. The structure of the world has similar issues, though it improves considerably over time. The first region is a large, open environment that often feels repetitive, particularly as the same enemies begin to reappear. Later regions adopt a much tighter design philosophy, replacing sheer size with greater environmental variety and more memorable layouts. Abandoned buildings evoke comparisons to NieR: Automata, presenting haunting remnants of humanity long after civilization has disappeared. Exploration remains rewarding throughout thanks to hidden items, optional routes, and the ability to bypass certain encounters entirely by approaching objectives from different angles. Invisible walls occasionally restrict what appears to be a viable path, making the world’s openness feel slightly inconsistent, but Beast of Reincarnation steadily becomes more impressive as each new region introduces more creative environments than the last. [caption id="attachment_197800" align="aligncenter" width="640"] Emma is never short on enemies.[/caption] Combat is an interesting blend of deliberate action and RPG customization. Defensive play is heavily encouraged, with successful parries creating opportunities to counterattack while rewarding careful timing over reckless aggression. Emma's moveset remains satisfying throughout the adventure, but much of combat's personality comes from Koo. Well-timed parries allow Koo to unleash a variety of special abilities, and the game briefly slows time while players choose which skill to activate. The system introduces a welcome layer of tactical decision-making without interrupting the flow of battle for long, creating encounters that often feel like a blend of Sekiro's emphasis on timing and a more traditional action RPG. Elite enemies also provide some of the game's most exciting battles. Unfortunately, regular enemy encounters never evolve at the same pace. While the battle system itself is great, the standard enemy roster begins repeating itself surprisingly early, making many overworld battles feel overly familiar by the latter half of the game. Larger encounters can also become somewhat chaotic when multiple enemies surround Emma, occasionally tanking the frame rate and making it difficult to react accordingly. These issues do not undermine the combat system itself, but they do lessen the appeal of the semi-open world, where repeated encounters gradually lose much of their excitement. That said, Beast of Reincarnation continues introducing more creative bosses and skills as the adventure progresses, ensuring the overall experience steadily improves even as regular encounters become repetitive. While the story is rather formulaic, Beast of Reincarnation still creates a memorable world. In a sense, it feels like the developers saved their best ideas for the latter half of the game, with each region introducing more creative environments and stronger ideas than the one before it. The downside is that it takes time to reach that point, and the earlier areas feel underwhelming in comparison. By then, however, the world itself does most of the storytelling, with documents and collectibles scattered throughout each region further enriching its lore and encouraging players to piece together what happened long before Emma's journey began. [caption id="attachment_197801" align="aligncenter" width="640"] Light at the end of the forest.[/caption] Beast of Reincarnation's visuals are mostly carried by the game's art direction, with character models and environmental details lacking the polish found in many recent high-profile games. The game’s graphics often feel like they belong to an earlier generation, with character models and environmental details lacking the polish found in many modern games. However, its distinct atmosphere helps overcome those limitations. The contrast between decaying ruins, overgrown landscapes, and the remnants of human civilization creates a world that remains visually interesting even when the underlying assets are rather unimpressive. The art style does much of the heavy lifting, transforming a technically lacking presentation into one that still has its own charm. The soundtrack complements that atmosphere well. The music is consistently enjoyable and enhances exploration and combat alike. That said, there is not enough variety across the adventure, with each region relying heavily on a single overarching theme that repeats throughout extended periods of exploration. The music itself remains pleasant throughout, but repeated loops gradually diminish its impact. A broader selection of environmental tracks would have helped each region develop a stronger musical identity. Beast of Reincarnation rewards patience. RPGamers who venture further will find an adventure that becomes increasingly engaging, thanks to excellent traversal, satisfying combat, and a memorable companion in Koo. Although the story is underwhelming and technical issues can disrupt the experience, its focus on exploration and movement remains its greatest strength. Its combination of atmosphere and discovery, even at the expense of a little jank, ultimately gives Beast of Reincarnation a distinct experience that more polished games lack. There is plenty of room for refinement, but Game Freak has nevertheless delivered a solid action RPG. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Beast of Reincarnation Review appeared first on RPGamer.

rpgamer.com

Jotunnslayer: Hordes of Hel Interview

Jotunnslayer: Hordes of Hel Interview

Horde survivors has seen a boom, with many developers trying their hand at the genre and trying different ways to make each title stand out amongst its peers. Developed by Games Farm and ARTillery and published by Grindstone Publishing, Jotunnslayer: Hordes of Hel puts its own Norse spin on things, with a Switch 2 version recently joining last year's PC, PlayStation 5, and Xbox Series X|S launch. Matej Hudák, Publishing Director of Grindstone Publishing, took some time to discuss the game’s future, the recent crossover with Conan the Barbarian, and the publisher's future plans. --- Ryan Costa (RPGamer): What about the praise for Jotunnslayer: Hordes of Hel has surprised the team the most? Matej Hudák: Honestly, we didn't expect this. Jotunnslayer is the biggest thing we've ever done, and we're still a bit stunned by it. The best part wasn't the numbers though -- it was reading what people actually wrote about the game. Players got what we were going for, and then went out and told other people about it. That still means a lot to us. RPGamer: How has the game most changed from original conception to the latest iteration? MH: The dark Norse horde-survivor idea was there from day one. Everything else got reshaped once players started playing it. Weapon balance, spell picks, pacing -- a huge amount of that came straight from community feedback. RPGamer: After specializing in more story focused titles as a developer, what led to Jotunnslayer's more action roots being the first game published under the Grindstone name? MH: We wanted something fast and punchy. We're ARPG people at heart, so horde-survivor felt like home. Popular genre, stuff we're actually good at -- it just clicked. And after years of slower, story-driven work, the whole team was itching to build something you can pick up and immediately feel. RPGamer: Can you give a quick crash course in explaining the differences in classes for horde survivor newcomers? MH: Think classic RPG archetypes. The Berserker is your big damage bruiser, the Seeress is the caster, the Revenant is the ranged hunter, the Flame Sister leans rogue -- and there are more. But the real answer is: it depends on your build. The customization runs deep enough that two people playing the same class can end up with completely different runs. RPGamer: The game recently received a crossover with Conan the Barbarian. Will there be more crossovers and updates in the future? MH: The Conan crossover was a blast and people loved it. We'd absolutely love to do more. We're keeping an eye on which worlds actually fit the tone of Jotunnslayer, because a crossover only works if it feels like it belongs. While we can't share specific details just yet, we are definitely excited to see what opportunities the future brings. RPGamer: Players are given a large amount of banish and reroll options to avoid unwanted skills. Was the main reasoning to deal with the spikes in higher difficulties or something else entirely? MH: The primary goal was player agency. Randomness is fun until it locks you into a build you hate. Banishes and rerolls let you fight back against bad luck, chase the build you actually want, and get properly ready for the higher difficulties on your own terms. RPGamer: The level of flashy effects in all the different projective attacks are impressive. Was it difficult coming up with new attacks to make each character feel different? MH: Giving every character a distinct look and feel without turning the screen into soup is a real challenge. A lot of it came down to readability -- you should be able to tell what's yours and what's about to kill you at a glance. Our devs went at it with a lot of passion, and we think it shows. RPGamer: Are there certain classes that typically pair better with particular Norse god skills, or is the aim to have a large quantity of build variety? MH: Build variety is the whole point. There's no correct way to play. Ask ten players which god pairs best with which class and you'll get ten different answers. Some of the combos people have found are ones we never even considered internally. That's exactly what we wanted -- go experiment. RPGamer: With so many varieties to mix and match skills from. Has there been any thoughts to expanding subclasses in a similar manner? MH: It's definitely an exciting concept. Right now the mix of base classes and divine blessings already gives you a huge combination matrix that works a lot like a fluid subclass system. We'd rather deepen what's already there than bolt on another layer for the sake of it. We're focused on nailing the current balance, but we're listening to what players want from progression. RPGamer: Can you share anything about what’s coming next from Grindstone Publishing? MH: Next up for Grindstone is Hellforged -- a bullet-heaven game with an extraction twist. It's picked up a lot of traction and great feedback in playtests, and we've got a big gameplay demo coming in August. There's also another project cooking that we can't talk about yet. Later this year. RPGamer: Is there anything else that you would love to share about the game? MH: One thing we are incredibly proud of is how collaborative the development process has been. Jotunnslayer wasn't built in a vacuum -- it was built alongside our community. Survivor-genre fans are ridiculously passionate, and being able to iterate out in the open with them has set the bar for how we want to work from now on. --- We would like to thanks Matej for taking the time to answer our questions, as well as to Matt Greloch, Grindstone Publishing PR Manager, for setting up the interview. Those looking to play Jotunnslayer: Hordes of Hel can do so now on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. The post Jotunnslayer: Hordes of Hel Interview appeared first on RPGamer.

rpgamer.com

Video Round-Up (August 2, 2026)

Video Round-Up (August 2, 2026)

Welcome to RPGamer's video release round-up. In this column, we look to provide our readers with details on all of the video reviews, impressions, features, and other content recently uploaded to our YouTube channel. --- Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review Platform: PC, PlayStation 4, Nintendo Switch (video captured on PS5) Publisher: Koei Tecmo Developer: Gust Release Date: March 27, 2018 Written by: Sam Wachter (Nyx) Narrated by: Christian Dextraze (Spare_Ombres) Edited by: Erik Van Asselt (HerrFrog) Written Review The third title in the Mysterious subseries of the turn-based Atelier franchise with crafting mechanics, which follows Atelier Sophie and Atelier Firis, Atelier Lydie & Suelle stars twin sisters who discover that they can enter worlds held within paintings.  --- Ultima VII: The Black Gate Retroview Platform: PC, Super Nintendo (video captured on SNES) Publisher: FCI Inc, Pony Canyon, Origin Systems Developer: Origin Systems Release Date: April 17, 1992 (PC), November 1994 (SNES) Written by: Ryan Radcliff (Scar) Narrated by: Ryan Radcliff (Scar) Edited by: Erik Van Asselt (HerrFrog) and Ryan Radcliff (Scar) Written Review In Ultima VII: The Black Gate, the Avatar returns to stop the cosmic entity known as the Guardian from entering and conquering the world. Players control the Avatar in top-down action RPG gameplay while starting an investigation of a series of kidnappings in Brittania.  --- Thysiastery Review Platform: PC Publisher: DIRGA Developer: DIRGA Release Date: March 9, 2026 Written by: Ryan Costa (Dalandar) Narrated by: Ryan Radcliff (Scar) Edited by: Erik Van Asselt (HerrFrog) and Ryan Radcliff (Scar) Written Review First-person turn-based roguelike dungeon-crawler Thysiastery sees players control a group of bearers of the “Brand”, who have been drawn into a vast labyrinth. Players can ally with characters they meet while trying to find their way out through buried forests, underwater cities, and more.  --- Glory of Heracles III Retroview Platform: Super Famicom Publisher: Data East Developer: Data East Release Date: 1991 Written by: Ryan Radcliff (Scar) Narrated by: Ryan Radcliff (Scar) Edited by: Erik Van Asselt (HerrFrog) and Ryan Radcliff (Scar) Written Review Glory of Heracles III is set in a mythological ancient Greece where deities and demons intermingle. Players take control of an amnesiac silent protagonist in this turn-based RPG that only released in Japan.  --- Mewgenics Deep Look Platform: PC Publisher: Edmund McMillen, Tyler Glaiel Developer: Edmund McMillen, Tyler Glaiel Release Date: Feburary 10, 2026 Written by: Ryan Costa (Dalandar) Narrated by: Jordan McClain (Yoru) Edited by: Erik Van Asselt (HerrFrog) Written Review Become a mad scientist breeding a cat army in roguelike tactical RPG Mewgenics. These cats venture out into the chaotic world, looking to go further, defeat bosses, and gain mutations before heading home to further improve their bloodlines.  The post Video Round-Up (August 2, 2026) appeared first on RPGamer.

rpgamer.com

RPGamer Round-Up: July 26 – August 2

RPGamer Round-Up: July 26 – August 2

Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.     --- Editorial Content * Veritas Tales: Witch of the Dark Castle Review What’s better than getting lost in a good book? Winning your way through one, of course. Michael Baker takes up virtual pencil, paper, dice and coin to get literary with Veritas Tales: Witch of the Dark Castle. * Sailor Moon: Another Story Retroview Sailor Moon: Another Story is a Super Famicom turn-based RPG based on the legendary manga and anime of the same name. Ryan Costa finds out whether it is fun fighting evil by moonlight. * #JRPGJuly 2026 – Final Round-up We have reached the end of July! Did the staff complete their chosen titles? Find out in our #JRPGJuly final wrap up! --- Major News * Stupid Never Dies Releasing in October GPTRACK50 revealed that action RPG Stupid Never Dies will release in October. The developer also announced that Sega will be acting as co-publisher. * Demons’ Night Fever Releasing in October Arc System Works announced an October release date for Demons’ Night Fever. The new title from Disgaea creator Sohei Niikawa is available to pre-order today. * Nioh 3’s Hell Rising DLC Releasing in August Koei Tecmo and Team Ninja will release the first DLC for Nioh 3 in August. Hell Rising sees protagonist Takechiyo travel to a new stage in 1651 Edo.     * Wuchang: Fallen Feathers Sequel in Development 2025 action RPG Wuchang: Fallen Feathers is getting a sequel. The sequel is being published by 505 Games and being developed by Indolphinity, a new studio in China founded by the original game’s creative director. * Thousand Hells: The Underworld Heists Launching in September A Sharp and Kitfox Games revealed a September release date for Thousand Hells: The Underworld Heists. The text-based narrative RPG will be available for PC and Mac via Steam. * Starsand Island Fully Releasing in August Seed Sparkle Lab revealed that Starsand Island will fully release for PC and consoles in August. A physical release is also planned to follow in November. * Fuga: Melodies of Steel Available on Mobile On the game’s fifth anniversary, CyberConnect2 released Fuga: Melodies of Steel on iOS and Android. Its mobile release comes alongside a set of special anniversary videos. * Pokémon Pokopia Expansion Pass Part 1: Bubbly Basin Releasing Next Week The Pokémon Company revealed that Pokémon Pokopia’s expansion underwater will arrive next week. The version 2.0 free update is joined by the first part of the game’s Expansion Pass.     Other News and Media * Kill the Shadow Releasing Next Week * Sigilfarer Launching in September * Minimalist RPG miniquest Releasing in August * Exstetra Remaster Coming to Consoles in September * Strategy RPG Dreamsend: Wintersong Announced * Dungeon Antiqua 2 Console Release Set for Next Month * Forsaken Realms: Vahrin’s Call Released on PC * Harvest Moon: The Lost Valley, Harvest Moon: Skytree Village Released on Mobile * Star Ocean: The Second Story R, Star Ocean: The Divine Force Available on GOG * Aeruta Coming to Consoles * Dragonkin: The Banished Receives Free Dracomundus Purgatory Update * Genshin Impact Version 7.0 Takes Players to Snezhnaya in August * Heroes of Anirea Begins Playtest * Dread Delusion Physical Release Announced * Teenage Mutant Ninja Turtles: Splintered Fate Physical Switch 2 Release Announced * RuneScape: Dragonwilds Physical Release Announced * Brigandine: Abyss Demo Available on Consoles * The Expanse: Osiris Reborn Discusses Character Progression * Expeditions: Samurai Trailer Focuses on Core Features * Crymelight Trailer, Limited Time Demo Released * New Release Round-Up (July 30, 2026) --- Podcasts * Episode 448: The Real 448 – Q&A Quest * Episode 449: The Fake 448 – Q&A Quest In this week's Q&A Quests, we discuss the joy of the Evercade. We also discuss Falcom games and Splatoon Raiders. * RPG Cast – Episode 821: “Farming Anime Girls” Chris needs help learning how to poop. Robert needs help installing cat laser turrets on warships. Josh needs help with the tree growing out of his house. And Kelley needs help with the cat fight club on her bed. The post RPGamer Round-Up: July 26 – August 2 appeared first on RPGamer.

rpgamer.com

Today is the 25th anniversary on Golden Sun's debut on GBA in Japan. Camelot's fantasy turn-based RPG. An immediate sequel, Golden Sun: The Lost Age, followed on the same platform, while slightly more distant DS sequel Golden Sun: Dark Dawn released in 2010. #RPGanniversary

A selection of screenshots from Golden Sun (Wii U virtual console version) and its North American box art

#JRPGJuly 2026 – Final Round-up

#JRPGJuly 2026 – Final Round-up

Welcome to another year of everyone’s favorite monthly gameathon. #JRPGJuly was created as a community game-along by Anne Lee @ Chic Pixel, and hosted by MDi. Once again, the RPGamer staff is showing their support for the event by playing some JRPGs. If you're participating, make sure to use #JRPGJuly or share your feelings over on the RPGamer Discord server. The end of July is already on the horizon, but what about the staff's chosen games? --- Joshua Carpenter Atelier Yumia: The Alchemist of Memories & the Envisioned Land As #JRPGJuly comes to a close, I’ve made it close to halfway through Atelier Yumia. Even at this point, I still have very mixed feelings about the game. Alchemy plays a very small role and I can just auto-create items that are essentially as good as the ones where I engage with the system. It seems crazy that the system that Atelier games are most known for is such a disappointment in this entry. The game also has lots of other issues, both big and small. I’m not finding the combat to be that engaging. I’ve never been a fan of cooldown-based action combat, but the difficulty is so low in Yumia that it often feels that mindless button mashing still results in victories. The puzzles are so basic — like connecting a line between two points — that it begs the question of why to include something so inconsequential. Also, there’s lots of small conversations between the party members as you explore, which would be great to break up long sessions of exploration -- except as there is no English voice acting, this results in the difficult task of reading subtitles while platforming.  Despite the negatives, Gust has created a pretty interesting world to explore and I find myself wanting to learn how the alchemic disaster that has shaped this world came to pass. While this isn’t my favorite entry in the franchise, I do want to see where Yumia’s story ends up. --- Matt Masem The Legend of Heroes: Trails into Reverie With Final Fantasy III finished off last week, I decided to plug right along with some more RPG Backtrack podcast homework. We'll be resuming coverage of the long-running The Legend of Heroes series this December, so jumped right into the game I left off on: Trails into Reverie. I got a good bit into the game this week and enjoyed switching between the different storylines. The game is split into various plotlines, one with the Cold Steel protagonist Rean Schwarzer and his students, one with Crossbell's Lloyd Bannings and the SSS, and a third that I just started which seems to follow the villain of the game. So far I've completed the first of Rean's and Lloyd's chapters and am already hooked. It's been a couple of years, so I didn't know where this kind of interstitial game would go. I figured it'd mainly wrap up some loose ends from Cold Steel and Crossbell, much like Trails in the Sky the 3rd did for that subseries, but much to my surprise, Rean and Lloyd are both dealing with major events taking place in their respective countries. The plots I've spent six hours with are easily worthy of a full game in either series, with military coups and kidnapped royalty already catching my attention and keeping me playing past my bedtime. I can't wait to see where the rest of this game takes me. --- Sam Wachter Lunar II: Eternal Blue Remastered Last week I finished Lunar II: Eternal Blue, so one would think I would have started a new game for this last week of #JRPGJuly. However, I ended up playing through the game’s epilogue, which was mostly full of new dungeons to explore and acquiring the best equipment. I will say, I found the epilogue mostly disappointing as there was no real additional story beyond Hiro wanting to go to Blue Star to be with Lucia. The game doesn’t do a good job of encouraging players to explore all these new areas, and honestly, I found the bosses way too easy — shocking, considering how much Zophar kicked my butt. I’m glad I completed everything, and the final smooch made me tear up. Overall, I finished two games for this year’s #JRPGJuly, and I couldn’t be more thrilled. --- Robert Sinclair  Persona 5: Royal Going into the month, I knew that Persona 5 Royal was a behemoth of a game, and at more than 30 hours in I'm only just now finishing the second target: the con artist (pun intended) Madarame. I was struggling to see why the game would jump from a pervy, abusive PE teacher to a painter in the beginning, but when you learn all the details, I feel like Madarame might be an even worse person. This man destroyed lives, ended careers, and even played a part in at least two deaths. He was a very good target for the Phantom Thieves. I'm really curious where the game goes from here, and I absolutely intend to keep playing even after #JRPGJuly ends because this game has sunk its hooks into me and I have to see where this journey leads me. As an aside, again, I wanted to mention I started my Dark Souls Remastered file over. I killed the merchant in the Undead Burg and came to regret it deeply. It's not that I don't want his Uchigatana, but rather I missed out on buying all his useful stuff. He even has a repair box where you spend souls at a bonfire and your weapon's durability is completely restored. I may have to retread some old ground, but I feel like the stuff I got from him makes it totally worth the restart.    --- Elena Ng Ni No Kuni II: Revenant Kingdom President Zip Vector’s obnoxious bowl cut aside, I quite enjoyed my time in Broadleaf. Out of all the nations in Ni no Kuni II: Revenant Kingdom, Broadleaf’s relentless pursuit of scientific excellence at the expense of its citizens is a story beat I am very familiar with. As Roland mused in his journal, Broadleaf is like “going from a fantasy epic to a sci-fi movie”. After helping the nation, Zip gifted us his beloved airship, the Zippelin, of which the crew made an instantaneous decision to remove his giant face -- sorry not sorry, Zip! If I thought I enjoyed sailing across the ocean, then I loved being in the air. Similar to when I unlocked the ship, I spent a good while revisiting places to access loot or locations I couldn’t before. After Broadleaf, I felt my first real pang of dread in the game. The turn of events caught me off guard, and if I could have had a dollar for the number of times I exclaimed “oh no” during this arc, I would be well on my way to affording my own airship. I didn’t finish Ni no Kuni II: Revenant Kingdom before the end of #JPRGJuly, but I have loved every minute of it, as well as participating in #JRPGJuly itself. This is now my new favourite Ni no Kuni entry. After 50 hours, the game still has my attention and I know it will leave a void when I finish it. The world is incredibly immersive with delightful characters. I adore the soundtrack and art. The combat is a smooth experience and the kingdom management system is one of the best I’ve played in recent times. As far as side quests go, there’s always someone to help or somewhere I am yet to explore. I also couldn’t be happier to have a full circle moment, concluding the month in none other than Ding Dong Dell, where my journey began. I am so proud of Evan and seeing him really come into his own, applying what he’s learnt about being a leader from the other nations. He is the most endearing type of protagonist, the kind who carries a deep compassion for others and always strives to do his best. I may not know how the story ends yet, but there’s one thing I do know: I would move to Evermore in a heartbeat. --- Joseph Tingle Wild Arms I hoped that I'd finish Wild Arms during #JRPGJuly, but unfortunately that didn't quite happen. While I loved my initial hours of the game, as reflected in my Week 1 post, I found the middle section of the game to be every bit of what you'd imagine from a 1996 slog. Things started looking up in Week 3, though, and now as we roll credits on #JRPGJuly, I can say with full confidence that Wild Arms is finally hitting its stride. Not only has the world opened up a bit more thanks to the addition of the two vehicles, but I've also been enjoying some of the late-game character and plot revelations. The flashback scene covering the relationship between Rudy and his father -- pictured below -- plucked right at my gamer-dad heartstrings, and was one of my favorite narrative moments of Wild Arms thus far. The villain ensemble are also starting to really shine as well, as we see how each are coming to terms with perhaps not loving the role they play in Mother and Zeikfried's plans. One moment that stuck out in this last week was my ascent of Epitath Sea: a trademark tower dungeon featured in all of the Wild Arms games. While the dungeon itself wasn't too difficult, the boss duo that waited at the end was truly brutal. Being relatively sure that I had not missed any major items or pieces of gear, I was forced to grind out levels for an hour or so before I was able to get lucky enough to win the fight. I finally got through it at around 1am on a Tuesday -- a real throwback to my summer days as a high school student! Now, I am humming right along in the final sections and have every intent to finish this game in the last weeks of summer vacation.   --- Pascal Tekaia Like a Dragon: Infinite Wealth "I rolled credits on Infinite Wealth!" ...is what I'd like to say. What I SHOULD by rights be saying. But I'm playing it at my own pace, and I've never been one for rushed goodbyes. To be fair, I've had Ichiban's side of things wrapped up and finished for quite a while now. All that was left was Kiryu's half of the final chapter. But, dammit, they gave me a bucket list, and there's no way I'm letting Kiryu have any regrets or unfinished business. I've been by this man's side for eleven games now! As the hours passed by and blips started disappearing off the map one by one, a sense of finality and anxiety started settling in. Well, it honestly wasn't THAT bad, but eventually I got to the very last item on Kiryu's bucket list, that final meeting -- if you played the game, you know what I'm talking about! I found myself putting it off again and again, not ready to face whatever it had in store for me. Honestly not sure I could take it. Tonight, I ticked that final check box. Tomorrow, I'll launch into Kiryu's final boss fight and roll credits for sure. In the meantime, closing decades' worth of history in the Dragon of Dojima's life, I'm really not okay.      --- Cassandra Ramos Sword of Mana It really is nice to replay a game from my younger days. I wondered for a long time if my fondness for Sword of Mana would still hold up if I were to play it again. I've spent a little over seven hours on the game, so I've got a long way to go, but I'm already being charmed by this game again. I'm playing through the heroine's campaign, as the last time I played Sword of Mana, I played through the hero's story. I made it to Menos Village after the heroine broke the reactor on the airship she was being kidnapped in and ran off. The next stop is the town of Jadd. This time I'm using a guide in order to make Meia, the name I've given the heroine, a specific class called a Grande Divina. There's really no need to build up to a specific class, but I figured I'd give it a try instead of just allocating class points evenly. I do love how much more personality the heroine is given in this game over the original, which is to be expected since the player can actually follow her story and she's more of an action girl than a healer damsel in distress. I absolutely adore this game's art style, which it shares with Legend of Mana, Magical Vacation, Magical Starsign, and Egglia. I didn't know until now that I should credit it to the artist Shinichi Kameoka. I wish the Mana series had stuck with it, but it's not unusual for long-running series to have multiple artists. Sword of Mana actually borrows heavily from Legend of Mana, as if Square Enix wanted to divorce the game from being a Final Fantasy spin-off as much as possible and refit it into the Mana series proper. There are added characters that are right out of Legend of Mana, like Nikolai, Li'l Cactus, and the Dudbears. There are mechanics such as tempering weapons using the same whimsical fruits and vegetables, forging weapons using similar materials, the Li'l Cactus character will secretly write in a notebook about recent story events and side quests, as well as (mostly) the same mana spirits, though they did originate in Secret of Mana. Suffice to say, Sword of Mana builds upon the bones that is the original Final Fantasy Adventure, and that's probably the best way to regard the original. I prefer Sword of Mana many times over Final Fantasy Adventure, but it's also not fair to compare them. Final Fantasy Adventure laid the groundwork for the series, but Sword of Mana takes that basic outline and expands it into its own thing. I doubt I'll finish Sword of Mana before July is over, but I will complete it. I want to see Meia's side of the story again.      --- Stream Team And that’s Week 4 done on #JRPGJuly 2026 for the Stream Team! What went down in those final hours? - TheMightyTAM was a one-man army, clearing the field against hundreds of enemies in Dynasty Warriors: Origins. - SpareOmbres fought back the tears to power through even more emotional endings in NieR:Automata. - Smoking Joe Gamer tried to key in on the finale of Kingdom Hearts, but we all know only Kingdom Hearts decides when it’s time to roll credits. - Leogrim fought through 444 monsters in Castlevania: Lament of Innocence—just to be rewarded with a single belt. And that’s just a taste, alongside some incredible podcasts! We’re keeping the RPG goodness going seven days a week, so hit that follow button and turn on notifications so you never miss a show: [twitch.tv/rpgamer]        --- That’s all for this #JRPGJuly! Let us know if you were successful in completing any JRPGs throughout the month! The post #JRPGJuly 2026 – Final Round-up appeared first on RPGamer.

rpgamer.com

Veritas Tales: Witch of the Dark Castle Review

Veritas Tales: Witch of the Dark Castle Review

Once Upon a Time Does anyone remember the 'Choose Your Own Adventure' books that were so popular in the 1980s? Tabletop gamers in Japan do, and they developed their own twist to the formula. For four decades and counting, there has been a niche in the hobby gaming market for game books, a variation on the choose-your-own formula that incorporates elements from popular Japanese tabletop RPGs such as Sword World. The reader-player must keep track of stats and items on a sheet, as well as roll dice on occasion to battle monsters or to determine which page is to be next in the adventure. While they have never been much more than a niche in the market, it is apparent they have a long hold on the hearts of developers in Japan, whether for tabletop or computer. This is how we get a game like Veritas Tales: Witch of the Dark Castle, in which a former Vanillaware developer shares his love for the genre, including making it available to a new audience in the West. The game functions as a story within a story, as its framing device sets the reader-player in a wizard's magical library, reading a book about the adventures of someone long ago and far away, and yet still quite immediate in the consequences of the reader's choices. From time to time, the wizard will even raise the stakes by providing a coin to flip, playing one half of a dice-rolling chase scene, or setting a magical pocket watch to tick down the seconds and encourage swift choices of page-turning. From the start, the reader has a choice of narratives to follow: the brave warrior Havelock or the mystic novitiate Paneri. Each has their reason to travel to the city of Erishing, which has of late fallen under dire influences. Golems block the city gates and formerly living residents roam the streets beyond the walls of the last safe zone. The castle itself is in the hands of the Witch Ingeborg, whose designs are unknown but unlikely to be of any good to the rest of the world. Havelock and Paneri cross paths regularly, but the nature of the narrative choices means they are separated often as they pursue their goals.   [foogallery id="190155"]   One thing that is immediately evident is that Veritas Tales has all the tropes inherent to Japanese Westernized fantasy fiction while playing nothing like any sort of JRPG one might ever have experienced. Beyond the simple act of page-turning, the action is tied to the narrative so strongly that it is easy for the reader to be snagged by the ill fortune of a poor choice. Valuable equipment may be lost to a plot point and then never recovered; this plays against the inherent use-limits of all attack and defense items and incentivizes the reader-player to use everything at their disposal without hesitation. It also encourages replays, forward thinking, and meta-planning, as there are times where not having the right item immediately on hand locks the reader out of specific choices. A click of the bookmark allows the reader to save a location, in addition to the game's auto-save, and if the reader's choices lead the hero or heroine to the fateful Page 14 (You Are Dead), then the option is given to turn a few pages back to where the current predicament began. A first read-through of the game book takes around ten hours or so, depending on the vagaries of the dice rolls and how often the reader feels like going back to previous bookmarks to avoid mistakes. A second read-through with the other protagonist, however, both speeds things up and is influenced by choices and actions in the first. As a primarily literary form of game endeavor, text localization is an essential matter. And in general, the narrative elements read fairly well. There are no obvious grammatical issues of the sort arising from a bad Japanese-to-English translation, and in general the text feels around the level one might expect of a choose-your-own adventure. On the other hand, the text has issues with punctuation. There's emphatic quote-marking that makes more sense in Japanese, whereas in English it looks like misapplied shock quotes. There's also a kerning issue where the starting quote mark, for whatever reason it is used, has a full space coming after. It's a notable stain on what is otherwise perfectly readable and enjoyable text.   [caption id="attachment_198041" align="aligncenter" width="640"] The most-viewed page in the game.[/caption] On the plus side, it does a good job with hyper-text, allowing the reader to quickly double-check the identities of people or places named in text. However, it isn't used where it's needed most, which is the explanation of the game's combat resolution and damage calculation. This tutorial text is repeated every single time the attack choice page appears on screen (roughly ten to fifteen times per combat) and swiftly becomes grating. The game has a nice, soothing background soundtrack, perfect for reading along with the adventure. There is voice acting, but it's all in Japanese. The Library Wizard even acknowledges that the reader is a foreign visitor who speaks a different language, but that the magic of the library accounts for this. Veritas Tales: Witch of the Dark Castle is an experience that needs to be read through multiple times to catch all the possibilities, nuance, and meta-knowledge to make the best of the narrative choices. Dice rolls will still make outcomes uncertain, but that's what makes it a game. As an avid fan of the written word, it was an enjoyable experience for me, but it does require a different mindset from the usual JRPG grind.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Veritas Tales: Witch of the Dark Castle Review appeared first on RPGamer.

rpgamer.com