Featured News Category 201x10 Siliconera The secret level in the world of video game news. Wed, 21 May 2025 15:39:21 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Featured News Category 201x10 Siliconera 32 32 163913089 Preview 3q1cb Reka Already Feels Like an Immersive Witch Game https://siliconera.voiranime.info/preview-reka-already-feels-like-an-immersive-witch-game/?utm_source=rss&utm_medium=rss&utm_campaign=preview-reka-already-feels-like-an-immersive-witch-game https://siliconera.voiranime.info/preview-reka-already-feels-like-an-immersive-witch-game/#respond <![CDATA[Jenni Lada]]> Thu, 22 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[Emberstorm Entertainment]]> <![CDATA[Europe]]> <![CDATA[Fireshine Games]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[Previews]]> <![CDATA[Reka]]> https://siliconera.voiranime.info/?p=1092077 <![CDATA[

t1z4l

I don't know who I am. I don't know what happened to my family. I'm alone, on a road to a small town, and while nobody cares enough to offer me food or a place to stay, they show enough concern to warn me away from the witch living in the woods. Yet the moment they do, I know that is exactly where I am meant to be. This is Emberstorm Entertainment's Reka, a game about training under a witch, decorating a chicken-legged, moving house, and using my herbal and potentially magical skills to improve my life throughout this simulation. 

I take my time on my journey to the witch's house. She's not going anywhere. I'm not running away. But I do want to know what is around us, and what I can expect. I help a merchant with a fae entity of sorts trapped in a lantern repair a wagon. I find a baby goat before it falls to it's death in a well. People in this dwindling village spread many rumors about the woman I'll soon meet. She's a demonic presence. She's an eccentric old lady. She once had a companion, but who knows where they went. She eats children. She's an affront to The High Lord. 

https://www.youtube.com/watch?v=FY2gsgGRKAQ&ab_channel=emberstormentertainment

Everyone has an opinion and, after hearing a sufficient amount, I know enough to suss out her exact location and use my com to head to my new home. All this serves as a means of showing how much worldbuilding can be done in such a short amount of time. You need to try and connect to learn more. Only by hearing rumors can you get on the right path. But by taking that time, you also learn what their lives are like. What the village is like. What they need. How you can help to gain useful or decorative rewards.

Upon first meeting Baba Jaga, she seems... ordinary. A plain, elderly woman. Someone a bit gruff. She's been waiting for me, just as I have for her, and she tasks me with gathering mushrooms and honey for our meal, then raspberries to barter with some Lutki in the woods who stole her talisman. Said charm will be mine if I retrieve it, allowing me immediate access to teleport back to her home at a whim. "So she is magic," I think as I head out for more practical gathering. Her crows follow and surround me. Whether they are there to report my deeds back to her or protect me, I can't tell. Mushrooms, honey, and raspberries are easy enough to spot. So are the mischievous woodland creatures that look like hopping wooden logs with faces. They're eager to trade me niceties like apples for my berries and give a gift if freed from errant logs, though I did need to chase down the thief who stole from my new master. 

I feel like that’s what I appreciate most about Reka, even in these early days. There’s a strong sense of magical realism. Yes, there really are beings like the Lutki and Leshy in the woods. Some remedies for people around you are as simple as putting in some effort to harvest, gather, or prepare food. However, there’s real magic here too. The fast traveling is a prime example, as is the chicken-footed, moving home itself. After a death in the family in the village, the home really does need to be cleansed, but that involves placing black salt instead of weaving some spell. But it’s amazing how often practicality and common sense wins. For example, when getting permission from Leshy for a trial that allows a larger home, none of the tasks involve magic or crafting. They involve actions that make the forest and its inhabitants happier. 

I also appreciate how this carries over to added content as well. For example, in May 2025 a Roots and Remedies update launched for Reka. This brings farming to the game. However, I feel like that garden is multifaceted. It looks nice, besides my quaint cottage. It adds something new to my routine. But it also enhances this witch game by making elixirs possible. Yes, we could poison people before, but now there are more opportunities, and it seems like a means of using both practical tonics to assist people and more magical potions such as one that lets us understand animals.

Reka feels full of potential and like a witch game that explores how “magic” could be an actual spell or a more practical solution someone didn’t consider. Even though the 1.0 release isn’t set to arrive until later in 2025, it feels like there’s so much to enjoy already. I love diving into the world created here and taking in the ambiance.

Reka is in early access on PC via Steam

The post Preview: Reka Already Feels Like an Immersive Witch Game appeared first on Siliconera.

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<![CDATA[

Preview: Reka Already Feels Like an Immersive Witch Game

I don't know who I am. I don't know what happened to my family. I'm alone, on a road to a small town, and while nobody cares enough to offer me food or a place to stay, they show enough concern to warn me away from the witch living in the woods. Yet the moment they do, I know that is exactly where I am meant to be. This is Emberstorm Entertainment's Reka, a game about training under a witch, decorating a chicken-legged, moving house, and using my herbal and potentially magical skills to improve my life throughout this simulation. 

I take my time on my journey to the witch's house. She's not going anywhere. I'm not running away. But I do want to know what is around us, and what I can expect. I help a merchant with a fae entity of sorts trapped in a lantern repair a wagon. I find a baby goat before it falls to it's death in a well. People in this dwindling village spread many rumors about the woman I'll soon meet. She's a demonic presence. She's an eccentric old lady. She once had a companion, but who knows where they went. She eats children. She's an affront to The High Lord. 

https://www.youtube.com/watch?v=FY2gsgGRKAQ&ab_channel=emberstormentertainment

Everyone has an opinion and, after hearing a sufficient amount, I know enough to suss out her exact location and use my com to head to my new home. All this serves as a means of showing how much worldbuilding can be done in such a short amount of time. You need to try and connect to learn more. Only by hearing rumors can you get on the right path. But by taking that time, you also learn what their lives are like. What the village is like. What they need. How you can help to gain useful or decorative rewards.

Upon first meeting Baba Jaga, she seems... ordinary. A plain, elderly woman. Someone a bit gruff. She's been waiting for me, just as I have for her, and she tasks me with gathering mushrooms and honey for our meal, then raspberries to barter with some Lutki in the woods who stole her talisman. Said charm will be mine if I retrieve it, allowing me immediate access to teleport back to her home at a whim. "So she is magic," I think as I head out for more practical gathering. Her crows follow and surround me. Whether they are there to report my deeds back to her or protect me, I can't tell. Mushrooms, honey, and raspberries are easy enough to spot. So are the mischievous woodland creatures that look like hopping wooden logs with faces. They're eager to trade me niceties like apples for my berries and give a gift if freed from errant logs, though I did need to chase down the thief who stole from my new master. 

I feel like that’s what I appreciate most about Reka, even in these early days. There’s a strong sense of magical realism. Yes, there really are beings like the Lutki and Leshy in the woods. Some remedies for people around you are as simple as putting in some effort to harvest, gather, or prepare food. However, there’s real magic here too. The fast traveling is a prime example, as is the chicken-footed, moving home itself. After a death in the family in the village, the home really does need to be cleansed, but that involves placing black salt instead of weaving some spell. But it’s amazing how often practicality and common sense wins. For example, when getting permission from Leshy for a trial that allows a larger home, none of the tasks involve magic or crafting. They involve actions that make the forest and its inhabitants happier. 

I also appreciate how this carries over to added content as well. For example, in May 2025 a Roots and Remedies update launched for Reka. This brings farming to the game. However, I feel like that garden is multifaceted. It looks nice, besides my quaint cottage. It adds something new to my routine. But it also enhances this witch game by making elixirs possible. Yes, we could poison people before, but now there are more opportunities, and it seems like a means of using both practical tonics to assist people and more magical potions such as one that lets us understand animals.

Reka feels full of potential and like a witch game that explores how “magic” could be an actual spell or a more practical solution someone didn’t consider. Even though the 1.0 release isn’t set to arrive until later in 2025, it feels like there’s so much to enjoy already. I love diving into the world created here and taking in the ambiance.

Reka is in early access on PC via Steam

The post Preview: Reka Already Feels Like an Immersive Witch Game appeared first on Siliconera.

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https://siliconera.voiranime.info/preview-reka-already-feels-like-an-immersive-witch-game/feed/ 0 1092077
Review 702e4y Monster Train 2 Is as Satisfying as the First Game https://siliconera.voiranime.info/review-monster-train-2-is-as-satisfying-as-the-first-game/?utm_source=rss&utm_medium=rss&utm_campaign=review-monster-train-2-is-as-satisfying-as-the-first-game https://siliconera.voiranime.info/review-monster-train-2-is-as-satisfying-as-the-first-game/#respond <![CDATA[Jenni Lada]]> Wed, 21 May 2025 14:01:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Big Fan Games]]> <![CDATA[Europe]]> <![CDATA[Monster Train 2]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Shiny Shoe]]> https://siliconera.voiranime.info/?p=1092165 <![CDATA[

Review: Monster Train 2 Is as Satisfying as the First Game

We are in the midst of a glut of roguelikes that also involve deck-building mechanics. There’s so much to sort through, likely not enough time or money to play them all, and I know I often see titles that are too clearly doing a little too good of a job “paying homage” to the most popular properties. Not that this wealth of options is a bad thing. The original Monster Train, which is sublime, wouldn’t be here if games like Hand of Fate and Slay the Spire didn’t pave the way and inspire developer Shiny Shoe. Fortunately for us, Monster Train 2 feels as satisfying as its predecessor, with this new game building on everything good from the original and including more strategic options.

While in the original Monster Train we ran a train right into hell, Monster Train 2 is taking us to Heaven. The Titans are a universal threat, Seraph is a traitor, and we begin with the once-divine Banished angels and demonic Pyreborne dragons making the first push to the top. While we initially learn about the situation from Banished leader Fel, going through runs and pushing yourself unlocks additional clans, like the Lazarus League scientists, Luna Coven witches, Under Legion fungi, and more insights into the current situation. If all goes well and we make smart choices while playing, the new covenant between angels and demons might result in everyone being saved.

https://www.youtube.com/watch?v=VjUmYGhzYec&ab_channel=BigFanGames

The Monster Train formula remains largely unchanged in Monster Train 2, with any new additions layered on top of existing concepts to enhance the core gameplay experience. You start by picking two Clans, which will influence the decks you build, and probably a Pyreheart modifier. Your train features multiple rooms layered one on top of the other. You’ll be building a deck of cards to deal with the hordes trying to stop your train from reaching its destination. You place units in each room to face off during the battle phase, hopefully protecting the fire at the top that ensures your run into the Abyss can continue. A fight starts with an idea of who you’ll face. You’ll then be able to use some of your points to initially assign and even arm the units you’ll place on floor’s room on the train. Every round, enemies that survive combat move up another floor to the fires at the top. You’ll get a chance to pull from your hand to perform spells, arm units, and dispatch new warriors to floors ahead of the next assault. This repeats until the final wave and perhaps an encounter with a more devious boss. Once that opponent is on the field, it will lead to previous rooms it destroys being blocked off as it makes its ascent and special mechanics kicking in to make fending off that greater foe a greater challenge. 

During your turn, it’s possible to place units. (Said units can also gain new traits and be buffed based on events or store purchases between battles.) Once in position, Equipment Cards with armor or weapon traits and buffs could be applied, and Room Cards could influence what happens in a specific room on the train. (For example, a type of sword could allow for multiple hits or you could get more money from defeated units in a room on a floor.) While you might see the same units repeatedly, due to the Clans you pick and cards you’ve unlocked, the Pyre Hearts and their conditions picked at the outset of a run, the Equipment Cards you stock, the Room Cards you find, and the effects from purchases and events mean each playthrough feels different.

The customization applies when picking your path. As you go from one fight to another on your travels, you’ll be able to choose which track to follow. While they will tend to share one nod at the beginning of the journey and end up at the same encounter, the other stops along the way differ. Do you pick a road with a random event, one that could include a crossover guest encounter and a shop, or would one with an opportunity to upgrade a character or make more decisions about the contents of your deck be better for your current strategy? Random events can be unbalanced an unfun and punishing way sometimes, making the perk absolutely not worth the pains tied to it. It’s probably one of the few things that actually bothered me about Monster Train 2, and I hope there is rebalancing in Shiny Shoe’s future. 

And you'll see a lot of those options and runs as you play, as the execution means you won't derail after only one or two bouts. Since your sacred flame at the top of the train will "fight back" against any opponent that reaches it and is pretty sturdy even at the start, an enemy or boss slipping past your defenses and getting up there isn't a guaranteed "game over." You might still make it through another one or two fights before being wiped out. It feels like Shiny Shoe wants you to play long enough to learn from your mistakes or pick up on strategies you might like, so your next attempt has a better chance of going better.

Which is important, as I think anyone who picks up Monster Train 2 will end up playing it for a very long time. There is so much packed into this game. At one point, I ended up earning a wealth of content that I would have expected to be paid DLC (and gladly paid extra to access). The number of additional features, both gameplay-influencing and purely cosmetic, are staggering, and I am so excited about spending a few months trying out different Clan pairings, working on different deck mechanics, and going through the different modes. Yes, there are multiple modes, so if you don’t feel like trying to push yourself to advance the story, you could pick Endless to see how far you can get with no limits or try the Daily Challenge. 

I love Monster Train 2 now, and I suspect I’ll love it even more after putting 50 to 100 hours into it. Shiny Shoe did a fantastic job of keeping everything important in Monster Train, not disrespecting the original experience in any way, and implementing new Clans, card types, encounters, and mechanics that keep it challenging in a manageable way. Even the addition of a story is fascinating, considering the original only featured hints at the series’ lore. I love what the team did here, and Monster Train 2 ended up becoming as essential an entry in an roguelike library as the original.

Monster Train 2 will come to the Switch, PS5, Xbox Series X, and PC on May 21, 2025. A demo is available on Steam.

The post Review: Monster Train 2 Is as Satisfying as the First Game appeared first on Siliconera.

]]>
<![CDATA[

Review: Monster Train 2 Is as Satisfying as the First Game

We are in the midst of a glut of roguelikes that also involve deck-building mechanics. There’s so much to sort through, likely not enough time or money to play them all, and I know I often see titles that are too clearly doing a little too good of a job “paying homage” to the most popular properties. Not that this wealth of options is a bad thing. The original Monster Train, which is sublime, wouldn’t be here if games like Hand of Fate and Slay the Spire didn’t pave the way and inspire developer Shiny Shoe. Fortunately for us, Monster Train 2 feels as satisfying as its predecessor, with this new game building on everything good from the original and including more strategic options.

While in the original Monster Train we ran a train right into hell, Monster Train 2 is taking us to Heaven. The Titans are a universal threat, Seraph is a traitor, and we begin with the once-divine Banished angels and demonic Pyreborne dragons making the first push to the top. While we initially learn about the situation from Banished leader Fel, going through runs and pushing yourself unlocks additional clans, like the Lazarus League scientists, Luna Coven witches, Under Legion fungi, and more insights into the current situation. If all goes well and we make smart choices while playing, the new covenant between angels and demons might result in everyone being saved.

https://www.youtube.com/watch?v=VjUmYGhzYec&ab_channel=BigFanGames

The Monster Train formula remains largely unchanged in Monster Train 2, with any new additions layered on top of existing concepts to enhance the core gameplay experience. You start by picking two Clans, which will influence the decks you build, and probably a Pyreheart modifier. Your train features multiple rooms layered one on top of the other. You’ll be building a deck of cards to deal with the hordes trying to stop your train from reaching its destination. You place units in each room to face off during the battle phase, hopefully protecting the fire at the top that ensures your run into the Abyss can continue. A fight starts with an idea of who you’ll face. You’ll then be able to use some of your points to initially assign and even arm the units you’ll place on floor’s room on the train. Every round, enemies that survive combat move up another floor to the fires at the top. You’ll get a chance to pull from your hand to perform spells, arm units, and dispatch new warriors to floors ahead of the next assault. This repeats until the final wave and perhaps an encounter with a more devious boss. Once that opponent is on the field, it will lead to previous rooms it destroys being blocked off as it makes its ascent and special mechanics kicking in to make fending off that greater foe a greater challenge. 

During your turn, it’s possible to place units. (Said units can also gain new traits and be buffed based on events or store purchases between battles.) Once in position, Equipment Cards with armor or weapon traits and buffs could be applied, and Room Cards could influence what happens in a specific room on the train. (For example, a type of sword could allow for multiple hits or you could get more money from defeated units in a room on a floor.) While you might see the same units repeatedly, due to the Clans you pick and cards you’ve unlocked, the Pyre Hearts and their conditions picked at the outset of a run, the Equipment Cards you stock, the Room Cards you find, and the effects from purchases and events mean each playthrough feels different.

The customization applies when picking your path. As you go from one fight to another on your travels, you’ll be able to choose which track to follow. While they will tend to share one nod at the beginning of the journey and end up at the same encounter, the other stops along the way differ. Do you pick a road with a random event, one that could include a crossover guest encounter and a shop, or would one with an opportunity to upgrade a character or make more decisions about the contents of your deck be better for your current strategy? Random events can be unbalanced an unfun and punishing way sometimes, making the perk absolutely not worth the pains tied to it. It’s probably one of the few things that actually bothered me about Monster Train 2, and I hope there is rebalancing in Shiny Shoe’s future. 

And you'll see a lot of those options and runs as you play, as the execution means you won't derail after only one or two bouts. Since your sacred flame at the top of the train will "fight back" against any opponent that reaches it and is pretty sturdy even at the start, an enemy or boss slipping past your defenses and getting up there isn't a guaranteed "game over." You might still make it through another one or two fights before being wiped out. It feels like Shiny Shoe wants you to play long enough to learn from your mistakes or pick up on strategies you might like, so your next attempt has a better chance of going better.

Which is important, as I think anyone who picks up Monster Train 2 will end up playing it for a very long time. There is so much packed into this game. At one point, I ended up earning a wealth of content that I would have expected to be paid DLC (and gladly paid extra to access). The number of additional features, both gameplay-influencing and purely cosmetic, are staggering, and I am so excited about spending a few months trying out different Clan pairings, working on different deck mechanics, and going through the different modes. Yes, there are multiple modes, so if you don’t feel like trying to push yourself to advance the story, you could pick Endless to see how far you can get with no limits or try the Daily Challenge. 

I love Monster Train 2 now, and I suspect I’ll love it even more after putting 50 to 100 hours into it. Shiny Shoe did a fantastic job of keeping everything important in Monster Train, not disrespecting the original experience in any way, and implementing new Clans, card types, encounters, and mechanics that keep it challenging in a manageable way. Even the addition of a story is fascinating, considering the original only featured hints at the series’ lore. I love what the team did here, and Monster Train 2 ended up becoming as essential an entry in an roguelike library as the original.

Monster Train 2 will come to the Switch, PS5, Xbox Series X, and PC on May 21, 2025. A demo is available on Steam.

The post Review: Monster Train 2 Is as Satisfying as the First Game appeared first on Siliconera.

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Review 702e4y Onimusha 2 Remaster Prioritizes Quality of Life Additions https://siliconera.voiranime.info/review-onimusha-2-remaster-prioritizes-quality-of-life-additions/?utm_source=rss&utm_medium=rss&utm_campaign=review-onimusha-2-remaster-prioritizes-quality-of-life-additions https://siliconera.voiranime.info/review-onimusha-2-remaster-prioritizes-quality-of-life-additions/#respond <![CDATA[Jenni Lada]]> Tue, 20 May 2025 22:01:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[Xbox One]]> <![CDATA[Capcom]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Onimusha 2]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1092092 <![CDATA[

Review: Onimusha 2 Remaster Prioritizes Quality of Life Additions

We’re in the midst of an Onimusha revolution. The original game got a Hell Mode difficulty via a free update. Onimusha: Way of the Sword is a new entry arriving in 2026. Now Onimusha 2: Samurai’s Destiny 2 is back via a remaster. It’s a welcome one, since it is an intriguing entry, though I feel it prioritizes quality of life adjustments to controls, combat, and gameplay over visually impressive adjustments.

While on a rampage conquering Japan, an undead Nobunaga Oda who revived himself with the power of demons decimated Yagyu Village. Jubei Yagyu, the clan leader who was away at the time, is the only survivor. As he cuts through the demons still lurking about and takes in the damage, and otherworldly voice calls to him. He then finds his unknown mother is an Oni, he can tap into those powers to absorb the souls of demons. Not only is this now a quest for revenge against Nobunaga, but a mission to find the five Oni Orbs to harness their powers and save the world as a whole from demons. The tone is is very dramatic, yet also silly. Some actor ham it up, of course Oyu ends up being used as fanservice, and it can get over-the-top. Your mileage may vary as to how much you enjoy it or if the execution isn’t for you. This time around, those scenes can be skipped, if you decide you’re just here for the gameplay. 

For those new to Onimusha 2: Samurai’s Destiny, the best way I can describe it is feeling a bit like the older Resident Evil games, due to the camera angles, array of potential puzzles and even minigames, the more thoughtful approach to getting through areas instead of just mindlessly hacking and slashing at times, and something of a campy nature. While there will be areas with constantly spawning enemies, which might encourage button-mashing, some of the best encounters involve larger, stronger, more thoughtful altercations. And while a map might make a space look straightforward, Jubei may need more Oni powers or a specific item to advance. 

What made it special at the time, and still helps set Onimusha 2: Samurai’s Destiny apart, is the relationship system. Jubei will encounter Ekei, Kotaro, Magoichi, and Oyu. You can form bonds with them via giving gifts. In response, you might end up seeing additional story scenes with them, you might control them for some parts, and the actual plot might change a bit. It still feels novel now, and it does make the idea of replaying and befriending another person on an ensuing run fun. I also find it important for gaming history, since this came before we started seeing relationship-building as a more common feature in games and the effects of connecting with characters results in changes to the experience.

https://www.youtube.com/watch?v=5aucGp2tF6U&ab_channel=OfficialCapcomEurope

So the biggest issue I experienced with the Onimusha 2: Samurai’s Destiny remastermight be that I actually preferred the original tank controls to the updated analog joystick-based movement. This is because of the general structure of the game. There are no large, flowing maps. A single room or corridor in an area can be split into two or three viewpoints, and a location like a town or more open space will have multiple sections tied together. The problem is that pres to move forward in one section could suddenly be the equivalent of pressing back in the next area, sending you back to the previous room when moving between them. Or maybe a bit of forward momentum when attacking enemies will send you into another space with a different perspective, which can mess up your flow. There are also a few areas, such as the mines, where I ended up turned around for a second as the fixed perspectives in spots and similar structure got me turned around. I didn’t experience this issue as much with the original game, as the tank controls ended up being a bit more deliberate. So while I appreciate the option, it doesn’t feel as comfortable and I was glad the original option is there as well. 

While that new control option threw me off sometimes, the other changes are much better. We get more control over Jubei’s Onimusha transformation. In the past, it happened when the gauge filled, and that was that. Now, we get to choose when it triggers after the gauge is full. It’s a huge boon, and I saved it for more critical fights. Also, once you up your arsenal and gain your second weapon, you can don’t need to pause to swap to the other and back. It’s now possible to swap more immediately. I feel like this changes the atmosphere of the game a bit. While it can feel like a game where sometimes you need to think before you strike at times, the new options do lend themselves better to working in combos and swiftly reacting.

Things like this makes it feel like the Onimusha 2: Samurai’s Destiny remaster is Capcom’s attempt to make the game more accessible. The option to go between the original and modern control scheme is the obvious one. So is the greater control over weaponry and his other form. But even more obvious is the addition of certain features that make it easier or more challenging. You can go through Easy mode at the outset, if you’re concerned about adjusting to the battle and ally systems. If you’re familiar with the game, Hell is a new difficulty level that means it’s game over if Jubei or your active character gets hit. Also, while it relies on the save point system like the original did for backing up progress, an autosave helps if you do manage to get overwhelmed or need to swiftly stop. 

Quality of life adjustments aside, I do feel like the Onimusha 2: Samurai’s Destiny 2 remaster may not hold up when compared to other remastered titles. It it isn’t as visually impressive, even with the jump to HD. Character models and locations can still look dated due to designs and textures in spots. While it looks better now than it did on the PS2, don’t expect the update to be as stunning as changes in Xenoblade Chronicles X: Definitive Edition or The Elder Scrolls IV: Oblivion Remastered.

The Onimusha 2: Samurai’s Destiny remaster is a valuable one, especially with Way of the Sword on the horizon. There are a lot of gameplay elements that help it stand out, like the ally system and how Oni abilities and adventure elements are tied to progression. The quality of life adjustments are welcome as well. However, the campy nature of the story might not be for everyone, and it isn’t the prettiest remaster I’ve seen in the past few years. It’s well worth playing if you love the series and Capcom’s work, but it might not be for everyone. 

The Onimusha 2: Samurai’s Destiny remaster will come to the Switch, PS4, Xbox One, and PC on May 23, 2025. The original version of the game is available on the PS2. 

The post Review: Onimusha 2 Remaster Prioritizes Quality of Life Additions appeared first on Siliconera.

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<![CDATA[

Review: Onimusha 2 Remaster Prioritizes Quality of Life Additions

We’re in the midst of an Onimusha revolution. The original game got a Hell Mode difficulty via a free update. Onimusha: Way of the Sword is a new entry arriving in 2026. Now Onimusha 2: Samurai’s Destiny 2 is back via a remaster. It’s a welcome one, since it is an intriguing entry, though I feel it prioritizes quality of life adjustments to controls, combat, and gameplay over visually impressive adjustments.

While on a rampage conquering Japan, an undead Nobunaga Oda who revived himself with the power of demons decimated Yagyu Village. Jubei Yagyu, the clan leader who was away at the time, is the only survivor. As he cuts through the demons still lurking about and takes in the damage, and otherworldly voice calls to him. He then finds his unknown mother is an Oni, he can tap into those powers to absorb the souls of demons. Not only is this now a quest for revenge against Nobunaga, but a mission to find the five Oni Orbs to harness their powers and save the world as a whole from demons. The tone is is very dramatic, yet also silly. Some actor ham it up, of course Oyu ends up being used as fanservice, and it can get over-the-top. Your mileage may vary as to how much you enjoy it or if the execution isn’t for you. This time around, those scenes can be skipped, if you decide you’re just here for the gameplay. 

For those new to Onimusha 2: Samurai’s Destiny, the best way I can describe it is feeling a bit like the older Resident Evil games, due to the camera angles, array of potential puzzles and even minigames, the more thoughtful approach to getting through areas instead of just mindlessly hacking and slashing at times, and something of a campy nature. While there will be areas with constantly spawning enemies, which might encourage button-mashing, some of the best encounters involve larger, stronger, more thoughtful altercations. And while a map might make a space look straightforward, Jubei may need more Oni powers or a specific item to advance. 

What made it special at the time, and still helps set Onimusha 2: Samurai’s Destiny apart, is the relationship system. Jubei will encounter Ekei, Kotaro, Magoichi, and Oyu. You can form bonds with them via giving gifts. In response, you might end up seeing additional story scenes with them, you might control them for some parts, and the actual plot might change a bit. It still feels novel now, and it does make the idea of replaying and befriending another person on an ensuing run fun. I also find it important for gaming history, since this came before we started seeing relationship-building as a more common feature in games and the effects of connecting with characters results in changes to the experience.

https://www.youtube.com/watch?v=5aucGp2tF6U&ab_channel=OfficialCapcomEurope

So the biggest issue I experienced with the Onimusha 2: Samurai’s Destiny remastermight be that I actually preferred the original tank controls to the updated analog joystick-based movement. This is because of the general structure of the game. There are no large, flowing maps. A single room or corridor in an area can be split into two or three viewpoints, and a location like a town or more open space will have multiple sections tied together. The problem is that pres to move forward in one section could suddenly be the equivalent of pressing back in the next area, sending you back to the previous room when moving between them. Or maybe a bit of forward momentum when attacking enemies will send you into another space with a different perspective, which can mess up your flow. There are also a few areas, such as the mines, where I ended up turned around for a second as the fixed perspectives in spots and similar structure got me turned around. I didn’t experience this issue as much with the original game, as the tank controls ended up being a bit more deliberate. So while I appreciate the option, it doesn’t feel as comfortable and I was glad the original option is there as well. 

While that new control option threw me off sometimes, the other changes are much better. We get more control over Jubei’s Onimusha transformation. In the past, it happened when the gauge filled, and that was that. Now, we get to choose when it triggers after the gauge is full. It’s a huge boon, and I saved it for more critical fights. Also, once you up your arsenal and gain your second weapon, you can don’t need to pause to swap to the other and back. It’s now possible to swap more immediately. I feel like this changes the atmosphere of the game a bit. While it can feel like a game where sometimes you need to think before you strike at times, the new options do lend themselves better to working in combos and swiftly reacting.

Things like this makes it feel like the Onimusha 2: Samurai’s Destiny remaster is Capcom’s attempt to make the game more accessible. The option to go between the original and modern control scheme is the obvious one. So is the greater control over weaponry and his other form. But even more obvious is the addition of certain features that make it easier or more challenging. You can go through Easy mode at the outset, if you’re concerned about adjusting to the battle and ally systems. If you’re familiar with the game, Hell is a new difficulty level that means it’s game over if Jubei or your active character gets hit. Also, while it relies on the save point system like the original did for backing up progress, an autosave helps if you do manage to get overwhelmed or need to swiftly stop. 

Quality of life adjustments aside, I do feel like the Onimusha 2: Samurai’s Destiny 2 remaster may not hold up when compared to other remastered titles. It it isn’t as visually impressive, even with the jump to HD. Character models and locations can still look dated due to designs and textures in spots. While it looks better now than it did on the PS2, don’t expect the update to be as stunning as changes in Xenoblade Chronicles X: Definitive Edition or The Elder Scrolls IV: Oblivion Remastered.

The Onimusha 2: Samurai’s Destiny remaster is a valuable one, especially with Way of the Sword on the horizon. There are a lot of gameplay elements that help it stand out, like the ally system and how Oni abilities and adventure elements are tied to progression. The quality of life adjustments are welcome as well. However, the campy nature of the story might not be for everyone, and it isn’t the prettiest remaster I’ve seen in the past few years. It’s well worth playing if you love the series and Capcom’s work, but it might not be for everyone. 

The Onimusha 2: Samurai’s Destiny remaster will come to the Switch, PS4, Xbox One, and PC on May 23, 2025. The original version of the game is available on the PS2. 

The post Review: Onimusha 2 Remaster Prioritizes Quality of Life Additions appeared first on Siliconera.

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Shape Siliconera by Taking Our New Survey 1g24a https://siliconera.voiranime.info/shape-siliconera-by-taking-our-new-survey/?utm_source=rss&utm_medium=rss&utm_campaign=shape-siliconera-by-taking-our-new-survey https://siliconera.voiranime.info/shape-siliconera-by-taking-our-new-survey/#respond <![CDATA[Jenni Lada]]> Tue, 20 May 2025 18:05:00 +0000 <![CDATA[Featured]]> <![CDATA[Siliconera]]> https://siliconera.voiranime.info/?p=1084432 <![CDATA[

siliconera logo survey

We’re looking for even more on Siliconera, what you want to see from the site, and just things in general that you enjoy! We’ve started up a whole new survey so we can get your thoughts. Our goal is to constantly build on the site’s foundation to continue to make it (and our newsletter) bigger, better, and more able to cover everything you like! 

With this latest survey, we hope to get your insights about the site and things you like to check out online. That means answering a handful of questions about topics that matter to you. If you could please spare 5-10 minutes of your time, we’d really appreciate it! And in the end, your responses could really make a difference!

Thanks you all for visiting Siliconera and taking the time to fill out this survey. 

The post Shape Siliconera by Taking Our New Survey appeared first on Siliconera.

]]>
<![CDATA[

siliconera logo survey

We’re looking for even more on Siliconera, what you want to see from the site, and just things in general that you enjoy! We’ve started up a whole new survey so we can get your thoughts. Our goal is to constantly build on the site’s foundation to continue to make it (and our newsletter) bigger, better, and more able to cover everything you like! 

With this latest survey, we hope to get your insights about the site and things you like to check out online. That means answering a handful of questions about topics that matter to you. If you could please spare 5-10 minutes of your time, we’d really appreciate it! And in the end, your responses could really make a difference!

Thanks you all for visiting Siliconera and taking the time to fill out this survey. 

The post Shape Siliconera by Taking Our New Survey appeared first on Siliconera.

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Preview 3q1cb Raidou Remastered Offers a More Active SMT Experience https://siliconera.voiranime.info/preview-raidou-remastered-offers-a-more-active-smt-experience/?utm_source=rss&utm_medium=rss&utm_campaign=preview-raidou-remastered-offers-a-more-active-smt-experience https://siliconera.voiranime.info/preview-raidou-remastered-offers-a-more-active-smt-experience/#respond <![CDATA[Jenni Lada]]> Tue, 20 May 2025 13:01:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Atlus]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Previews]]> <![CDATA[Raidou Remastered: The Mystery of the Soulless Army]]> https://siliconera.voiranime.info/?p=1092179 <![CDATA[

Preview: Raidou Remastered Offers a More Active SMT Experience

The original Devil Summoner: Raidou Kuzunoha vs the Soulless Army came out worldwide right before Persona 3 launched and basically showed a larger audience how incredible Shin Megami Tensei games could be. As a result, it ended up not getting the response it probably deserved. Now it’s 2025 and SMT is practically mainstream thanks to the success of entries like Persona 4, Persona 5, and SMT V, and this spin-off series is getting a second chance with Raidou Remastered: The Mystery of the Soulless Army. I’m so glad, because it seems like the remaster really emphasizes how entertaining it can be.

We’ve seen different types of devil summoners throughout the SMT mainline and spin-off series, and one of the interesting things about Raidou Remastered is it starts with someone who knows exactly what they’re getting into. Things begin with a person from the Kuzunoha Village going through tests to see if they are worthy of becoming the next person to take on the name of Raidou, allowing them to serve the village and country of Japan by protecting the capital from malicious demons and ill-intentioned individuals willing to use the supernatural in unscrupulous ways. It’s a tutorial to introduce each element of combat, while also get someone accustomed to the action-RPG where our avatar fights alongside two summoned demon allies. The combat system feels tight and responses, and even during my brief preview session I could find and buy Skill Books to add more spells to my initial demons’ movesets. 

https://www.youtube.com/watch?v=7ertwE1ZSY8&ab_channel=OfficialATLUSWest

It’s this combat system that feels quite different from installments like SMT V, Persona 5, and Devil Survivor. Turn-based is absent here. Directly controlling your demon allies? Nah, you’re mainly just suggesting or letting them do their thing. Raidou himself can use light and strong sword attacks, with even aerial and plunging ones being an option, pull out a gun for a succession of shots, and use elemental magic. Even capturing is more active than in other installments. You’ll need to run up during a fight to attempt to Confine a foe with a flurry of button mashing, with your level and expertise determining if it’s even possible or you have enough room for a foe. Loyalty ends up being a factor and mattering, with demon allies gaining it alongside experience as you fight together, allowing for bonuses once that relationship is maxed out by working alongside each other.

Demons also feel like partners in another way. As part of his new responsibilities as Raidou Kuzunoha XIV, he works at Narumi Detective Agency. His boss there, Shouhei Narumi, works with Yatagarasu, who manages agents like the Kuzunoha. As such, the cases taken tend to involve demonic involvement. This means that the story portion does involve investigating cases. Calling these demon allies to appear alongside you to perform actions, such as Ukobach to Ignite ion or fury in a person to get them to reveal details or Alp to read minds, or to switch control over to one of them for a Solo Investigation segment to access an area that Raidou can’t. Some especially relevant demons I encountered while going hands-on with the game, like characters we’ll encounter, feature voice acting. 

My time with Raidou Remastered ended up being something of a limited session that involved only initially seeing what it’s like to fight alongside demons, take part in a larger investigation, and explore the counterpart of the Capital in the Dark Realm. This is a space between the human and demonic realms, and it’s something of a counterpart filled predominantly with hostile demons. (Friendly ones are there too, as a more amicable Pyro Jack and Alp appeared in my first journey into the area.) It serves as the dungeon experience, mirroring the real world and offering challenges to overcome with the right demon types or boss fights. Save points appear often here, and the quicksave feature is present both here and in most other parts in the “real” world.

Raidou Remastered seems like it will be a promising remaster from Atlus, as well as an opportunity to introduce a larger audience to an interesting Shin Megami Tensei game. From my early hands-on experience with it, I noticed it swiftly gets people introduced to the character, demons, world, and combat system. From there, it starts to set up a mystery while showing exactly why the Raidou Kuzunohas who apparently appeared over the years matter. It’ll be interesting to see how people respond once it drops in June 2025.

Raidou Remastered: The Mystery of the Soulless Army will come to the Switch, Switch 2, PS4, PS5, Xbox Series X, and PC on June 19, 2025

The post Preview: Raidou Remastered Offers a More Active SMT Experience appeared first on Siliconera.

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<![CDATA[

Preview: Raidou Remastered Offers a More Active SMT Experience

The original Devil Summoner: Raidou Kuzunoha vs the Soulless Army came out worldwide right before Persona 3 launched and basically showed a larger audience how incredible Shin Megami Tensei games could be. As a result, it ended up not getting the response it probably deserved. Now it’s 2025 and SMT is practically mainstream thanks to the success of entries like Persona 4, Persona 5, and SMT V, and this spin-off series is getting a second chance with Raidou Remastered: The Mystery of the Soulless Army. I’m so glad, because it seems like the remaster really emphasizes how entertaining it can be.

We’ve seen different types of devil summoners throughout the SMT mainline and spin-off series, and one of the interesting things about Raidou Remastered is it starts with someone who knows exactly what they’re getting into. Things begin with a person from the Kuzunoha Village going through tests to see if they are worthy of becoming the next person to take on the name of Raidou, allowing them to serve the village and country of Japan by protecting the capital from malicious demons and ill-intentioned individuals willing to use the supernatural in unscrupulous ways. It’s a tutorial to introduce each element of combat, while also get someone accustomed to the action-RPG where our avatar fights alongside two summoned demon allies. The combat system feels tight and responses, and even during my brief preview session I could find and buy Skill Books to add more spells to my initial demons’ movesets. 

https://www.youtube.com/watch?v=7ertwE1ZSY8&ab_channel=OfficialATLUSWest

It’s this combat system that feels quite different from installments like SMT V, Persona 5, and Devil Survivor. Turn-based is absent here. Directly controlling your demon allies? Nah, you’re mainly just suggesting or letting them do their thing. Raidou himself can use light and strong sword attacks, with even aerial and plunging ones being an option, pull out a gun for a succession of shots, and use elemental magic. Even capturing is more active than in other installments. You’ll need to run up during a fight to attempt to Confine a foe with a flurry of button mashing, with your level and expertise determining if it’s even possible or you have enough room for a foe. Loyalty ends up being a factor and mattering, with demon allies gaining it alongside experience as you fight together, allowing for bonuses once that relationship is maxed out by working alongside each other.

Demons also feel like partners in another way. As part of his new responsibilities as Raidou Kuzunoha XIV, he works at Narumi Detective Agency. His boss there, Shouhei Narumi, works with Yatagarasu, who manages agents like the Kuzunoha. As such, the cases taken tend to involve demonic involvement. This means that the story portion does involve investigating cases. Calling these demon allies to appear alongside you to perform actions, such as Ukobach to Ignite ion or fury in a person to get them to reveal details or Alp to read minds, or to switch control over to one of them for a Solo Investigation segment to access an area that Raidou can’t. Some especially relevant demons I encountered while going hands-on with the game, like characters we’ll encounter, feature voice acting. 

My time with Raidou Remastered ended up being something of a limited session that involved only initially seeing what it’s like to fight alongside demons, take part in a larger investigation, and explore the counterpart of the Capital in the Dark Realm. This is a space between the human and demonic realms, and it’s something of a counterpart filled predominantly with hostile demons. (Friendly ones are there too, as a more amicable Pyro Jack and Alp appeared in my first journey into the area.) It serves as the dungeon experience, mirroring the real world and offering challenges to overcome with the right demon types or boss fights. Save points appear often here, and the quicksave feature is present both here and in most other parts in the “real” world.

Raidou Remastered seems like it will be a promising remaster from Atlus, as well as an opportunity to introduce a larger audience to an interesting Shin Megami Tensei game. From my early hands-on experience with it, I noticed it swiftly gets people introduced to the character, demons, world, and combat system. From there, it starts to set up a mystery while showing exactly why the Raidou Kuzunohas who apparently appeared over the years matter. It’ll be interesting to see how people respond once it drops in June 2025.

Raidou Remastered: The Mystery of the Soulless Army will come to the Switch, Switch 2, PS4, PS5, Xbox Series X, and PC on June 19, 2025

The post Preview: Raidou Remastered Offers a More Active SMT Experience appeared first on Siliconera.

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See the New Magic the Gathering Final Fantasy Ardyn FFXV Card 6s4r2l https://siliconera.voiranime.info/see-the-new-magic-the-gathering-final-fantasy-ardyn-ffxv-card/?utm_source=rss&utm_medium=rss&utm_campaign=see-the-new-magic-the-gathering-final-fantasy-ardyn-ffxv-card https://siliconera.voiranime.info/see-the-new-magic-the-gathering-final-fantasy-ardyn-ffxv-card/#respond <![CDATA[Jenni Lada]]> Mon, 19 May 2025 17:01:00 +0000 <![CDATA[Featured]]> <![CDATA[News]]> <![CDATA[Europe]]> <![CDATA[Final Fantasy]]> <![CDATA[Final Fantasy XV]]> <![CDATA[Japan]]> <![CDATA[Magic the Gathering]]> <![CDATA[North America]]> <![CDATA[Square Enix]]> <![CDATA[Wizards of the Coast]]> https://siliconera.voiranime.info/?p=1092428 <![CDATA[

For the first time, you can see the Magic the Gathering Ardyn Izunia FFXV reskin of Varragoth, Bloodsky Sire.

Leading up to the June 2025 launch of the Magic the Gathering Final Fantasy collection, Wizards of the Coast shared multiple cards from the crossover online and at events, and we have a look at a counterpart card of Ardyn Izunia from FFXV. It is a reskinned variant of Varragoth, Bloodsky Sire. 

As this FFXV Magic the Gathering Ardyn Izunia card is a counterpart of Varragoth, Bloodsky Sire, it is functionally identical. He is a Legendary Creature - Demon Rogue. Its ability allows you to set up your next move by moving a card to the top of your deck.

Here’s a closer look at this Ardyn Izunia version of Varragoth, Bloodsky Sire:

This isn’t the first time a crossover version of Varragoth, Bloodsky Sire appeared. The Secret Lair x Chuck set of cards based on the Child’s Play series featured a reskin of it of Tiffany, Bride of Chucky. 

We also know of other Ardyn Magic the Gathering FFXV cards in this Final Fantasy crossover collection. The Secret Lair x Final Fantasy: Game Over set includes one. That features him on Unseat the Usurper – Sorcery, which is a reskin of Praetor’s Grasp.

The Magic the Gathering Final Fantasy set will launch on June 27, 2025, and the official site for the cards is now open. Pre-releases happen on June 6, 2025. Orders for the three Secret Lair sets open at 9am PT/12pm ET on June 9, 2025. 

The post See the New Magic the Gathering Final Fantasy Ardyn FFXV Card appeared first on Siliconera.

]]>
<![CDATA[

For the first time, you can see the Magic the Gathering Ardyn Izunia FFXV reskin of Varragoth, Bloodsky Sire.

Leading up to the June 2025 launch of the Magic the Gathering Final Fantasy collection, Wizards of the Coast shared multiple cards from the crossover online and at events, and we have a look at a counterpart card of Ardyn Izunia from FFXV. It is a reskinned variant of Varragoth, Bloodsky Sire. 

As this FFXV Magic the Gathering Ardyn Izunia card is a counterpart of Varragoth, Bloodsky Sire, it is functionally identical. He is a Legendary Creature - Demon Rogue. Its ability allows you to set up your next move by moving a card to the top of your deck.

Here’s a closer look at this Ardyn Izunia version of Varragoth, Bloodsky Sire:

This isn’t the first time a crossover version of Varragoth, Bloodsky Sire appeared. The Secret Lair x Chuck set of cards based on the Child’s Play series featured a reskin of it of Tiffany, Bride of Chucky. 

We also know of other Ardyn Magic the Gathering FFXV cards in this Final Fantasy crossover collection. The Secret Lair x Final Fantasy: Game Over set includes one. That features him on Unseat the Usurper – Sorcery, which is a reskin of Praetor’s Grasp.

The Magic the Gathering Final Fantasy set will launch on June 27, 2025, and the official site for the cards is now open. Pre-releases happen on June 6, 2025. Orders for the three Secret Lair sets open at 9am PT/12pm ET on June 9, 2025. 

The post See the New Magic the Gathering Final Fantasy Ardyn FFXV Card appeared first on Siliconera.

]]>
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Review 702e4y Sunderfolk Is Made for (Adventuring) Parties https://siliconera.voiranime.info/review-sunderfolk-is-made-for-adventuring-parties/?utm_source=rss&utm_medium=rss&utm_campaign=review-sunderfolk-is-made-for-adventuring-parties https://siliconera.voiranime.info/review-sunderfolk-is-made-for-adventuring-parties/#respond <![CDATA[Jenni Lada]]> Sun, 18 May 2025 19:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Dreamhaven]]> <![CDATA[Europe]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Secret Door]]> <![CDATA[Sunderfolk]]> https://siliconera.voiranime.info/?p=1091182 <![CDATA[

Review: Sunderfolk Is Made for (Adventuring) Parties

The Gloomhaven-like Sunderfolk certainly feels geared toward community nights. The app that acts as a controller is free and available on every device. It’s as easy to stream a version for sessions over distances as it is to gather a group of people at a home for a campaign. All of its characters can fill niches and work well together on quests. Of course, this does mean that you really do need to get the whole band together for a proper party.

Arden is a peaceful town filled with various anthropomorphic animals living together. The brightstone, a fixture of the community, helps with its protection, and each player is one of six heroes who helps protect the people living there with various skills. This is a very real danger, given the opposing shadowstone can corrupt unprotected individuals. After an unusual assault by orcs that involved parts of town being destroyed and the brightstone assaulted, it’s up to the crew of four to rally, then take on missions to help deal with these new threats.

https://www.youtube.com/watch?v=Rre2LkxZjDQ

Sunderfolk is a turn-based tactical game like Gloomhaven, as I mentioned before. Each of the six classes in the game fills a specific role, and these can be combined to help achieve goals. For my campaign, I controlled an Arcanist crow that could move themselves and others around the board to more quickly reach or complete objectives and cast spells. My Pyromancer could burn places on the grid, then walk on that to power themselves up for attacks or hope enemies would walk there and take damage. My ally controlled the tank-y Berserker polar bear, who would draw ire, deal melee damage, and push people (allies and enemies alike) around. Our crew was rounded out by the deer Ranger archer, who could half enemies in tracks or help speed up our own movement. Weapons and items could affect their stats, we could pick up to three skills to equip, and decks of cards could positively or negatively affect actions from those skills. 

Each mission can feature varying objectives, and additional ones can come up as your group achieves goals. For example, one early case involves removing barrel bombs from a bridge. Another involves rescuing two merchants who got attacked outside of town by first reaching them, then protecting them as they make their way back to Arden’s gates. So success doesn’t always stem from “killing everything.” There can even be puzzle elements to these quests, with labels applied ahead of taking them so you can pick the types you like. One early example is reaching and rescuing a kidnapped bug, then interacting with it during the mission to ensure it runs to the exit of a cave. All allies act on their turn, with each person handling movement in the app on their phone and selecting actions and items, and enemies or NPCs take turns after that. 

Image via Secret Door

The Sunderfolk app works quite well! I did find actually moving characters a little finicky, since you’re drawing lines in a blank space on the screen. It works, but you might find you’ll run out of space quickly if you’re on a phone and not a tablet. Information is clearly organized, and it’s very easy to parse your actions and cards in decks to make informed decisions about your build. Likewise, since there are no timers of any kind, it is very easy to coordinate with fellow players to decide on how to approach each turn, and there’s even a way to bring up a cursor on the communal map and screen to more precisely point out possible moves, enemies to target, or places to investigate.

In between missions and major story segments, Sunderfolk gives players time to interact with the townsfolk they protect. Every character can engage in three conversations during these downtime periods, as well as manage their own equipment, get new cards, swap items with other campaign characters at the post office, and rebuild facilities in town. Each playable has one character they’re tied to via friendship or relation. That person, and all others, have a relationship level. As it grows, you can get gifts. (Those gift conversations don’t use up one of your three conversations per rest period.) These discussions also unlock supplemental missions, which can help provide quests to take to advance time until the next story task starts.

Image via Secret Door

The most important observation gleaned from Sunderfolk sessions is this is a game absolutely made for a full group of four. It’s fine with two people! Someone playing alone could probably enjoy it just fine. But with the time the town socializing segments take and the nature of the experience, I feel like it you don’t get the full measure of it unless there’s a full crew. 

I really enjoyed playing Sunderfolk, and I would love to go through a second time with a larger group and different characters. Though honestly, I’d also be equally happy to go again with the same avatar (I love my Pyromancer) and make different choices. It’s a lot of fun, and the nature of its additional objectives, varying missions between the campaign quests, and possible party compositions means it is the type of title that could be worth replaying with different folks or on varying difficulties. Sunderfolk works quite well and I’d recommend a it for a series of game nights.

Sunderfolk is available on the Switch, PS5, Xbox Series X, and PC, and the controller app is available on Android and Apple iOS devices.

The post Review: Sunderfolk Is Made for (Adventuring) Parties appeared first on Siliconera.

]]>
<![CDATA[

Review: Sunderfolk Is Made for (Adventuring) Parties

The Gloomhaven-like Sunderfolk certainly feels geared toward community nights. The app that acts as a controller is free and available on every device. It’s as easy to stream a version for sessions over distances as it is to gather a group of people at a home for a campaign. All of its characters can fill niches and work well together on quests. Of course, this does mean that you really do need to get the whole band together for a proper party.

Arden is a peaceful town filled with various anthropomorphic animals living together. The brightstone, a fixture of the community, helps with its protection, and each player is one of six heroes who helps protect the people living there with various skills. This is a very real danger, given the opposing shadowstone can corrupt unprotected individuals. After an unusual assault by orcs that involved parts of town being destroyed and the brightstone assaulted, it’s up to the crew of four to rally, then take on missions to help deal with these new threats.

https://www.youtube.com/watch?v=Rre2LkxZjDQ

Sunderfolk is a turn-based tactical game like Gloomhaven, as I mentioned before. Each of the six classes in the game fills a specific role, and these can be combined to help achieve goals. For my campaign, I controlled an Arcanist crow that could move themselves and others around the board to more quickly reach or complete objectives and cast spells. My Pyromancer could burn places on the grid, then walk on that to power themselves up for attacks or hope enemies would walk there and take damage. My ally controlled the tank-y Berserker polar bear, who would draw ire, deal melee damage, and push people (allies and enemies alike) around. Our crew was rounded out by the deer Ranger archer, who could half enemies in tracks or help speed up our own movement. Weapons and items could affect their stats, we could pick up to three skills to equip, and decks of cards could positively or negatively affect actions from those skills. 

Each mission can feature varying objectives, and additional ones can come up as your group achieves goals. For example, one early case involves removing barrel bombs from a bridge. Another involves rescuing two merchants who got attacked outside of town by first reaching them, then protecting them as they make their way back to Arden’s gates. So success doesn’t always stem from “killing everything.” There can even be puzzle elements to these quests, with labels applied ahead of taking them so you can pick the types you like. One early example is reaching and rescuing a kidnapped bug, then interacting with it during the mission to ensure it runs to the exit of a cave. All allies act on their turn, with each person handling movement in the app on their phone and selecting actions and items, and enemies or NPCs take turns after that. 

Image via Secret Door

The Sunderfolk app works quite well! I did find actually moving characters a little finicky, since you’re drawing lines in a blank space on the screen. It works, but you might find you’ll run out of space quickly if you’re on a phone and not a tablet. Information is clearly organized, and it’s very easy to parse your actions and cards in decks to make informed decisions about your build. Likewise, since there are no timers of any kind, it is very easy to coordinate with fellow players to decide on how to approach each turn, and there’s even a way to bring up a cursor on the communal map and screen to more precisely point out possible moves, enemies to target, or places to investigate.

In between missions and major story segments, Sunderfolk gives players time to interact with the townsfolk they protect. Every character can engage in three conversations during these downtime periods, as well as manage their own equipment, get new cards, swap items with other campaign characters at the post office, and rebuild facilities in town. Each playable has one character they’re tied to via friendship or relation. That person, and all others, have a relationship level. As it grows, you can get gifts. (Those gift conversations don’t use up one of your three conversations per rest period.) These discussions also unlock supplemental missions, which can help provide quests to take to advance time until the next story task starts.

Image via Secret Door

The most important observation gleaned from Sunderfolk sessions is this is a game absolutely made for a full group of four. It’s fine with two people! Someone playing alone could probably enjoy it just fine. But with the time the town socializing segments take and the nature of the experience, I feel like it you don’t get the full measure of it unless there’s a full crew. 

I really enjoyed playing Sunderfolk, and I would love to go through a second time with a larger group and different characters. Though honestly, I’d also be equally happy to go again with the same avatar (I love my Pyromancer) and make different choices. It’s a lot of fun, and the nature of its additional objectives, varying missions between the campaign quests, and possible party compositions means it is the type of title that could be worth replaying with different folks or on varying difficulties. Sunderfolk works quite well and I’d recommend a it for a series of game nights.

Sunderfolk is available on the Switch, PS5, Xbox Series X, and PC, and the controller app is available on Android and Apple iOS devices.

The post Review: Sunderfolk Is Made for (Adventuring) Parties appeared first on Siliconera.

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The 31st Consort Could Be a Promising Shojo Manga 6b394y https://siliconera.voiranime.info/the-31st-consort-could-be-a-promising-shojo-manga/?utm_source=rss&utm_medium=rss&utm_campaign=the-31st-consort-could-be-a-promising-shojo-manga https://siliconera.voiranime.info/the-31st-consort-could-be-a-promising-shojo-manga/#respond <![CDATA[Jenni Lada]]> Sat, 17 May 2025 19:00:00 +0000 <![CDATA[Anime]]> <![CDATA[Featured]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Manga]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[The 31st Consort]]> <![CDATA[Yen Press]]> https://siliconera.voiranime.info/?p=1091866 <![CDATA[

The 31st Consort Could Be a Promising Shojo Manga

There are so many shojo manga about a young woman who might get to marry royalty, but endures so many challenges and develops so many enemies along the way. It’s frustrating! Especially when the heroine herself isn’t taking it well and sometimes gets down on herself or questions who she is. The 31st Consort seems, from the outside, like it could be such a story. It is about the underdog potential wife for a king competing against other consorts. However, the character of Felia and way she wins over those around her makes it feel a little fresher in the first volume.

Editor’s Note: There are minor spoilers for the first volume of The 31st Consort shojo manga below. 54j2v

Felia is a rather ordinary girl from Karodia province living with Ricarro, her oldest brother that is the area’s lord, and her other brother Garon. She’s a rather ordinary person who enjoys tending to the herbs that region is known for. However, because of her station, she ended up being picked as one of the king’s consorts. The thing is, she’s the 31st one. Which means she only sees him on months with 31 days, as that’s when he’ll see her. Because of that, and the fact that it’s the lowest ranked in of power, nobody else wanted the spot and it fell to her. Because this is a position that lasts for a year, her brothers basically talk her into it, so off she goes.

First, I want to say that it’s a little off-putting that Felia is considered “old” at just over 22. I get this is supposed to be something of a period piece, but it shocked me a bit! I did read shojo series along similar lines with younger heroines, so it isn’t the most egregious case of that.

From there, we get to see Felia’s arrival and what life would be like for the 31st consort. Since she’s a country girl and their community is more humble, she arrives in her ordinary clothing, with her brother Ricarro bringing her to the castle in an ox cart. Rather than be captivated by the impressive palace, she’s more concerned with the soil, flowers, and composting possibilities. Her home ends up being the most, well, homely! She gets her own wooden house, a garden, and she’s not getting any maids since nobody wanted to live so humbly. Which she attests as fine, as she’s the type of person who didn’t want or need one. All she basically has is the Knight Commander Binz to help, and her only request ends up being farming tools.

Aside from the shock about her age, The 31st Consort ends up being quite pleasant from there on out. Binz and other of the knights’ fourth unit assigned to her end up making themselves at home and befriending her, in a better situation than other knights assigned to demanding or terrifying higher-ranked consorts. She had no issue standing up to an intimidating housekeeper who apparently usually leaves people cowed. It’s sweet to see her adapt so well and people genuinely appreciate her, as well as her make astute observations about the soil, area, country, and other consorts. So much so that people like Binz are willing to fight for her and other consorts’ knights escape to hang out at her place.

This all means once Felia meets King Macron after months, we’re also meeting him for the first time. And his feelings on marriage and the consort process feels like it mirrors hers. He doesn’t care for it. He doesn’t want to spend time with unpleasant people. He basically wants to do his job, and he’s counting down the days. We see what he goes through with them, the governmental process that involves whittling down candidates, and finally his first meeting with Felia. Even though the housekeeper delayed the king’s visit, due to her dislike of Felia. But when he does arrive, it’s genuinely satisfying and makes The 31st Consort seem like a shojo manga with some potential. 

While the initial introduction for this shojo manga might seem a bit awkward, I ended up really enjoying the first volume of The 31st Consort. Felia is such a down-to-earth, practical heroine. She savors what she has, appreciates a challenge, is incredibly competent, and always remains in character. It ends up being quite a delight, and I ended up rooting for the 31st consort to be picked by the end of the first volume too.

The first volume of The 31st Consort is now available, and Yen Press will release volume 2 on August 26, 2025. 

The post The 31st Consort Could Be a Promising Shojo Manga appeared first on Siliconera.

]]>
<![CDATA[

The 31st Consort Could Be a Promising Shojo Manga

There are so many shojo manga about a young woman who might get to marry royalty, but endures so many challenges and develops so many enemies along the way. It’s frustrating! Especially when the heroine herself isn’t taking it well and sometimes gets down on herself or questions who she is. The 31st Consort seems, from the outside, like it could be such a story. It is about the underdog potential wife for a king competing against other consorts. However, the character of Felia and way she wins over those around her makes it feel a little fresher in the first volume.

Editor’s Note: There are minor spoilers for the first volume of The 31st Consort shojo manga below. 54j2v

Felia is a rather ordinary girl from Karodia province living with Ricarro, her oldest brother that is the area’s lord, and her other brother Garon. She’s a rather ordinary person who enjoys tending to the herbs that region is known for. However, because of her station, she ended up being picked as one of the king’s consorts. The thing is, she’s the 31st one. Which means she only sees him on months with 31 days, as that’s when he’ll see her. Because of that, and the fact that it’s the lowest ranked in of power, nobody else wanted the spot and it fell to her. Because this is a position that lasts for a year, her brothers basically talk her into it, so off she goes.

First, I want to say that it’s a little off-putting that Felia is considered “old” at just over 22. I get this is supposed to be something of a period piece, but it shocked me a bit! I did read shojo series along similar lines with younger heroines, so it isn’t the most egregious case of that.

From there, we get to see Felia’s arrival and what life would be like for the 31st consort. Since she’s a country girl and their community is more humble, she arrives in her ordinary clothing, with her brother Ricarro bringing her to the castle in an ox cart. Rather than be captivated by the impressive palace, she’s more concerned with the soil, flowers, and composting possibilities. Her home ends up being the most, well, homely! She gets her own wooden house, a garden, and she’s not getting any maids since nobody wanted to live so humbly. Which she attests as fine, as she’s the type of person who didn’t want or need one. All she basically has is the Knight Commander Binz to help, and her only request ends up being farming tools.

Aside from the shock about her age, The 31st Consort ends up being quite pleasant from there on out. Binz and other of the knights’ fourth unit assigned to her end up making themselves at home and befriending her, in a better situation than other knights assigned to demanding or terrifying higher-ranked consorts. She had no issue standing up to an intimidating housekeeper who apparently usually leaves people cowed. It’s sweet to see her adapt so well and people genuinely appreciate her, as well as her make astute observations about the soil, area, country, and other consorts. So much so that people like Binz are willing to fight for her and other consorts’ knights escape to hang out at her place.

This all means once Felia meets King Macron after months, we’re also meeting him for the first time. And his feelings on marriage and the consort process feels like it mirrors hers. He doesn’t care for it. He doesn’t want to spend time with unpleasant people. He basically wants to do his job, and he’s counting down the days. We see what he goes through with them, the governmental process that involves whittling down candidates, and finally his first meeting with Felia. Even though the housekeeper delayed the king’s visit, due to her dislike of Felia. But when he does arrive, it’s genuinely satisfying and makes The 31st Consort seem like a shojo manga with some potential. 

While the initial introduction for this shojo manga might seem a bit awkward, I ended up really enjoying the first volume of The 31st Consort. Felia is such a down-to-earth, practical heroine. She savors what she has, appreciates a challenge, is incredibly competent, and always remains in character. It ends up being quite a delight, and I ended up rooting for the 31st consort to be picked by the end of the first volume too.

The first volume of The 31st Consort is now available, and Yen Press will release volume 2 on August 26, 2025. 

The post The 31st Consort Could Be a Promising Shojo Manga appeared first on Siliconera.

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The Summer Hikaru Died Light Novel Gives ing Characters More Time o1sf https://siliconera.voiranime.info/the-summer-hikaru-died-light-novel-gives-ing-characters-more-time/?utm_source=rss&utm_medium=rss&utm_campaign=the-summer-hikaru-died-light-novel-gives-ing-characters-more-time https://siliconera.voiranime.info/the-summer-hikaru-died-light-novel-gives-ing-characters-more-time/#respond <![CDATA[Jenni Lada]]> Sat, 17 May 2025 13:00:00 +0000 <![CDATA[Anime]]> <![CDATA[Featured]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[The Summer Hikaru Died]]> <![CDATA[Yen Press]]> https://siliconera.voiranime.info/?p=1091412 <![CDATA[

The summer Hikaru died light novel

Different adaptations of stories can each become an opportunity to enhance the tale or offer new insights into actions. With The Summer Hikaru Died light novel, I’ve noticed more thought and explanation put into characters’ thoughts and ing cast. However, at the same time, some moments and situations don’t hit the same in the book as they do in the manga. 

Editor’s Note: There will be some light spoilers for the first volume of the light novel adaptation of The Summer Hikaru Died. 1kc4p

Going in to the first volume of The Summer Hikaru Died light novel, it is important to note that it basically covers the same part of the story as volume 1 of the manga. Yoshiki is aware his friend Hikaru died, and the being known as “Hikaru” who’s been around for a while isn’t really him. It starts with a confrontation about this fact, which leads to Yoshiki being the secret keeper and one closest to an entity basically wearing the skin of his best friend and crush. What follows is a look at life with such a being by your side and the danger and consequences that come from that. 

The biggest takeaway I have is that the light novel features a lot more asides with the ing characters. Things start out with Hikaru, rather than “Hikaru” getting a moment. Then in a nod to things going wrong in town, we get a little more time with Mrs. Matsuura in a critical moment. When Yuuki and Asako, Hikaru and Yoshiki’s classmates, are introduced, there is far more effort put into their introduction, defining them as characters, and setting up their friendship. There’s also a little bit of insight into the personality of Kaoru, Yoshiki’s sister, as a result. 

While this is generally a good thing, there are also times when I feel like the light novel adaptation of The Summer Hikaru Died loses some of its punch with this new approach. For example, the introduction begins with us seeing the actual Hikaru’s last moments. I felt this lessened the effect and introduction of “Hikaru” in the first chapter of the book. That moment is perfect in the manga and so notable because of that jolt. It also doesn’t feel as well written and executed as that moment in the manga when it happened as well. 

There are also some moments when the extra internal insight from Yoshiki feels like a bit much. Some of his reactions and deterioration throughout the manga version of The Summer Hikaru Died is effective because we’re inferring or actually seeing the strain through the art. The bags under his eyes. His hair. His injury that just doesn’t heal. That doesn’t come across the same in text. There’s a point at which Yoshiki thinks, after “Hikaru” says something notable, “Hikaru never said a thing like that before.” I didn’t like how it came across, and appreciated the nuance in the manga when you could tell from the art that Yoshiki realized a response or behavior was off, but didn’t say anything about it. 

I feel like The Summer Hikaru Died light novel is an interesting option, but not the ideal adaptation. There is so much nuance to the manga, and that doesn’t always come through here. Yes, we do get some extra ing character insights. That’s fun. However, I’d recommend the first volume of the manga over the first volume of the light novel any time. 

The first volume of The Summer Hikaru Died light novel is available now through Yen Press, and the company handles the manga as well. The anime will air on Netflix in July 2025.

The post The Summer Hikaru Died Light Novel Gives ing Characters More Time appeared first on Siliconera.

]]>
<![CDATA[

The summer Hikaru died light novel

Different adaptations of stories can each become an opportunity to enhance the tale or offer new insights into actions. With The Summer Hikaru Died light novel, I’ve noticed more thought and explanation put into characters’ thoughts and ing cast. However, at the same time, some moments and situations don’t hit the same in the book as they do in the manga. 

Editor’s Note: There will be some light spoilers for the first volume of the light novel adaptation of The Summer Hikaru Died. 1kc4p

Going in to the first volume of The Summer Hikaru Died light novel, it is important to note that it basically covers the same part of the story as volume 1 of the manga. Yoshiki is aware his friend Hikaru died, and the being known as “Hikaru” who’s been around for a while isn’t really him. It starts with a confrontation about this fact, which leads to Yoshiki being the secret keeper and one closest to an entity basically wearing the skin of his best friend and crush. What follows is a look at life with such a being by your side and the danger and consequences that come from that. 

The biggest takeaway I have is that the light novel features a lot more asides with the ing characters. Things start out with Hikaru, rather than “Hikaru” getting a moment. Then in a nod to things going wrong in town, we get a little more time with Mrs. Matsuura in a critical moment. When Yuuki and Asako, Hikaru and Yoshiki’s classmates, are introduced, there is far more effort put into their introduction, defining them as characters, and setting up their friendship. There’s also a little bit of insight into the personality of Kaoru, Yoshiki’s sister, as a result. 

While this is generally a good thing, there are also times when I feel like the light novel adaptation of The Summer Hikaru Died loses some of its punch with this new approach. For example, the introduction begins with us seeing the actual Hikaru’s last moments. I felt this lessened the effect and introduction of “Hikaru” in the first chapter of the book. That moment is perfect in the manga and so notable because of that jolt. It also doesn’t feel as well written and executed as that moment in the manga when it happened as well. 

There are also some moments when the extra internal insight from Yoshiki feels like a bit much. Some of his reactions and deterioration throughout the manga version of The Summer Hikaru Died is effective because we’re inferring or actually seeing the strain through the art. The bags under his eyes. His hair. His injury that just doesn’t heal. That doesn’t come across the same in text. There’s a point at which Yoshiki thinks, after “Hikaru” says something notable, “Hikaru never said a thing like that before.” I didn’t like how it came across, and appreciated the nuance in the manga when you could tell from the art that Yoshiki realized a response or behavior was off, but didn’t say anything about it. 

I feel like The Summer Hikaru Died light novel is an interesting option, but not the ideal adaptation. There is so much nuance to the manga, and that doesn’t always come through here. Yes, we do get some extra ing character insights. That’s fun. However, I’d recommend the first volume of the manga over the first volume of the light novel any time. 

The first volume of The Summer Hikaru Died light novel is available now through Yen Press, and the company handles the manga as well. The anime will air on Netflix in July 2025.

The post The Summer Hikaru Died Light Novel Gives ing Characters More Time appeared first on Siliconera.

]]>
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Pokemon TCG 6w2rs The Best Destined Rivals Cards https://siliconera.voiranime.info/pokemon-tcg-the-best-destined-rivals-cards/?utm_source=rss&utm_medium=rss&utm_campaign=pokemon-tcg-the-best-destined-rivals-cards https://siliconera.voiranime.info/pokemon-tcg-the-best-destined-rivals-cards/#respond <![CDATA[Graham Russell]]> Fri, 16 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Europe]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[Pokémon Trading Card Game]]> <![CDATA[The Pokemon Company International]]> https://siliconera.voiranime.info/?p=1092084 <![CDATA[

Pokemon TCG best Destined Rivals cards

The Pokemon Trading Card Game expansion Destined Rivals launches later in May 2025. Here’s our overview of the set, so you know what to expect, and our picks for the best cards based on a varying criteria.

The coolest Pokemon Trading Card Game Destined Rivals cards 2t6r3x

Is it weird to just say aesthetics? The Illustration Rare cards featuring trainers with their star partners are inherently compelling. Even other special partner cards look good. Heck, we’re big fans of the Elite Trainer Box with its flat black-and-red design and would have loved card treatments to match.

But even outside of looks, there are fundamentally cool cards in here. Lots are built around the Team Rocket faction, with underhanded tactics and their signature creatures. Thankfully, this time it isn’t relying upon indicating creatures are “mistreated” by giving them low HP and making them nearly useless? You still see some bad sportsmanship, though. Spidops likes to gang up on you. Houndoom burns and confuses simultaneously. Ampharos punishes opponents’ evolution with damage counters. Hypno mind-controls the opposing bench to swipe at its active pal. That’s not mentioning the dark faction’s, uh, Darkness Pokemon? Nidoking poisons for eight times the usual amount. Arbok has an ability to stop other abilities from entering play and swings its tail for a bunch of splash damage. There’s Muk, Crobat, Weezing, Sneasel… truly a lot to choose from here.

pokemon tcg destined rivals best cards team rocket
Photo by Siliconera

There’s also a dedicated Team Rocket Energy card, providing two Darkness or Psychic energy. With it, the super-strong Mewtwo ex can hit hard! The downside: you have to get at least three Rocket cards on the bench before it can hit at all. Even some out-of-type options use it well, like Moltres ex, which is happy to use it to fuel its normal attack, but can also Thanos-snap its foe to the discard pile with one.

There are 11 Team Rocket Trainer cards in the set, most with effects that you’re used to, but slightly better with the faction restriction. The Stadium lets you draw two cards a turn, offering the foe nothing unless it’s a mirror match. Its Great Ball always catches something, but evolution or basic is a coin flip. Its dedicated Transceiver lets you choose which one of these you want from your deck. Our favorite combo, though? That’s Team Rocket’s Wobbuffet and Orbeetle. Orbeetle lets you move around damage counters at will, while Wobbuffet’s attack transfers counters from one bench creature to the opponent.

The most interesting Pokemon TCG Destined Rivals cards 3b4n5g

The set’s focus on trainer’s Pokemon means that each essentially gets its own theme deck, cards designed to work together for a particular strategy. The Team Rocket collection is larger, and we hope that it might get more in the future. But the rest? This is probably what we’re getting.

Gold and Silver protagonist Ethan and recent companion Arven might be the headliners. Arven has a Mabosstiff, a Toedscruel and a Greedent, with no particular energy required and a dedicated sandwich item for efficient healing. It’s flexible, but may need an external centerpiece. Ethan’s party would only look nostalgic if you accidentally caught and used a ton of Fire types, with only a Pinsir and Sudowoodo with colorless attack options. He gets a dedicated Trainer to search for Pokemon and energy, and his Typhlosion’s attack needs you to have adventured as much as possible (into the discard pile) to really hit. His Ho-Oh is the star, speeding up your energy ramp and managing a decent attack in a pinch.

pokemon trading card game destined rivals trainer's
Photo by Siliconera

Gym leaders Misty and Marnie as well. Misty stays within her Water type and is the only one to not get a dedicated Trainer card to assist, so there’s not a lot her Lapras and Gyarados can do to get your attention. The art’s fun, at least? Marnie similarly sticks to the darkness, running the Grimmsnarl, Scrafty, Liepard and Morpeko lines. They’re not fancy, but they’re built to quickly attack and get a lot of energy cards attached, so we could see someone making good use of them.

Hoenn champion Steven and Sinnoh champion Cynthia round out the selection. Cynthia’s all about getting her Garchomp out and dealing a ton of damage while refilling your hand in the process. Her other Pokemon are essentially unplayable and don’t have a lot of synergy, but that Garchomp might be good enough to play anyway. Steven’s works a bit better, with a dedicated defense boost from Carbink, stadium card Granite Cave and an energy acceleration sweeper in his Metagross ex.

The most meta-relevant Pokemon TCG Destined Rivals cards 383e3f

Because of the trainer’s connection, a lot of cards in this set don’t work universally. But hey, some do? Team Rocket’s Petrel is a functional reprint of Skyla, a popular er card that lets you search for any Trainer card you want. That’ll be welcome for a lot of decks, no matter the strategy. The new Shaymin shields much of your bench from your opponent’s attack damage, but that would need to be a counter to a particular strategy to become competitive. There’s a new Rapidash with card draw, but a Stage 1 is a hard sell as a utility. Finally, Yanmega ex loads itself up with energy to attack when it swaps in, but then has to ship that energy to a benched creature. It could deal the final blow, or it could set up another fighter really quickly.

Are these useful? Are these cute? You tell me.
Photo by Siliconera

The cutest Destined Rivals cards 1l4n5d

It’s tougher to find these in this set! After all, so much of the cards are Pokemon at work, either as elite fighters for champions or prisoners of an evil gang. But they’re here if you look! Growlithe is sticking out its tongue in the woods. It’s hard to tell what Cetoddle and Breloom are up to, but they’re certainly having a good time. Even Misty’s Psyduck is having a rare no-migraine day and loving a lounge by the pool.


The Pokemon Trading Card Game Scarlet & Violet: Destined Rivals expansion launches May 30, 2025.

The post Pokemon TCG: The Best Destined Rivals Cards appeared first on Siliconera.

]]>
<![CDATA[

Pokemon TCG best Destined Rivals cards

The Pokemon Trading Card Game expansion Destined Rivals launches later in May 2025. Here’s our overview of the set, so you know what to expect, and our picks for the best cards based on a varying criteria.

The coolest Pokemon Trading Card Game Destined Rivals cards 2t6r3x

Is it weird to just say aesthetics? The Illustration Rare cards featuring trainers with their star partners are inherently compelling. Even other special partner cards look good. Heck, we’re big fans of the Elite Trainer Box with its flat black-and-red design and would have loved card treatments to match.

But even outside of looks, there are fundamentally cool cards in here. Lots are built around the Team Rocket faction, with underhanded tactics and their signature creatures. Thankfully, this time it isn’t relying upon indicating creatures are “mistreated” by giving them low HP and making them nearly useless? You still see some bad sportsmanship, though. Spidops likes to gang up on you. Houndoom burns and confuses simultaneously. Ampharos punishes opponents’ evolution with damage counters. Hypno mind-controls the opposing bench to swipe at its active pal. That’s not mentioning the dark faction’s, uh, Darkness Pokemon? Nidoking poisons for eight times the usual amount. Arbok has an ability to stop other abilities from entering play and swings its tail for a bunch of splash damage. There’s Muk, Crobat, Weezing, Sneasel… truly a lot to choose from here.

pokemon tcg destined rivals best cards team rocket
Photo by Siliconera

There’s also a dedicated Team Rocket Energy card, providing two Darkness or Psychic energy. With it, the super-strong Mewtwo ex can hit hard! The downside: you have to get at least three Rocket cards on the bench before it can hit at all. Even some out-of-type options use it well, like Moltres ex, which is happy to use it to fuel its normal attack, but can also Thanos-snap its foe to the discard pile with one.

There are 11 Team Rocket Trainer cards in the set, most with effects that you’re used to, but slightly better with the faction restriction. The Stadium lets you draw two cards a turn, offering the foe nothing unless it’s a mirror match. Its Great Ball always catches something, but evolution or basic is a coin flip. Its dedicated Transceiver lets you choose which one of these you want from your deck. Our favorite combo, though? That’s Team Rocket’s Wobbuffet and Orbeetle. Orbeetle lets you move around damage counters at will, while Wobbuffet’s attack transfers counters from one bench creature to the opponent.

The most interesting Pokemon TCG Destined Rivals cards 3b4n5g

The set’s focus on trainer’s Pokemon means that each essentially gets its own theme deck, cards designed to work together for a particular strategy. The Team Rocket collection is larger, and we hope that it might get more in the future. But the rest? This is probably what we’re getting.

Gold and Silver protagonist Ethan and recent companion Arven might be the headliners. Arven has a Mabosstiff, a Toedscruel and a Greedent, with no particular energy required and a dedicated sandwich item for efficient healing. It’s flexible, but may need an external centerpiece. Ethan’s party would only look nostalgic if you accidentally caught and used a ton of Fire types, with only a Pinsir and Sudowoodo with colorless attack options. He gets a dedicated Trainer to search for Pokemon and energy, and his Typhlosion’s attack needs you to have adventured as much as possible (into the discard pile) to really hit. His Ho-Oh is the star, speeding up your energy ramp and managing a decent attack in a pinch.

pokemon trading card game destined rivals trainer's
Photo by Siliconera

Gym leaders Misty and Marnie as well. Misty stays within her Water type and is the only one to not get a dedicated Trainer card to assist, so there’s not a lot her Lapras and Gyarados can do to get your attention. The art’s fun, at least? Marnie similarly sticks to the darkness, running the Grimmsnarl, Scrafty, Liepard and Morpeko lines. They’re not fancy, but they’re built to quickly attack and get a lot of energy cards attached, so we could see someone making good use of them.

Hoenn champion Steven and Sinnoh champion Cynthia round out the selection. Cynthia’s all about getting her Garchomp out and dealing a ton of damage while refilling your hand in the process. Her other Pokemon are essentially unplayable and don’t have a lot of synergy, but that Garchomp might be good enough to play anyway. Steven’s works a bit better, with a dedicated defense boost from Carbink, stadium card Granite Cave and an energy acceleration sweeper in his Metagross ex.

The most meta-relevant Pokemon TCG Destined Rivals cards 383e3f

Because of the trainer’s connection, a lot of cards in this set don’t work universally. But hey, some do? Team Rocket’s Petrel is a functional reprint of Skyla, a popular er card that lets you search for any Trainer card you want. That’ll be welcome for a lot of decks, no matter the strategy. The new Shaymin shields much of your bench from your opponent’s attack damage, but that would need to be a counter to a particular strategy to become competitive. There’s a new Rapidash with card draw, but a Stage 1 is a hard sell as a utility. Finally, Yanmega ex loads itself up with energy to attack when it swaps in, but then has to ship that energy to a benched creature. It could deal the final blow, or it could set up another fighter really quickly.

Are these useful? Are these cute? You tell me.
Photo by Siliconera

The cutest Destined Rivals cards 1l4n5d

It’s tougher to find these in this set! After all, so much of the cards are Pokemon at work, either as elite fighters for champions or prisoners of an evil gang. But they’re here if you look! Growlithe is sticking out its tongue in the woods. It’s hard to tell what Cetoddle and Breloom are up to, but they’re certainly having a good time. Even Misty’s Psyduck is having a rare no-migraine day and loving a lounge by the pool.


The Pokemon Trading Card Game Scarlet & Violet: Destined Rivals expansion launches May 30, 2025.

The post Pokemon TCG: The Best Destined Rivals Cards appeared first on Siliconera.

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Preview 3q1cb Maze Mice Combines Vampire Survivors and Pac-Man https://siliconera.voiranime.info/preview-maze-mice-combines-vampire-survivors-and-pac-man/?utm_source=rss&utm_medium=rss&utm_campaign=preview-maze-mice-combines-vampire-survivors-and-pac-man https://siliconera.voiranime.info/preview-maze-mice-combines-vampire-survivors-and-pac-man/#respond <![CDATA[Jenni Lada]]> Thu, 15 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[Europe]]> <![CDATA[Maze Mice]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[Previews]]> <![CDATA[TrampolineTales]]> https://siliconera.voiranime.info/?p=1091588 <![CDATA[

Preview: Maze Mice Combines Vampire Survivors and Pac-Man

We’ve seen so many Vampire Survivors style games since it launched. Lots of people want to create that same roguelike, bullet-hell magic. Likewise, Pac-Man inspired quite a few copycats, with other developers sending players dashing through mazes in search of points and objectives as enemies close in behind them. Maze Mice, from Luck Be a Landlord developer TrampolineTales, borrows concepts from both Pac-Man and Vampire Survivors into a roguelike that feels unique in its own way. 

You’re a mouse. Sometimes, you’re a brightly colored one that also starts with an ability. But regardless, you’re a rodent running through a location. To start off, it’s an attic. Cat-like enemies abound, but there are ways to survive. They all only move when you do, and you gain abilities like fire, knitting needles, light, bombs, and hairballs to deal damage to any pursuing you. Your goal is to collect colored dots, which start out as blue but can eventually be green, red, or yellow, to earn experience, level up, gain more upgrades, and continue to evade and damage your pursuers. 

https://www.youtube.com/watch?v=uaFqfZt0O0s&ab_channel=TrampolineTales

Playing Maze Mice is incredibly simple, and I highly recommend behaving as though you’re in the middle of a Pac-Man level. Now, you won’t have the fancy drift effects such as holding a directional button ahead of a corner to take the turn more swiftly, but the approach still helps. You want to snarf up any dots, prioritizing the large ones that make lines of new smaller ones and an additional larger one spawn, all while avoiding enemies. It’s best to not attempt to chase down or attack enemies, as larger chains of cats and groups of cat ghosts will eventually start to block paths as they trail behind you. When you get enough orbs to level up, you choose one weapon or utility upgrade that either actively deals damage over time or after a cooldown or type of ive that offers a buff or perhaps lets you revive. Picking the same upgrade repeatedly levels it up. From there, keep running and survive as long as you can.

It’s incredibly satisfying! As someone very adept at Pac-Man, I found myself being able to maintain at least 15 minute runs in Maze Mice, which proved fantastic for unlocking. I will say that, in early access at least, it’s almost a little too easy on earlier levels sometimes. I found it wasn’t until I hit about level 20 that things started to feel genuinely challenging.

There are really only three issues I experienced with Maze Mice so far, and I feel like both involve balancing. In one case, it involves the actual flow of the game itself. It is very easy to catch on to a strategy that works, then cling to it, especially since one of the absolute best weapons is unlocked at the outset. Since one of the most prevalent enemies in Maze Mice happens to be the cats that act like Pac-Man ghosts and automatically follow you after you run past and wake them up, the Flame Trail ability’s damage blows every other type out of the water. This lays a path of fire behind you that increases in strength and capabilities with upgrades. Since the ghost cats will also follow in a similar way, it means they’re equally susceptible. Prism is a close second, as it’s the more effective means of dealing with ghost cats, but there were runs during which I’d only prioritize those and still get to level 30 without any issue. This means Luna and Roscoe are the preferred mice to pick, since each one starts with one of those two upgrades immediately in their inventory in Maze Mice the way some characters do in Vampire Survivors.

Speaking of enemies and abilities, that’s another issue with Maze Mice that is also tied to balancing, since unlocks for those and stages are tied to experience earned each run instead of accomplishments like in Vampire Survivors. The problem here is that it takes so long for new enemies and stages to unlock. I’d unlocked four types of mice and multiple utility and weapon options, but still haven’t seen a new type of enemy or area. It’s always the Attic, which is a very Pac-Man like Maze Mice location, the sleeping cats in various colors signifying strength, and the ghost cats that keep spawning until an eventual larger, faster version spawns and increases in speed. I’d love to see more variety open up more swiftly. 

Of course, given Maze Mice just entered early access on May 2, 2025, I’m more than confident Trampoline Tales will bolster up the roster and add the additional promised characters, enemies, stages, and upgrades. After all, the page already confirmed that there will be double the number of mice and upgrades at launch. The developer is active in the Steam Discussions for the game, after all. All that said, what is here can be quite compelling! Maze Mice taps into what makes both Pac-Man and Vampire Survivors so appealing, and I absolutely think it will be a game I will pop into for 15-30 minute runs every once in a while as a palette cleanser both in early access and after the 1.0 launch.

Maze Mice is available in early access on Steam for PCs.

The post Preview: Maze Mice Combines Vampire Survivors and Pac-Man appeared first on Siliconera.

]]>
<![CDATA[

Preview: Maze Mice Combines Vampire Survivors and Pac-Man

We’ve seen so many Vampire Survivors style games since it launched. Lots of people want to create that same roguelike, bullet-hell magic. Likewise, Pac-Man inspired quite a few copycats, with other developers sending players dashing through mazes in search of points and objectives as enemies close in behind them. Maze Mice, from Luck Be a Landlord developer TrampolineTales, borrows concepts from both Pac-Man and Vampire Survivors into a roguelike that feels unique in its own way. 

You’re a mouse. Sometimes, you’re a brightly colored one that also starts with an ability. But regardless, you’re a rodent running through a location. To start off, it’s an attic. Cat-like enemies abound, but there are ways to survive. They all only move when you do, and you gain abilities like fire, knitting needles, light, bombs, and hairballs to deal damage to any pursuing you. Your goal is to collect colored dots, which start out as blue but can eventually be green, red, or yellow, to earn experience, level up, gain more upgrades, and continue to evade and damage your pursuers. 

https://www.youtube.com/watch?v=uaFqfZt0O0s&ab_channel=TrampolineTales

Playing Maze Mice is incredibly simple, and I highly recommend behaving as though you’re in the middle of a Pac-Man level. Now, you won’t have the fancy drift effects such as holding a directional button ahead of a corner to take the turn more swiftly, but the approach still helps. You want to snarf up any dots, prioritizing the large ones that make lines of new smaller ones and an additional larger one spawn, all while avoiding enemies. It’s best to not attempt to chase down or attack enemies, as larger chains of cats and groups of cat ghosts will eventually start to block paths as they trail behind you. When you get enough orbs to level up, you choose one weapon or utility upgrade that either actively deals damage over time or after a cooldown or type of ive that offers a buff or perhaps lets you revive. Picking the same upgrade repeatedly levels it up. From there, keep running and survive as long as you can.

It’s incredibly satisfying! As someone very adept at Pac-Man, I found myself being able to maintain at least 15 minute runs in Maze Mice, which proved fantastic for unlocking. I will say that, in early access at least, it’s almost a little too easy on earlier levels sometimes. I found it wasn’t until I hit about level 20 that things started to feel genuinely challenging.

There are really only three issues I experienced with Maze Mice so far, and I feel like both involve balancing. In one case, it involves the actual flow of the game itself. It is very easy to catch on to a strategy that works, then cling to it, especially since one of the absolute best weapons is unlocked at the outset. Since one of the most prevalent enemies in Maze Mice happens to be the cats that act like Pac-Man ghosts and automatically follow you after you run past and wake them up, the Flame Trail ability’s damage blows every other type out of the water. This lays a path of fire behind you that increases in strength and capabilities with upgrades. Since the ghost cats will also follow in a similar way, it means they’re equally susceptible. Prism is a close second, as it’s the more effective means of dealing with ghost cats, but there were runs during which I’d only prioritize those and still get to level 30 without any issue. This means Luna and Roscoe are the preferred mice to pick, since each one starts with one of those two upgrades immediately in their inventory in Maze Mice the way some characters do in Vampire Survivors.

Speaking of enemies and abilities, that’s another issue with Maze Mice that is also tied to balancing, since unlocks for those and stages are tied to experience earned each run instead of accomplishments like in Vampire Survivors. The problem here is that it takes so long for new enemies and stages to unlock. I’d unlocked four types of mice and multiple utility and weapon options, but still haven’t seen a new type of enemy or area. It’s always the Attic, which is a very Pac-Man like Maze Mice location, the sleeping cats in various colors signifying strength, and the ghost cats that keep spawning until an eventual larger, faster version spawns and increases in speed. I’d love to see more variety open up more swiftly. 

Of course, given Maze Mice just entered early access on May 2, 2025, I’m more than confident Trampoline Tales will bolster up the roster and add the additional promised characters, enemies, stages, and upgrades. After all, the page already confirmed that there will be double the number of mice and upgrades at launch. The developer is active in the Steam Discussions for the game, after all. All that said, what is here can be quite compelling! Maze Mice taps into what makes both Pac-Man and Vampire Survivors so appealing, and I absolutely think it will be a game I will pop into for 15-30 minute runs every once in a while as a palette cleanser both in early access and after the 1.0 launch.

Maze Mice is available in early access on Steam for PCs.

The post Preview: Maze Mice Combines Vampire Survivors and Pac-Man appeared first on Siliconera.

]]>
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Review 702e4y I Appreciate Labyrinth of the Demon King’s Aesthetic https://siliconera.voiranime.info/i-appreciate-labyrinth-of-the-demon-kings-aesthetic/?utm_source=rss&utm_medium=rss&utm_campaign=i-appreciate-labyrinth-of-the-demon-kings-aesthetic https://siliconera.voiranime.info/i-appreciate-labyrinth-of-the-demon-kings-aesthetic/#respond <![CDATA[Jenni Lada]]> Tue, 13 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Labyrinth of the Demon King]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Top Hat Studios]]> https://siliconera.voiranime.info/?p=1091594 <![CDATA[

I Appreciate Labyrinth of the Demon King’s Aesthetic

Labyrinth of the Demon King is like happening upon a lost PlayStation cult classic. It’s a dive into the types of horrors and uncertainties that came from the fogs of early Silent Hill and the dungeons of FromSoftware’s King’s Field. In more ways than one, I’d say, as it also seems to pick up on the quirks that come from playing such titles. It’s like finding a lost artifact from a timeline that didn’t exist, where the person lucky enough to find it keeps going on so captivated by the design that the direction doesn’t always matter.

Labyrinth of the Demon King stars a samurai who followed Lord Takeda Nobumitsu faithfully. So much so that even when the titular demon king betrayed the ruler and slaughtered everyone, this one warrior decided to dedicate the rest of his life to revenge in Nobumitsu’s name. However, getting to the boss isn’t so simple, as first the towers where his underlings remain must be ascended and bested. Only after taking on those burdens can the ashigaru face the demon king.

https://www.youtube.com/watch?v=TGmF-nEsX58&ab_channel=TopHatStudios

In of appearance and execution, Labyrinth of the Demon King feels like a mix of both Silent Hill and King’s Field. Color is sapped from the land, with shades of grey and sepia depicting every scene. Fog covers everything, making it appear otherworldly. While it absolutely draws from older titles and uses a minimalistic approach to character models, building designs, and textures used, it actually ends up looking absolutely appropriate and period-accurate in execution. Still screenshots don’t do it justice, as so much of the ambiance relies on the lens dirt filter, fog, and supplemental animations you might not even realize help set the stage. Even the 4:3 aspect ratio is preserved.

This applies to enemies as well. When figures are at their most obscured, especially in cinematic segments, they’re most horrifying. The details are vague when you get close or examine them. It’s only when you for all the filters and additional effects that these layer upon the design and invoke your imagination to enhance the potential horrors tied to them.

As mentioned earlier, Labyrinth of the Demon King truly pulls inspiration from the design of games like Silent Hill and King’s Field, and that applies to the lack of quality of life features. Things will automatically unequip without warning. Getting through menus, equipping items, and saving is cumbersome. Text can be difficult to read when engaging in conversations. While audio cues will come up for some segments, there will be certain types of opponents that you won’t realize are even around as a possible threat until they attack you. (I’m talking about you, foot-sized, creepy tube-centipede-worms with a head made entirely of a giant bitey mouth that appear out of nowhere and take a bit out of your health with no warning.) Actually parrying is pretty easy, as is dealing damage to foes. However, I did find sometimes and in some circumstances that I’d suddenly switch to a dodging side-step instead of a jump. Then there was the time when I went into the start menu, but moving left and right in it was also making my character move back and forth.

While some decisions seem intentionally cumbersome, I do appreciate other ways in which Labyrinth of the Demon King stays true to older games. There’s no hand-holding. You’re left to figure things out on your own. (I didn’t find any of the puzzles too difficult.) Opponents can be quite challenging, with the bosses actually requiring a player to be fairly well-versed with the dodging and parrying system to survive situations. A stamina system is at play that limits the length of possible combos. Though I feel like the save point system should be abandoned in favor of save anywhere options for accessibility sake, the return to form here and search for shrines to pray at feel quite appropriate.

There are times when I wish the Labyrinth of the Demon King gameplay might be a little more responsive or certain elements a little less fiddly, but the aesthetic and graphics are always on-point. It is fantastic about establishing ambiance. So even when I didn’t feel completely captivated by other elements, I felt compelled to keep playing to see what new areas and enemies might look like. One thing is for certain, and that is this game is a love letter to the fifth console generation.

Labyrinth of the Demon King is available on the Switch, PS4, PS5, Xbox Series X, and PC. 

The post Review: I Appreciate Labyrinth of the Demon King’s Aesthetic appeared first on Siliconera.

]]>
<![CDATA[

I Appreciate Labyrinth of the Demon King’s Aesthetic

Labyrinth of the Demon King is like happening upon a lost PlayStation cult classic. It’s a dive into the types of horrors and uncertainties that came from the fogs of early Silent Hill and the dungeons of FromSoftware’s King’s Field. In more ways than one, I’d say, as it also seems to pick up on the quirks that come from playing such titles. It’s like finding a lost artifact from a timeline that didn’t exist, where the person lucky enough to find it keeps going on so captivated by the design that the direction doesn’t always matter.

Labyrinth of the Demon King stars a samurai who followed Lord Takeda Nobumitsu faithfully. So much so that even when the titular demon king betrayed the ruler and slaughtered everyone, this one warrior decided to dedicate the rest of his life to revenge in Nobumitsu’s name. However, getting to the boss isn’t so simple, as first the towers where his underlings remain must be ascended and bested. Only after taking on those burdens can the ashigaru face the demon king.

https://www.youtube.com/watch?v=TGmF-nEsX58&ab_channel=TopHatStudios

In of appearance and execution, Labyrinth of the Demon King feels like a mix of both Silent Hill and King’s Field. Color is sapped from the land, with shades of grey and sepia depicting every scene. Fog covers everything, making it appear otherworldly. While it absolutely draws from older titles and uses a minimalistic approach to character models, building designs, and textures used, it actually ends up looking absolutely appropriate and period-accurate in execution. Still screenshots don’t do it justice, as so much of the ambiance relies on the lens dirt filter, fog, and supplemental animations you might not even realize help set the stage. Even the 4:3 aspect ratio is preserved.

This applies to enemies as well. When figures are at their most obscured, especially in cinematic segments, they’re most horrifying. The details are vague when you get close or examine them. It’s only when you for all the filters and additional effects that these layer upon the design and invoke your imagination to enhance the potential horrors tied to them.

As mentioned earlier, Labyrinth of the Demon King truly pulls inspiration from the design of games like Silent Hill and King’s Field, and that applies to the lack of quality of life features. Things will automatically unequip without warning. Getting through menus, equipping items, and saving is cumbersome. Text can be difficult to read when engaging in conversations. While audio cues will come up for some segments, there will be certain types of opponents that you won’t realize are even around as a possible threat until they attack you. (I’m talking about you, foot-sized, creepy tube-centipede-worms with a head made entirely of a giant bitey mouth that appear out of nowhere and take a bit out of your health with no warning.) Actually parrying is pretty easy, as is dealing damage to foes. However, I did find sometimes and in some circumstances that I’d suddenly switch to a dodging side-step instead of a jump. Then there was the time when I went into the start menu, but moving left and right in it was also making my character move back and forth.

While some decisions seem intentionally cumbersome, I do appreciate other ways in which Labyrinth of the Demon King stays true to older games. There’s no hand-holding. You’re left to figure things out on your own. (I didn’t find any of the puzzles too difficult.) Opponents can be quite challenging, with the bosses actually requiring a player to be fairly well-versed with the dodging and parrying system to survive situations. A stamina system is at play that limits the length of possible combos. Though I feel like the save point system should be abandoned in favor of save anywhere options for accessibility sake, the return to form here and search for shrines to pray at feel quite appropriate.

There are times when I wish the Labyrinth of the Demon King gameplay might be a little more responsive or certain elements a little less fiddly, but the aesthetic and graphics are always on-point. It is fantastic about establishing ambiance. So even when I didn’t feel completely captivated by other elements, I felt compelled to keep playing to see what new areas and enemies might look like. One thing is for certain, and that is this game is a love letter to the fifth console generation.

Labyrinth of the Demon King is available on the Switch, PS4, PS5, Xbox Series X, and PC. 

The post Review: I Appreciate Labyrinth of the Demon King’s Aesthetic appeared first on Siliconera.

]]>
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Review 702e4y 7’scarlet Gets Great When Its Mysteries Are Solved https://siliconera.voiranime.info/review-7scarlet-gets-great-when-its-mysteries-are-solved/?utm_source=rss&utm_medium=rss&utm_campaign=review-7scarlet-gets-great-when-its-mysteries-are-solved https://siliconera.voiranime.info/review-7scarlet-gets-great-when-its-mysteries-are-solved/#respond <![CDATA[Jenni Lada]]> Mon, 12 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation Vita]]> <![CDATA[7'scarlet]]> <![CDATA[Aksys]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Toybox]]> https://siliconera.voiranime.info/?p=1091502 <![CDATA[

Review: 7’scarlet Gets Great When Its Mysteries Are Solved

You don’t just forget the loss of a loved one, and that kind of trauma can compel you to head into potentially dangerous situations in search of answers. 7’scarlet is the the sort of otome game that broaches that idea, with a missing person’s case compelling the people left behind to return to a childhood home town in search of answers and insights into a rather mysterious place. What’s remarkable here is, even almost 10 years after its debut in 2016, this otome game still feels fresh upon its Switch debut.  

Years ago, Ichiko Hanamaki and her family used to live in the town of Okunezato. She doesn’t much about that time, which makes it even worse when her brother Hanate disappears after returning there for a visit a year before. Since a summer vacation is coming up and her childhood friend and classmate Hino is heading back for a meeting of the Okunezato Supernatural Club, she takes the opportunity to him and find answers. However, the prospect of a brief job at the Fuurinkan Hotel offers a chance to spend even more time in town investigating and possibly falling in love with a shocking number of men she’s met before and doesn’t , and Ichiko seizes it in the hopes of discovering the truth.

https://www.youtube.com/watch?v=5-mW8lFoREI

7’scarlet always ended up being an otome game that balances both a mystery of sorts with dating sim elements, and that didn’t change for the Switch release. Depending on the guy you’re pursuing, you essentially learn more about a particular mystery or element of the game. Some of them are the most basic and deal with potential threats to Ichiko’s life. Others are more detailed and offer insights into the supernatural urban legend tied to alleged Revenants roaming the streets of Okunezato and murdering the innocent each year. Maybe you’ll also find out what happens to Hanate. Depending on the person you pursue, the possibilities of actual romance and answers may vary. In general, it’s pretty well-written, though Ichiko herself is one of those heroines that suffers from a rather malleable personality that varied based on what type of role Idea Factory needed her to fill in that storyline. 

The art is also generally pretty great, and the UI is quite clear. There are a pretty decent array of CGs scattered throughout most routes, though one of the six doesn’t feel like it gets the same treatment as the others. Most of the storylines do feature moments that showcase a connection gradually growing and forming between Ichiko and the chosen partner, so I didn’t feel like there were too many shocks from a route suddenly being romantic after no signs telegraphed throughout the story. Appropriately enough, there are some possible bad ends and dangerous outcomes, which fits given this is a young woman heading off to try and solve a missing person’s case on her own in a town known for unexplained yearly murders. 

Given this is a very straightforward port, the same problems present in the Vita and PC versions of 7’scarlet remain in the Switch version of the otome game. Primarily, it’s the way the mystery is handled. There are only some routes that fully cover what’s going on in Okunezato and with Ichiko and her brother Hanate. The others are still fulfilling in their own way, but given the mystery of his disappearance, her departing the town as a child, and the rumor about Revenants that return to the village, it’s really a letdown when things don’t cover those mysteries. I feel like the Toa and Yuzuki handle things best. The final route, though it should be most fulfilling, is sort of the worst, even though it does provide all of the answers. 

Honestly, that last route is probably the one I like least because of the execution. It’s a pity, since it feels like all of 7’scarlet’s story is building up to it! But then when you get there, it isn’t as well developed as the other love interests’ storyline. Even the relationship doesn’t feel as authentic as a result, which is especially troublesome given you’d need to get over some of the connotations associated with it.  

While there may be some unfulfilling moments in 7’scarlet, depending on the route, as a whole it’s an enjoyable and often otherworldly otome game. Given how unusual its storyline can get and the twists and revelations that come after chasing after certain love interests, it’s definitely one that stands out among other Aksys, Otomate, and Idea Factory works. I’m glad it’s gotten a Switch release so even more people can experience and appreciate it.

7’scarlet will come to the Nintendo Switch on May 15, 2025, and it is also available on the Vita and PC worldwide. 

The post Review: 7’scarlet Gets Great When Its Mysteries Are Solved appeared first on Siliconera.

]]>
<![CDATA[

Review: 7’scarlet Gets Great When Its Mysteries Are Solved

You don’t just forget the loss of a loved one, and that kind of trauma can compel you to head into potentially dangerous situations in search of answers. 7’scarlet is the the sort of otome game that broaches that idea, with a missing person’s case compelling the people left behind to return to a childhood home town in search of answers and insights into a rather mysterious place. What’s remarkable here is, even almost 10 years after its debut in 2016, this otome game still feels fresh upon its Switch debut.  

Years ago, Ichiko Hanamaki and her family used to live in the town of Okunezato. She doesn’t much about that time, which makes it even worse when her brother Hanate disappears after returning there for a visit a year before. Since a summer vacation is coming up and her childhood friend and classmate Hino is heading back for a meeting of the Okunezato Supernatural Club, she takes the opportunity to him and find answers. However, the prospect of a brief job at the Fuurinkan Hotel offers a chance to spend even more time in town investigating and possibly falling in love with a shocking number of men she’s met before and doesn’t , and Ichiko seizes it in the hopes of discovering the truth.

https://www.youtube.com/watch?v=5-mW8lFoREI

7’scarlet always ended up being an otome game that balances both a mystery of sorts with dating sim elements, and that didn’t change for the Switch release. Depending on the guy you’re pursuing, you essentially learn more about a particular mystery or element of the game. Some of them are the most basic and deal with potential threats to Ichiko’s life. Others are more detailed and offer insights into the supernatural urban legend tied to alleged Revenants roaming the streets of Okunezato and murdering the innocent each year. Maybe you’ll also find out what happens to Hanate. Depending on the person you pursue, the possibilities of actual romance and answers may vary. In general, it’s pretty well-written, though Ichiko herself is one of those heroines that suffers from a rather malleable personality that varied based on what type of role Idea Factory needed her to fill in that storyline. 

The art is also generally pretty great, and the UI is quite clear. There are a pretty decent array of CGs scattered throughout most routes, though one of the six doesn’t feel like it gets the same treatment as the others. Most of the storylines do feature moments that showcase a connection gradually growing and forming between Ichiko and the chosen partner, so I didn’t feel like there were too many shocks from a route suddenly being romantic after no signs telegraphed throughout the story. Appropriately enough, there are some possible bad ends and dangerous outcomes, which fits given this is a young woman heading off to try and solve a missing person’s case on her own in a town known for unexplained yearly murders. 

Given this is a very straightforward port, the same problems present in the Vita and PC versions of 7’scarlet remain in the Switch version of the otome game. Primarily, it’s the way the mystery is handled. There are only some routes that fully cover what’s going on in Okunezato and with Ichiko and her brother Hanate. The others are still fulfilling in their own way, but given the mystery of his disappearance, her departing the town as a child, and the rumor about Revenants that return to the village, it’s really a letdown when things don’t cover those mysteries. I feel like the Toa and Yuzuki handle things best. The final route, though it should be most fulfilling, is sort of the worst, even though it does provide all of the answers. 

Honestly, that last route is probably the one I like least because of the execution. It’s a pity, since it feels like all of 7’scarlet’s story is building up to it! But then when you get there, it isn’t as well developed as the other love interests’ storyline. Even the relationship doesn’t feel as authentic as a result, which is especially troublesome given you’d need to get over some of the connotations associated with it.  

While there may be some unfulfilling moments in 7’scarlet, depending on the route, as a whole it’s an enjoyable and often otherworldly otome game. Given how unusual its storyline can get and the twists and revelations that come after chasing after certain love interests, it’s definitely one that stands out among other Aksys, Otomate, and Idea Factory works. I’m glad it’s gotten a Switch release so even more people can experience and appreciate it.

7’scarlet will come to the Nintendo Switch on May 15, 2025, and it is also available on the Vita and PC worldwide. 

The post Review: 7’scarlet Gets Great When Its Mysteries Are Solved appeared first on Siliconera.

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Kitchen Sync 52a70 Aloha Relationship-Building Feels Like Fire Emblem https://siliconera.voiranime.info/kitchen-sync-aloha-relationship-building-feels-like-fire-emblem/?utm_source=rss&utm_medium=rss&utm_campaign=kitchen-sync-aloha-relationship-building-feels-like-fire-emblem https://siliconera.voiranime.info/kitchen-sync-aloha-relationship-building-feels-like-fire-emblem/#respond <![CDATA[Jenni Lada]]> Sun, 11 May 2025 19:00:00 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[Europe]]> <![CDATA[Kitchen Sync: Aloha]]> <![CDATA[Lemonpepper Games]]> <![CDATA[North America]]> <![CDATA[Playtests]]> https://siliconera.voiranime.info/?p=1091432 <![CDATA[

Kitchen Sync: Aloha Relationship-Building Feels Like Fire Emblem

Usually when you hear a game is like Fire Emblem, you expect it to be an RPG or strategy game, but that’s not the case with Kitchen Sync: Aloha. Instead, Lemonpepper Games worked that concept into a kitchen management simulation with visual novel elements. The thing is, it works out because of the execution, and that relationship-building becomes the best part of the experience.

Kitchen Sync: Aloha features a pair of siblings with fond memories of visiting their aunt’s restaurant. (You choose which one is your avatar.) Which means that when they get a chance to revitalize it, they leap at the opportunity to team up to again make it a prosperous restaurant that could be as meaningful to others as it was to them. However, since they’re not as experienced as she was when it comes to running their own establishment, that means our journey alongside them involves handling requests, collecting recipes, getting experience working in different situations, hiring additional employees to assist in the kitchen, and managing relationships between everyone involved. 

Those additional employees is where the Fire Emblem part of Kitchen Sync: Aloha comes in. Don’t worry. We’ll get there.

https://www.youtube.com/watch?v=SqKs4nwj7fk

This means there are essentially two types of gameplay we’re dealing with as we go through Kitchen Sync: Aloha. The primary mechanic involves actually working in the restaurant. This includes not only the main Aloha Pearl, but also an array of other kitchens across Hawaii as you also collect different types of recipes based on actual food from the region. Depending on which difficulty you choose, it will either be incredibly relaxed (Cozy) or strenuous (Hard Boiled), but typically each service involves completing all orders, possibly having certain items on the menu, and some bonus objectives. Preparing meals means going to different stations, as in other cooking and kitchen management games such as Call of Boba, Overcooked, Cuisineer, or maybe even Cook Serve Delicious, then offering up a finished product. Overcooked is probably the closest, since there are multiple chefs in the kitchen, but we’re controlling everyone here and switching between them for both boosts and relationship-building. Not to mention, doubling up on recipes or adjusting them can tweak them. It’s not the most revolutionary cooking management gameplay I’ve experienced, and it can get a bit tedious, but it works. 

The other element is the character and relationship building, and that’s where Kitchen Sync: Aloha stands out. While you begin with the two siblings trying to realize this dream, there will eventually be other people you can recruit. Every chef you unlock has stats, and by placing them in shifts in the kitchen you earn ability points that can buff their abilities and make them more effective. Some of them are plucked right out of, say, an RPG, since stamina and speed are two factors, but so are skill, teamwork, and technique. (There are also Ability Books you can pick up.) In a nod to Fire Emblem, you can see conversations between them, which can go from rank C to S, in many cases. This means that in addition to the boosts and benefits from just generally having people who work well together in a kitchen, you also get to see the people who work a lot together get along and become friends or even couples. There are even Sync Styles that unlock.

This ended up being my favorite part of Kitchen Sync: Aloha, as it is all the fun of getting to pair up people and make them like each other like in Fire Emblem, but without worrying I’ll get allies killed because I needed Frederick to marry Sumia so Cynthia can eventually ride a dragon. Plus, I like how this worked out here! It’s a really novel concept, and it does incentivize working on certain pairs and building up certain people. You can optimize abilities to ensure people balance each other out, as well as Sync Styles to prioritize certain incentives in the kitchen. Plus the way the conversations and rank-ups help make it easier to deal with the repetitive gameplay in the kitchen portions. 

The only thing I hope gets adjusted with Kitchen Sync: Aloha is increased Steam Deck and handheld gaming PC compatibility. It definitely feels like a title perfect for on-the-go play or getting cozy on a couch. However, I had issues playing it on a Lenovo Legion Go. The initial prompt for character names and pronouns ended up not playing well with the virtual keyboard. There were also a few times in which it sometimes didn’t immediately map correctly to the controllers and I needed to use the mousepad or touchscreen to get through things. The developer does seem to work on it and it could be limited to just this device, as there was a post from Lemonpepper addressing compatibility, so your mileage may vary.

I really appreciate Lemonpepper Games integrated a Fire Emblem style relationship management system into a restaurant management simulation like Kitchen Sync: Aloha. I wasn’t sure how it would work out! But the fact that the chefs are sort of treated like RPG units, based on their skills and abilities, and hopefully putting people in the kitchen to increase scores and meet objectives meant it really fell into place. While I felt the actual management portion gets a little tedious, the concept of managing people’s friendships and relationships helped the game stand out.

Kitchen Sync: Aloha is available on PC via Steam now. 

The post Kitchen Sync: Aloha Relationship-Building Feels Like Fire Emblem appeared first on Siliconera.

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<![CDATA[

Kitchen Sync: Aloha Relationship-Building Feels Like Fire Emblem

Usually when you hear a game is like Fire Emblem, you expect it to be an RPG or strategy game, but that’s not the case with Kitchen Sync: Aloha. Instead, Lemonpepper Games worked that concept into a kitchen management simulation with visual novel elements. The thing is, it works out because of the execution, and that relationship-building becomes the best part of the experience.

Kitchen Sync: Aloha features a pair of siblings with fond memories of visiting their aunt’s restaurant. (You choose which one is your avatar.) Which means that when they get a chance to revitalize it, they leap at the opportunity to team up to again make it a prosperous restaurant that could be as meaningful to others as it was to them. However, since they’re not as experienced as she was when it comes to running their own establishment, that means our journey alongside them involves handling requests, collecting recipes, getting experience working in different situations, hiring additional employees to assist in the kitchen, and managing relationships between everyone involved. 

Those additional employees is where the Fire Emblem part of Kitchen Sync: Aloha comes in. Don’t worry. We’ll get there.

https://www.youtube.com/watch?v=SqKs4nwj7fk

This means there are essentially two types of gameplay we’re dealing with as we go through Kitchen Sync: Aloha. The primary mechanic involves actually working in the restaurant. This includes not only the main Aloha Pearl, but also an array of other kitchens across Hawaii as you also collect different types of recipes based on actual food from the region. Depending on which difficulty you choose, it will either be incredibly relaxed (Cozy) or strenuous (Hard Boiled), but typically each service involves completing all orders, possibly having certain items on the menu, and some bonus objectives. Preparing meals means going to different stations, as in other cooking and kitchen management games such as Call of Boba, Overcooked, Cuisineer, or maybe even Cook Serve Delicious, then offering up a finished product. Overcooked is probably the closest, since there are multiple chefs in the kitchen, but we’re controlling everyone here and switching between them for both boosts and relationship-building. Not to mention, doubling up on recipes or adjusting them can tweak them. It’s not the most revolutionary cooking management gameplay I’ve experienced, and it can get a bit tedious, but it works. 

The other element is the character and relationship building, and that’s where Kitchen Sync: Aloha stands out. While you begin with the two siblings trying to realize this dream, there will eventually be other people you can recruit. Every chef you unlock has stats, and by placing them in shifts in the kitchen you earn ability points that can buff their abilities and make them more effective. Some of them are plucked right out of, say, an RPG, since stamina and speed are two factors, but so are skill, teamwork, and technique. (There are also Ability Books you can pick up.) In a nod to Fire Emblem, you can see conversations between them, which can go from rank C to S, in many cases. This means that in addition to the boosts and benefits from just generally having people who work well together in a kitchen, you also get to see the people who work a lot together get along and become friends or even couples. There are even Sync Styles that unlock.

This ended up being my favorite part of Kitchen Sync: Aloha, as it is all the fun of getting to pair up people and make them like each other like in Fire Emblem, but without worrying I’ll get allies killed because I needed Frederick to marry Sumia so Cynthia can eventually ride a dragon. Plus, I like how this worked out here! It’s a really novel concept, and it does incentivize working on certain pairs and building up certain people. You can optimize abilities to ensure people balance each other out, as well as Sync Styles to prioritize certain incentives in the kitchen. Plus the way the conversations and rank-ups help make it easier to deal with the repetitive gameplay in the kitchen portions. 

The only thing I hope gets adjusted with Kitchen Sync: Aloha is increased Steam Deck and handheld gaming PC compatibility. It definitely feels like a title perfect for on-the-go play or getting cozy on a couch. However, I had issues playing it on a Lenovo Legion Go. The initial prompt for character names and pronouns ended up not playing well with the virtual keyboard. There were also a few times in which it sometimes didn’t immediately map correctly to the controllers and I needed to use the mousepad or touchscreen to get through things. The developer does seem to work on it and it could be limited to just this device, as there was a post from Lemonpepper addressing compatibility, so your mileage may vary.

I really appreciate Lemonpepper Games integrated a Fire Emblem style relationship management system into a restaurant management simulation like Kitchen Sync: Aloha. I wasn’t sure how it would work out! But the fact that the chefs are sort of treated like RPG units, based on their skills and abilities, and hopefully putting people in the kitchen to increase scores and meet objectives meant it really fell into place. While I felt the actual management portion gets a little tedious, the concept of managing people’s friendships and relationships helped the game stand out.

Kitchen Sync: Aloha is available on PC via Steam now. 

The post Kitchen Sync: Aloha Relationship-Building Feels Like Fire Emblem appeared first on Siliconera.

]]>
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5 Open 61705s World Games to Play While Waiting for GTA VI https://siliconera.voiranime.info/5-open-world-games-to-play-while-waiting-for-gta-vi/?utm_source=rss&utm_medium=rss&utm_campaign=5-open-world-games-to-play-while-waiting-for-gta-vi https://siliconera.voiranime.info/5-open-world-games-to-play-while-waiting-for-gta-vi/#respond <![CDATA[Jenni Lada]]> Sun, 11 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 3]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox One]]> <![CDATA[Xbox Series X]]> <![CDATA[Europe]]> <![CDATA[Grand Theft Auto VI]]> <![CDATA[Guides]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Rockstar Games]]> https://siliconera.voiranime.info/?p=1091680 <![CDATA[

open world games like gta vi

We’re a year away from the May 2026 launch of Grand Theft Auto VI. It’ll be a lot, even though we should be able to expect more insights and announcements over the coming months to help us learn more about what to expect. That does mean that we might need one or two open-world games to welcome into our lives while we wait, but fortunately there are plenty of options to scratch the GTA VI itch.

Best Grand Theft Auto game to play while waiting for GTA VI: GTA: Vice City  6sp3u

I know a lot of people are going to perhaps take issue with my suggesting Grand Theft Auto: Vice City instead of GTA V as the best entry in the series to play ahead of GTA VI. Hear me out. First, this is also an absolutely exceptional open-world game. It’s among the best installments Rockstar made, right up there with GTA V and GTA: San Andreas. We also get to hear the fantastic Ray Liotta as our antihero Tommy Vercetti as deals with the mob. But even more critical is that this is an opportunity to visit Vice City again before returning to it as the new location with Lucia and Jason.

GTA: Vice City is available on the PS2, Xbox, PC, and also showed up on mobile devices.

Best open-world game with a medieval setting to play while waiting for GTA VI: The Elder Scrolls IV: Oblivion 6s5q4q

This is another suggestion that could be controversial, but I have my reasons for it. Yes, I believe Skyrim is the superior game. However, it’s one of the most popular open-world games in the world and available on every possible platform. Odds are, you’ve played it. The original Oblivion came out in 2006, which means folks maybe missed it, and the new remaster is a fantastic update with tons of quality of life adjustments and visual enhancements based on Skyrim. It’s well worth a look if you need a game to play while waiting for GTA VI

The Elder Scrolls IV: Oblivion Remastered is available for the PS5, Xbox Series X, and PC. 

Best open-world game with a more modern setting to play while waiting for GTA VI: Yakuza 0
Image via Sega

Best open-world game with a more modern setting to play while waiting for GTA VI: Yakuza 0 243q2r

I can’t recommend Yakuza 0 highly enough. It’s a wonderful entry point for the series, due to introducing Kazuma Kiryu and Goro Majima. We’re seeing them as young, up-and-coming yakuza, which sometimes fits in with the characters climbing the ranks in Grand Theft Auto games. There are tons of side activities to engage in around the city, again just like in GTA. Plus, the execution makes the city and its residents feel like a priority, which is great.

Yakuza 0 is available on the PS3, PS4, Xbox One, and PC, and the Director’s Cut will come to the Switch 2 on June 5, 2025. 

Cyberpunk 2077
Image via CD Project Red

Best open-world game with a futuristic setting to play while waiting for GTA VI: Cyberpunk 2077 h215b

CD Projekt Red open-world games are known for the same sorts of details and optional side activities and quests as Rockstar’s Grand Theft Auto games, and Cyberpunk 2077 is a good pick to play while waiting for GTA VI. It features an incredibly futuristic story with unusual modifications you can pursue. It’s far enough from its original release that it’s in fantastic shape at the moment, complete with a Phantom Liberty add-on you might have missed if you only played at launch. 

Cyberpunk 2077 is available on the PS4, PS5, Xbox One, Xbox Series X, and PC, and the Switch 2 version launches on June 5, 2025. 

Best open-world sci-fi game to play while waiting for GTA VI: Xenoblade Chronicles X: Definitive Edition 6o711g

Listen, I will take any opportunity to hype up Xenoblade Chronicles, and Xenoblade Chronicles X is a fantastic installment. There’s character customization. There’s a city to explore. A world to survey. Skells to pilot. Tons of mission to undertake. Allies to find. It’s a huge game with an intricate story, and the new Definitive Edition helps wrap up some loose ends.

Xenoblade Chronicles X is available on the Wii U, and Xenoblade Chronicles X: Definitive Edition is on the Switch.

Grand Theft Auto VI will come to the PS5 and Xbox Series X on May 26, 2025. 

The post 5 Open-World Games to Play While Waiting for GTA VI appeared first on Siliconera.

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<![CDATA[

open world games like gta vi

We’re a year away from the May 2026 launch of Grand Theft Auto VI. It’ll be a lot, even though we should be able to expect more insights and announcements over the coming months to help us learn more about what to expect. That does mean that we might need one or two open-world games to welcome into our lives while we wait, but fortunately there are plenty of options to scratch the GTA VI itch.

Best Grand Theft Auto game to play while waiting for GTA VI: GTA: Vice City  6sp3u

I know a lot of people are going to perhaps take issue with my suggesting Grand Theft Auto: Vice City instead of GTA V as the best entry in the series to play ahead of GTA VI. Hear me out. First, this is also an absolutely exceptional open-world game. It’s among the best installments Rockstar made, right up there with GTA V and GTA: San Andreas. We also get to hear the fantastic Ray Liotta as our antihero Tommy Vercetti as deals with the mob. But even more critical is that this is an opportunity to visit Vice City again before returning to it as the new location with Lucia and Jason.

GTA: Vice City is available on the PS2, Xbox, PC, and also showed up on mobile devices.

Best open-world game with a medieval setting to play while waiting for GTA VI: The Elder Scrolls IV: Oblivion 6s5q4q

This is another suggestion that could be controversial, but I have my reasons for it. Yes, I believe Skyrim is the superior game. However, it’s one of the most popular open-world games in the world and available on every possible platform. Odds are, you’ve played it. The original Oblivion came out in 2006, which means folks maybe missed it, and the new remaster is a fantastic update with tons of quality of life adjustments and visual enhancements based on Skyrim. It’s well worth a look if you need a game to play while waiting for GTA VI

The Elder Scrolls IV: Oblivion Remastered is available for the PS5, Xbox Series X, and PC. 

Best open-world game with a more modern setting to play while waiting for GTA VI: Yakuza 0
Image via Sega

Best open-world game with a more modern setting to play while waiting for GTA VI: Yakuza 0 243q2r

I can’t recommend Yakuza 0 highly enough. It’s a wonderful entry point for the series, due to introducing Kazuma Kiryu and Goro Majima. We’re seeing them as young, up-and-coming yakuza, which sometimes fits in with the characters climbing the ranks in Grand Theft Auto games. There are tons of side activities to engage in around the city, again just like in GTA. Plus, the execution makes the city and its residents feel like a priority, which is great.

Yakuza 0 is available on the PS3, PS4, Xbox One, and PC, and the Director’s Cut will come to the Switch 2 on June 5, 2025. 

Cyberpunk 2077
Image via CD Project Red

Best open-world game with a futuristic setting to play while waiting for GTA VI: Cyberpunk 2077 h215b

CD Projekt Red open-world games are known for the same sorts of details and optional side activities and quests as Rockstar’s Grand Theft Auto games, and Cyberpunk 2077 is a good pick to play while waiting for GTA VI. It features an incredibly futuristic story with unusual modifications you can pursue. It’s far enough from its original release that it’s in fantastic shape at the moment, complete with a Phantom Liberty add-on you might have missed if you only played at launch. 

Cyberpunk 2077 is available on the PS4, PS5, Xbox One, Xbox Series X, and PC, and the Switch 2 version launches on June 5, 2025. 

Best open-world sci-fi game to play while waiting for GTA VI: Xenoblade Chronicles X: Definitive Edition 6o711g

Listen, I will take any opportunity to hype up Xenoblade Chronicles, and Xenoblade Chronicles X is a fantastic installment. There’s character customization. There’s a city to explore. A world to survey. Skells to pilot. Tons of mission to undertake. Allies to find. It’s a huge game with an intricate story, and the new Definitive Edition helps wrap up some loose ends.

Xenoblade Chronicles X is available on the Wii U, and Xenoblade Chronicles X: Definitive Edition is on the Switch.

Grand Theft Auto VI will come to the PS5 and Xbox Series X on May 26, 2025. 

The post 5 Open-World Games to Play While Waiting for GTA VI appeared first on Siliconera.

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