Nintendo Switch News Category j17m Siliconera The secret level in the world of video game news. Fri, 23 May 2025 16:49:34 +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 Nintendo Switch News Category j17m Siliconera 32 32 163913089 Two Fantasy Life i Codes for Gifts Released 1w5n6c https://siliconera.voiranime.info/all-fantasy-life-i-codes-for-gifts-so-far/?utm_source=rss&utm_medium=rss&utm_campaign=all-fantasy-life-i-codes-for-gifts-so-far https://siliconera.voiranime.info/all-fantasy-life-i-codes-for-gifts-so-far/#respond <![CDATA[Jenni Lada]]> Fri, 23 May 2025 14:35:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Nintendo Switch 2]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Europe]]> <![CDATA[Fantasy Life i: The Girl Who Steals Time]]> <![CDATA[Japan]]> <![CDATA[Level-5]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1093547 <![CDATA[

t1z4l

In Fantasy Life i: The Girl Who Steals Time, we can enter codes for gifts after playing for a bit to immediately gain extra items or rewards. While the game only debuted on May 21, 2025, Level-5 already started sharing some of these, with two available so far. The goal for the first two releases seems to be to build up item reserves quickly and easily without spending Dosh or doing some crafting.

How do I redeem codes for gifts in Fantasy Life i?  13193i

After getting through the tutorial and taking on your first of many Lives, you’ll be able to open up the Weird Pad (menu) and find a Gifts section. Going to that will let you enter an eight-digit code to get some items to make adventuring a little easier. However, note that you do need to be online to redeem any of them. Note that on the Switch and eventual Switch 2 versions, Level-5 said you will need a Nintendo Switch Online subscription to redeem codes.

After connecting to the internet, type in the code with the keyboard. Once you hit accept, the item will be given to you. You don’t need to go to the Guild Office box to get them like you did the Deluxe Edition items.

Here’s a gallery of official images showing how to go through this process.

What are the Fantasy Life i gift codes so far? 1i94n

Level-5 started sharing these codes for gifts on the official social media for Fantasy Life i, so following that is a good idea. Of course, following this site is handy. There are no expiration codes noted, so you should be able to always use these. 

Here are the two codes:

  • A56LCE87 - 3 Life Cures, 5 Energy Powders, 5 Healing Powders, 5 Hi-HP Potions, 5 Hi-SP Potions
  • T2GC6EQL - 3 Healing Powders, 3 Life Cures, 3 Power Aids, 3 Resistance Aids, 5 HP Potions, 5 SP Potions

And here’s a gallery showing official images of the codes.

Fantasy Life i: The Girl Who Steals Time is available for the Nintendo Switch, PS4, PS5, Xbox Series X, and PC, and it will also come to the Switch 2. 

The post Two Fantasy Life i Codes for Gifts Released appeared first on Siliconera.

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<![CDATA[

Two Fantasy Life i Codes for Gifts Released

In Fantasy Life i: The Girl Who Steals Time, we can enter codes for gifts after playing for a bit to immediately gain extra items or rewards. While the game only debuted on May 21, 2025, Level-5 already started sharing some of these, with two available so far. The goal for the first two releases seems to be to build up item reserves quickly and easily without spending Dosh or doing some crafting.

How do I redeem codes for gifts in Fantasy Life i?  13193i

After getting through the tutorial and taking on your first of many Lives, you’ll be able to open up the Weird Pad (menu) and find a Gifts section. Going to that will let you enter an eight-digit code to get some items to make adventuring a little easier. However, note that you do need to be online to redeem any of them. Note that on the Switch and eventual Switch 2 versions, Level-5 said you will need a Nintendo Switch Online subscription to redeem codes.

After connecting to the internet, type in the code with the keyboard. Once you hit accept, the item will be given to you. You don’t need to go to the Guild Office box to get them like you did the Deluxe Edition items.

Here’s a gallery of official images showing how to go through this process.

What are the Fantasy Life i gift codes so far? 1i94n

Level-5 started sharing these codes for gifts on the official social media for Fantasy Life i, so following that is a good idea. Of course, following this site is handy. There are no expiration codes noted, so you should be able to always use these. 

Here are the two codes:

  • A56LCE87 - 3 Life Cures, 5 Energy Powders, 5 Healing Powders, 5 Hi-HP Potions, 5 Hi-SP Potions
  • T2GC6EQL - 3 Healing Powders, 3 Life Cures, 3 Power Aids, 3 Resistance Aids, 5 HP Potions, 5 SP Potions

And here’s a gallery showing official images of the codes.

Fantasy Life i: The Girl Who Steals Time is available for the Nintendo Switch, PS4, PS5, Xbox Series X, and PC, and it will also come to the Switch 2. 

The post Two Fantasy Life i Codes for Gifts Released appeared first on Siliconera.

]]>
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Rune Factory x2df Guardians of Azuma Lets You Romance Multiple Characters https://siliconera.voiranime.info/rune-factory-guardians-of-azuma-lets-you-romance-multiple-characters/?utm_source=rss&utm_medium=rss&utm_campaign=rune-factory-guardians-of-azuma-lets-you-romance-multiple-characters https://siliconera.voiranime.info/rune-factory-guardians-of-azuma-lets-you-romance-multiple-characters/#respond <![CDATA[Stephanie Liu]]> Thu, 22 May 2025 23:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[Asia]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Marvelous]]> <![CDATA[North America]]> <![CDATA[Rune Factory: Guardians of Azuma]]> https://siliconera.voiranime.info/?p=1093509 <![CDATA[

rune factory guardians of azuma worlds traveling

A new system in Rune Factory: Guardians of Azuma will allow players to use a technique to travel between worlds and timelines to pursue additional romance options with the bachelors and bachelorettes you can marry. You’ll be able to go to an "alternate future," where you have a new partner, all without losing any of your progress.

While Marvelous didn't update the English version of Rune Factory: Guardians of Azuma website yet to include the localized name of this mechanic, the Japanese name literally translates to “Technique to Travel Between Worlds.” With this feature, you can go to alternate timelines with a new partner, all without having to lose your current family, level, or inventory. You can travel freely between worlds, and each save data can have up to thirty different timelines. This gives you the opportunity to explore the twelve different romance options in Rune Factory: Guardians of Azuma without having to completely restart your progress or give up a current love affair with one of the other bachelors or bachelorettes.

Rune Factory: Guardians of Azuma is the latest entry in the long-running Rune Factory series. This spin-off features a Japanese-inspired setting, and there are two protagonists you can choose from. The gender of your protagonist does limit romance options in Rune Factory: Guardians of Azuma, as all love interests can be married regardless of your choice. Marvelous first revealed this game during the August 2024 Nintendo Direct Partner Showcase. 

Rune Factory: Guardians of Azuma will come out for the Nintendo Switch and WIndows PC via Steam on May 30, 2025.

The post Rune Factory: Guardians of Azuma Lets You Romance Multiple Characters appeared first on Siliconera.

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<![CDATA[

rune factory guardians of azuma worlds traveling

A new system in Rune Factory: Guardians of Azuma will allow players to use a technique to travel between worlds and timelines to pursue additional romance options with the bachelors and bachelorettes you can marry. You’ll be able to go to an "alternate future," where you have a new partner, all without losing any of your progress.

While Marvelous didn't update the English version of Rune Factory: Guardians of Azuma website yet to include the localized name of this mechanic, the Japanese name literally translates to “Technique to Travel Between Worlds.” With this feature, you can go to alternate timelines with a new partner, all without having to lose your current family, level, or inventory. You can travel freely between worlds, and each save data can have up to thirty different timelines. This gives you the opportunity to explore the twelve different romance options in Rune Factory: Guardians of Azuma without having to completely restart your progress or give up a current love affair with one of the other bachelors or bachelorettes.

Rune Factory: Guardians of Azuma is the latest entry in the long-running Rune Factory series. This spin-off features a Japanese-inspired setting, and there are two protagonists you can choose from. The gender of your protagonist does limit romance options in Rune Factory: Guardians of Azuma, as all love interests can be married regardless of your choice. Marvelous first revealed this game during the August 2024 Nintendo Direct Partner Showcase. 

Rune Factory: Guardians of Azuma will come out for the Nintendo Switch and WIndows PC via Steam on May 30, 2025.

The post Rune Factory: Guardians of Azuma Lets You Romance Multiple Characters appeared first on Siliconera.

]]>
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Tookyo Games’ Shuten Order Debuts in September 695316 https://siliconera.voiranime.info/tookyo-games-shuten-order-debuts-in-september/?utm_source=rss&utm_medium=rss&utm_campaign=tookyo-games-shuten-order-debuts-in-september https://siliconera.voiranime.info/tookyo-games-shuten-order-debuts-in-september/#respond <![CDATA[Jenni Lada]]> Thu, 22 May 2025 00:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[DMM Games]]> <![CDATA[Europe]]> <![CDATA[EXNOA]]> <![CDATA[Japan]]> <![CDATA[Neilo]]> <![CDATA[North America]]> <![CDATA[Shuten Order]]> <![CDATA[Spike Chunsoft]]> <![CDATA[Tookyo Games]]> https://siliconera.voiranime.info/?p=1093417 <![CDATA[

Tookyo Games’ Shuten Order Debuts in September

Earlier in May 2025, Tookyo Games, DMM Games, Exnoa, and Spike Chunsoft teased a new game called Shuten Order, and now we know it will launch on September 5, 2025. The Steam page is live, and the full game will debut on the Switch and PC. A Digital Deluxe Edition will also appear with art book and soundtrack. 

The world is ending, and a Shuten Order cult appeared once people realized their fate. With 168 days left, the nation state Shuten founded by the group is plunged into chaos after the leader’s death. That’s where we come in, as we play as the revived head of the group now tasked with finding out who killed him in four days. This means going through five routes, each investigating a different minister in the group and playing differently to find the murderer. So the Ministry of Education is a dating sim, Ministry of Health is an escape room game like 999, Ministry of Justice is an adventure game like Ace Attorney, Ministry of Science is a visual novel, and Ministry of Security is described as “stealth action horror.” Beating all five is necessary to see the end.  

This means we’ll see two Tookyo Games in 2025. The other is The Hundred Line: Last Defense Academy, which featured input from Kazutaka Kodaka and Kotaro Uchikoshi. That appeared on the Switch and PC. 

Shuten Order will come to the Switch and PC on September 5, 2025.

The post Tookyo Games’ Shuten Order Debuts in September appeared first on Siliconera.

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<![CDATA[

Tookyo Games’ Shuten Order Debuts in September

Earlier in May 2025, Tookyo Games, DMM Games, Exnoa, and Spike Chunsoft teased a new game called Shuten Order, and now we know it will launch on September 5, 2025. The Steam page is live, and the full game will debut on the Switch and PC. A Digital Deluxe Edition will also appear with art book and soundtrack. 

The world is ending, and a Shuten Order cult appeared once people realized their fate. With 168 days left, the nation state Shuten founded by the group is plunged into chaos after the leader’s death. That’s where we come in, as we play as the revived head of the group now tasked with finding out who killed him in four days. This means going through five routes, each investigating a different minister in the group and playing differently to find the murderer. So the Ministry of Education is a dating sim, Ministry of Health is an escape room game like 999, Ministry of Justice is an adventure game like Ace Attorney, Ministry of Science is a visual novel, and Ministry of Security is described as “stealth action horror.” Beating all five is necessary to see the end.  

This means we’ll see two Tookyo Games in 2025. The other is The Hundred Line: Last Defense Academy, which featured input from Kazutaka Kodaka and Kotaro Uchikoshi. That appeared on the Switch and PC. 

Shuten Order will come to the Switch and PC on September 5, 2025.

The post Tookyo Games’ Shuten Order Debuts in September appeared first on Siliconera.

]]>
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Final Fantasy Pixel Remaster Switch and PS4 Physical Copy Sale Starts 5e2w2u https://siliconera.voiranime.info/final-fantasy-pixel-remaster-switch-and-ps4-physical-copy-sale-starts/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-pixel-remaster-switch-and-ps4-physical-copy-sale-starts https://siliconera.voiranime.info/final-fantasy-pixel-remaster-switch-and-ps4-physical-copy-sale-starts/#respond <![CDATA[Jenni Lada]]> Wed, 21 May 2025 18:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PlayStation 4]]> <![CDATA[Europe]]> <![CDATA[Final Fantasy Pixel Remaster]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Square Enix]]> https://siliconera.voiranime.info/?p=1093395 <![CDATA[

Final Fantasy Pixel Remaster Switch and PS4 Physical Copy Sale Starts

The physical copies of the Final Fantasy Pixel Remaster collections for the Switch and PS4 are now both on sale on Amazon. The ones sold through the official Square Enix store on the site are 33% off. This means it is $49.99 for for each one, rather than $74.99. This is on par with some of the lowest prices for the six-game compilation so far.

These retail copies of Final Fantasy Pixel Remaster initially ended up being pretty rare, as at first Square Enix only sold the Switch and PS4 copies outside Japan through its official site. That first run was limited and sold out. In Japan, physical copies were available with an English language option, and other retailers would ship them worldwide. However, Square Enix started selling another run in October 2024 that ended up being more widely available

When you get this collection, you’re getting the Final Fantasy Pixel Remaster versions of FFI, FFII, FFIII, FFIV, FFV, and FFVI. As a bonus, the physical copy includes a sheet of stickers as well. This features 12 stickers of character sprites of heroes and, in the case of FFVI’s Kefka, villains from the included entries. All copies have that sheet, and it isn’t a first-run bonus.

The Final Fantasy Pixel Remaster sale on physical Switch and PS4 copies on Amazon is live now for a limited time, and the games are available digitally on the Switch, PS4, PC, and mobile devices.

The post Final Fantasy Pixel Remaster Switch and PS4 Physical Copy Sale Starts appeared first on Siliconera.

]]>
<![CDATA[

Final Fantasy Pixel Remaster Switch and PS4 Physical Copy Sale Starts

The physical copies of the Final Fantasy Pixel Remaster collections for the Switch and PS4 are now both on sale on Amazon. The ones sold through the official Square Enix store on the site are 33% off. This means it is $49.99 for for each one, rather than $74.99. This is on par with some of the lowest prices for the six-game compilation so far.

These retail copies of Final Fantasy Pixel Remaster initially ended up being pretty rare, as at first Square Enix only sold the Switch and PS4 copies outside Japan through its official site. That first run was limited and sold out. In Japan, physical copies were available with an English language option, and other retailers would ship them worldwide. However, Square Enix started selling another run in October 2024 that ended up being more widely available

When you get this collection, you’re getting the Final Fantasy Pixel Remaster versions of FFI, FFII, FFIII, FFIV, FFV, and FFVI. As a bonus, the physical copy includes a sheet of stickers as well. This features 12 stickers of character sprites of heroes and, in the case of FFVI’s Kefka, villains from the included entries. All copies have that sheet, and it isn’t a first-run bonus.

The Final Fantasy Pixel Remaster sale on physical Switch and PS4 copies on Amazon is live now for a limited time, and the games are available digitally on the Switch, PS4, PC, and mobile devices.

The post Final Fantasy Pixel Remaster Switch and PS4 Physical Copy Sale Starts appeared first on Siliconera.

]]>
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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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Dragon Ball Xenoverse 2 Daima DLC Debuts This Week 3y1e29 https://siliconera.voiranime.info/dragon-ball-xenoverse-2-daima-dlc-debuts-this-week/?utm_source=rss&utm_medium=rss&utm_campaign=dragon-ball-xenoverse-2-daima-dlc-debuts-this-week https://siliconera.voiranime.info/dragon-ball-xenoverse-2-daima-dlc-debuts-this-week/#respond <![CDATA[Jenni Lada]]> Tue, 20 May 2025 21:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox One]]> <![CDATA[Xbox Series X]]> <![CDATA[Bandai Namco]]> <![CDATA[Dragon Ball Daima]]> <![CDATA[Dragon Ball Xenoverse 2]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1093331 <![CDATA[

Dragon Ball Xenoverse 2 Daima DLC Debuts This Week

Bandai Namco announced a launch date for the Dragon Ball Xenoverse 2 DLC pack based on the Daima anime adaptation. It will show up on May 22, 2025. A trailer also debuted to show what to expect from both of them.

The video began by showing the characters based on Daima ones that are part of the add-on. These are Super Saiyan 4 Goku and Super Saiyan 3 Vegeta. The two then fight each other, offering a look at their movesets. After that, we get to see the new loading screens included in the pack based on the anime. Avatar costumes based on both of them, as well as characters like Glorio and Panzy, are a part of it. Parallel Quest and Skills based on the series show up too. 

https://www.youtube.com/watch?v=Cn4kNDWrsas&ab_channel=BandaiNamcoEntertainmentAmerica

A Time Patrol Pack will debut on May 22, 2025 too, but Bandai Namco didn’t say what will be in it.

This isn’t the only Dragon Ball Daima DLC to show up in the next few weeks. The first promised Dragon Ball Z: Kakarot add-on is coming soon too. That debuts in July 2025. A second one will conclude that story in the adventure later in 2025.

Dragon Ball Xenoverse 2 is available for the Switch, PS4, PS5, Xbox One, Xbox Series X, and PC, and the Daima Pack DLC debuts on May 22, 2025. The Dragon Ball Daima anime is streaming on Crunchyroll. 

The post Dragon Ball Xenoverse 2 Daima DLC Debuts This Week appeared first on Siliconera.

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Dragon Ball Xenoverse 2 Daima DLC Debuts This Week

Bandai Namco announced a launch date for the Dragon Ball Xenoverse 2 DLC pack based on the Daima anime adaptation. It will show up on May 22, 2025. A trailer also debuted to show what to expect from both of them.

The video began by showing the characters based on Daima ones that are part of the add-on. These are Super Saiyan 4 Goku and Super Saiyan 3 Vegeta. The two then fight each other, offering a look at their movesets. After that, we get to see the new loading screens included in the pack based on the anime. Avatar costumes based on both of them, as well as characters like Glorio and Panzy, are a part of it. Parallel Quest and Skills based on the series show up too. 

https://www.youtube.com/watch?v=Cn4kNDWrsas&ab_channel=BandaiNamcoEntertainmentAmerica

A Time Patrol Pack will debut on May 22, 2025 too, but Bandai Namco didn’t say what will be in it.

This isn’t the only Dragon Ball Daima DLC to show up in the next few weeks. The first promised Dragon Ball Z: Kakarot add-on is coming soon too. That debuts in July 2025. A second one will conclude that story in the adventure later in 2025.

Dragon Ball Xenoverse 2 is available for the Switch, PS4, PS5, Xbox One, Xbox Series X, and PC, and the Daima Pack DLC debuts on May 22, 2025. The Dragon Ball Daima anime is streaming on Crunchyroll. 

The post Dragon Ball Xenoverse 2 Daima DLC Debuts This Week 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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Final Fantasy IX Mug and Bag Look Like Vivi 47554o https://siliconera.voiranime.info/final-fantasy-ix-mug-and-bag-look-like-vivi/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-ix-mug-and-bag-look-like-vivi https://siliconera.voiranime.info/final-fantasy-ix-mug-and-bag-look-like-vivi/#respond <![CDATA[Jenni Lada]]> Mon, 19 May 2025 19:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[Xbox One]]> <![CDATA[Europe]]> <![CDATA[Final Fantasy IX]]> <![CDATA[Japan]]> <![CDATA[Merchandise]]> <![CDATA[North America]]> <![CDATA[Square Enix]]> https://siliconera.voiranime.info/?p=1093210 <![CDATA[

Final Fantasy IX Cup and Bag Look Like Vivi mug

On July 7, 2025, Final Fantasy IX will turn 25 years old, and Square Enix announced the latest rounds of merchandise tying in to that are a Vivi mug with a cup and hat cover and a new plush pouch that also resembles the character. Both of the items will debut in Japan on August 16, 2025. As a reminder, the company still paused many US pre-orders as a result of the Trump tariffs.

The Final Fantasy IX Vivi mug stands at almost 6 inches tall (15cm) when the hat cover is on the cup, and it is about 3 inches tall (7.5cm) with the top taken off. It is designed to look exactly look like the little mage’s face and hat. The product page noted it can hold 250ml. That costs 3,520円 (~$24). 

As for the plush Vivi pouch, it is also designed to resemble the character’s face. When opened, the interior lining is a blue and white striped fabric that matches the way his pants look. That is around 7 inches (18cm) tall and almost seven and a half inches (19cm) wide. That will be 3,960円 (~$27).

Here’s how both items will look:

Square Enix announced a lot of Final Fantasy IX merchandise that looked like Vivi in addition to the cup and bag. For example, the company started selling a replica of the character’s hat in April 2025. There are also some more subtle purses and pouches based on the outfits he and Zidane wore in the game. In March 2025, a picture book and plush based on him also appeared.

The Final Fantasy IX Vivi cup that features a mug and cover that resemble him and his hat and a plush pouch will debut on August 16, 2025 in Japan. The game is available on the PlayStation, PS4, Switch, Xbox One, PC, and mobile devices. 

The post Final Fantasy IX Mug and Bag Look Like Vivi appeared first on Siliconera.

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<![CDATA[

Final Fantasy IX Cup and Bag Look Like Vivi mug

On July 7, 2025, Final Fantasy IX will turn 25 years old, and Square Enix announced the latest rounds of merchandise tying in to that are a Vivi mug with a cup and hat cover and a new plush pouch that also resembles the character. Both of the items will debut in Japan on August 16, 2025. As a reminder, the company still paused many US pre-orders as a result of the Trump tariffs.

The Final Fantasy IX Vivi mug stands at almost 6 inches tall (15cm) when the hat cover is on the cup, and it is about 3 inches tall (7.5cm) with the top taken off. It is designed to look exactly look like the little mage’s face and hat. The product page noted it can hold 250ml. That costs 3,520円 (~$24). 

As for the plush Vivi pouch, it is also designed to resemble the character’s face. When opened, the interior lining is a blue and white striped fabric that matches the way his pants look. That is around 7 inches (18cm) tall and almost seven and a half inches (19cm) wide. That will be 3,960円 (~$27).

Here’s how both items will look:

Square Enix announced a lot of Final Fantasy IX merchandise that looked like Vivi in addition to the cup and bag. For example, the company started selling a replica of the character’s hat in April 2025. There are also some more subtle purses and pouches based on the outfits he and Zidane wore in the game. In March 2025, a picture book and plush based on him also appeared.

The Final Fantasy IX Vivi cup that features a mug and cover that resemble him and his hat and a plush pouch will debut on August 16, 2025 in Japan. The game is available on the PlayStation, PS4, Switch, Xbox One, PC, and mobile devices. 

The post Final Fantasy IX Mug and Bag Look Like Vivi appeared first on Siliconera.

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Fate/Hollow Ataraxia Remastered Will Debut in 2025 r1v5d https://siliconera.voiranime.info/fate-hollow-ataraxia-remastered-will-debut-in-2025/?utm_source=rss&utm_medium=rss&utm_campaign=fate-hollow-ataraxia-remastered-will-debut-in-2025 https://siliconera.voiranime.info/fate-hollow-ataraxia-remastered-will-debut-in-2025/#respond <![CDATA[Kite Stenbuck]]> Mon, 19 May 2025 15:00:16 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[Asia]]> <![CDATA[Europe]]> <![CDATA[Fate/hollow Ataraxia Remastered]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Type-Moon]]> https://siliconera.voiranime.info/?p=1093198 <![CDATA[

Fate/hollow ataraxia Remastered release window is in 2025

Type-Moon has revealed a release window for Fate/hollow ataraxia Remastered. The studio plans to release the remaster of Fate/hollow ataraxia for Nintendo Switch and the PC gaming platform Steam sometime within the year 2025.

The studio first announced the confirmation of the remaster's development back in August 2024. It revealed that the remaster will appear on Steam and Switch. The visual novel will also be available worldwide with English language . However, the remaster's release window was not known prior to this new announcement.

The new release window appeared first on pamphlets sold during the Fate/stay night 20th Anniversary Concert Finale. The concert was held at the Tokyo International Forum on May 18, 2025. It was the last one made to celebrate the anniversary milestone of the visual novel, of which Fate/hollow ataraxia serves as its fan disc expansion.

The new announcement tweet is available to view right below:

https://twitter.com/Fate_SN_Game/status/1923921481655812443

The original Fate/hollow ataraxia was available for Windows PC via a standalone DVD-ROM in late 2005. Type-Moon later worked with Kadokawa Games and HuneX to bring the visual novel to PlayStation Vita with full voiceovers in late 2014.

Fate/hollow ataraxia Remastered will be available worldwide for Nintendo Switch and PC via Steam in 2025.

The post Fate/Hollow Ataraxia Remastered Will Debut in 2025 appeared first on Siliconera.

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<![CDATA[

Fate/hollow ataraxia Remastered release window is in 2025

Type-Moon has revealed a release window for Fate/hollow ataraxia Remastered. The studio plans to release the remaster of Fate/hollow ataraxia for Nintendo Switch and the PC gaming platform Steam sometime within the year 2025.

The studio first announced the confirmation of the remaster's development back in August 2024. It revealed that the remaster will appear on Steam and Switch. The visual novel will also be available worldwide with English language . However, the remaster's release window was not known prior to this new announcement.

The new release window appeared first on pamphlets sold during the Fate/stay night 20th Anniversary Concert Finale. The concert was held at the Tokyo International Forum on May 18, 2025. It was the last one made to celebrate the anniversary milestone of the visual novel, of which Fate/hollow ataraxia serves as its fan disc expansion.

The new announcement tweet is available to view right below:

https://twitter.com/Fate_SN_Game/status/1923921481655812443

The original Fate/hollow ataraxia was available for Windows PC via a standalone DVD-ROM in late 2005. Type-Moon later worked with Kadokawa Games and HuneX to bring the visual novel to PlayStation Vita with full voiceovers in late 2014.

Fate/hollow ataraxia Remastered will be available worldwide for Nintendo Switch and PC via Steam in 2025.

The post Fate/Hollow Ataraxia Remastered Will Debut in 2025 appeared first on Siliconera.

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Those Games Extreme Feels Made for That Series’ Fans 3f6d6i https://siliconera.voiranime.info/those-games-extreme-feels-made-for-that-series-fans/?utm_source=rss&utm_medium=rss&utm_campaign=those-games-extreme-feels-made-for-that-series-fans https://siliconera.voiranime.info/those-games-extreme-feels-made-for-that-series-fans/#respond <![CDATA[Jenni Lada]]> Mon, 19 May 2025 13:00:00 +0000 <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[D3 Publisher]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Monkeycraft]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[Those Games Extreme]]> https://siliconera.voiranime.info/?p=1091673 <![CDATA[

Those Games Extreme Feels Made for That Series’ Fans

D3 Publisher and Monkeycraft’s Yeah! You Want "Those Games," Right? So Here You Go! Now, Let's See You Clear Them! series of minigame collections, better known as Those Games now, are generally rather ingenious. The false mobile game ads’ games, which typically are never representative of what’s in those titles, become actual games in the compilations. The first two are rather solid! The third one, called Listen Up! We Tried to Make “Those Games” Even More Extreme! Some Things Have to be Learned the Hard Way! is a bit more specialized. While fun, Those Games Extreme is absolutely geared more toward people who finished the first two than a new audience.

This is still a compilation. However, this time there’s a mix of titles from the past two installments. Color Lab, Number Tower, and Pin Pull from Those Games appear. These are the ones in which you sort colored liquid from test tubes, fight enemies in towers by picking the right ones to target first based on their number strength and your own, and one in which you pull pins in the correct order to help a person get treasure and avoid hazards. Those Games 2’s Draw & Guard, Knock-Back Shooter, and Spellbinding Scroll show up. These involve protecting a cat by drawing lines to protect it from enemies, properly aiming in an enclosed areas to ensure a bullet ricochets to hit enemies, and attacking enemies by whittling down numbers while you gradually move forward toward a finish line. Aside from the increased difficulty, the only major difference is a change from a woman dealing with people in love with her to a war scene as Spellbinding Scroll became Survival Scroll. 

https://www.youtube.com/watch?v=1JX_Z_mbJfA

At its core, Those Games Extreme is generally fine. In most of the situations, it feels like we’re getting more levels for existing minigames that probably were among the most popular from the first two entries. There are 155 levels, which folks might appreciate. In general, they all sort of feel the same. In the cases of Draw & Guard, Knock-Back Shooter, Number Tower, and Pin Pull, I feel like the situations are perhaps a little more complex or involve a tad more thought to ensure you’re going through the steps in the correct order or making wise choices.

However, in two cases I do feel like there’s a little bit more to the minigames. In the case of Color Lab, I feel like it’s a more positive change! Yes, you’re still sorting liquids in test tubes to ensure each one only has one color in it. The changes make it feel like there are new approaches and really enhance the experience. Some colors may be hidden until you start sorting the liquids, which can really mess with plans. In other cases, there will be test tubes with obvious cracks that will shatter after being moved too often. Bonus points also come into play. It’s easily my favorite game in the collection. 

With Survival Scroll, I honestly hate the direction Those Games Extremes takes it. I’m sure some will appreciate it, since it becomes more like the ads with soldiers gradually gaining more troops, getting stronger, and becoming more well-armored before facing a foe at the end. It’s also still pretty strategic and prioritizes reaction time. However, I think Spellbinding Scroll felt more creative by making it about captivating people and winning them over with your charm, rather than gunning baddies down. I considered it a more clever approach to the formulaic concept. So to get something that does look like everything else makes it feel a little less special.

I feel like Those Games Extreme is a more specialized entry in this collection. People new to the series would be better off trying the first or second installment. While some of those stages may be easier, you’d get a bit more variety. If you do like the past games and especially loved certain minigames like Color Lab, then it’s worth looking into picking up.

Listen Up! We Tried to Make “Those Games” Even More Extreme! Some Things Have to be Learned the Hard Way! is available for the Switch, PS4, PS5, and PC. 

The post Those Games Extreme Feels Made for That Series’ Fans appeared first on Siliconera.

]]>
<![CDATA[

Those Games Extreme Feels Made for That Series’ Fans

D3 Publisher and Monkeycraft’s Yeah! You Want "Those Games," Right? So Here You Go! Now, Let's See You Clear Them! series of minigame collections, better known as Those Games now, are generally rather ingenious. The false mobile game ads’ games, which typically are never representative of what’s in those titles, become actual games in the compilations. The first two are rather solid! The third one, called Listen Up! We Tried to Make “Those Games” Even More Extreme! Some Things Have to be Learned the Hard Way! is a bit more specialized. While fun, Those Games Extreme is absolutely geared more toward people who finished the first two than a new audience.

This is still a compilation. However, this time there’s a mix of titles from the past two installments. Color Lab, Number Tower, and Pin Pull from Those Games appear. These are the ones in which you sort colored liquid from test tubes, fight enemies in towers by picking the right ones to target first based on their number strength and your own, and one in which you pull pins in the correct order to help a person get treasure and avoid hazards. Those Games 2’s Draw & Guard, Knock-Back Shooter, and Spellbinding Scroll show up. These involve protecting a cat by drawing lines to protect it from enemies, properly aiming in an enclosed areas to ensure a bullet ricochets to hit enemies, and attacking enemies by whittling down numbers while you gradually move forward toward a finish line. Aside from the increased difficulty, the only major difference is a change from a woman dealing with people in love with her to a war scene as Spellbinding Scroll became Survival Scroll. 

https://www.youtube.com/watch?v=1JX_Z_mbJfA

At its core, Those Games Extreme is generally fine. In most of the situations, it feels like we’re getting more levels for existing minigames that probably were among the most popular from the first two entries. There are 155 levels, which folks might appreciate. In general, they all sort of feel the same. In the cases of Draw & Guard, Knock-Back Shooter, Number Tower, and Pin Pull, I feel like the situations are perhaps a little more complex or involve a tad more thought to ensure you’re going through the steps in the correct order or making wise choices.

However, in two cases I do feel like there’s a little bit more to the minigames. In the case of Color Lab, I feel like it’s a more positive change! Yes, you’re still sorting liquids in test tubes to ensure each one only has one color in it. The changes make it feel like there are new approaches and really enhance the experience. Some colors may be hidden until you start sorting the liquids, which can really mess with plans. In other cases, there will be test tubes with obvious cracks that will shatter after being moved too often. Bonus points also come into play. It’s easily my favorite game in the collection. 

With Survival Scroll, I honestly hate the direction Those Games Extremes takes it. I’m sure some will appreciate it, since it becomes more like the ads with soldiers gradually gaining more troops, getting stronger, and becoming more well-armored before facing a foe at the end. It’s also still pretty strategic and prioritizes reaction time. However, I think Spellbinding Scroll felt more creative by making it about captivating people and winning them over with your charm, rather than gunning baddies down. I considered it a more clever approach to the formulaic concept. So to get something that does look like everything else makes it feel a little less special.

I feel like Those Games Extreme is a more specialized entry in this collection. People new to the series would be better off trying the first or second installment. While some of those stages may be easier, you’d get a bit more variety. If you do like the past games and especially loved certain minigames like Color Lab, then it’s worth looking into picking up.

Listen Up! We Tried to Make “Those Games” Even More Extreme! Some Things Have to be Learned the Hard Way! is available for the Switch, PS4, PS5, and PC. 

The post Those Games Extreme Feels Made for That Series’ Fans 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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Estelle and Joshua Meet in Trails in the Sky 1st Chapter Trailer 1o126 https://siliconera.voiranime.info/estelle-and-joshua-meet-in-trails-in-the-sky-1st-chapter-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=estelle-and-joshua-meet-in-trails-in-the-sky-1st-chapter-trailer https://siliconera.voiranime.info/estelle-and-joshua-meet-in-trails-in-the-sky-1st-chapter-trailer/#respond <![CDATA[Jenni Lada]]> Fri, 16 May 2025 21:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Europe]]> <![CDATA[GungHo]]> <![CDATA[Japan]]> <![CDATA[Nihon Falcom]]> <![CDATA[North America]]> <![CDATA[Trails in the Sky 1st Chapter]]> https://siliconera.voiranime.info/?p=1092425 <![CDATA[

Estelle and Joshua Meet in Trails in the Sky 1st Chapter Trailer

Nihon Falcom shared a new The Legend of Heroes: Trails in the Sky 1st Chapter trailer, and shows the new 3D cinematic that shows Estelle and Joshua meeting for the first time. This is the scene we see as the game begins, and it features the introduction following her father Cassius Bright bringing the boy home. 

The original game began with a scene set about five years before current events, when Estelle and Joshua are around 11 years old. Estelle waited at home for her father Cassius to come home. He was on an assignment with the Bracer’s Guild and was due back. He does show up, but he isn’t alone. He claims he has a “present,” which is Joshua. This scene in the new video picks up after Cassius had put Joshua to bed, and the boy wakes up to meet the girl. 

From there, it seems like the first meeting between Estelle and Joshua in Trails in the Sky 1st Chapter goes about the same as they did in the original. He’s shocked when he awakes, and wonders why Cassius brought him home and didn’t let him die. Just like in the original game, Estelle gets mad at his response to her father and his tone and hits him, leaving him shocked. She then properly introduces herself, and Cassius tells reminds him that he said he had a daughter. When Joshua gets mad about Cassius changing the subject, she then kicks him right in the face. When he tries to argue back further, she slaps the sides of his face with her hands and recreates the famous “Do I hear y-e-l-l-i-n-g” moment from the original. He then introduces himself. 

Here’s the full video of Estelle and Joshua meeting for the first time in Trails in the Sky 1st Chapter

https://www.youtube.com/watch?v=xgd6wvq0OJ8&ab_channel=NihonFalcomSince1981

The Legend of Heroes: Trails in the Sky 1st Chapter will come to the PS5, Switch, and PC, and the release date is September 19, 2025

The post Estelle and Joshua Meet in Trails in the Sky 1st Chapter Trailer appeared first on Siliconera.

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<![CDATA[

Estelle and Joshua Meet in Trails in the Sky 1st Chapter Trailer

Nihon Falcom shared a new The Legend of Heroes: Trails in the Sky 1st Chapter trailer, and shows the new 3D cinematic that shows Estelle and Joshua meeting for the first time. This is the scene we see as the game begins, and it features the introduction following her father Cassius Bright bringing the boy home. 

The original game began with a scene set about five years before current events, when Estelle and Joshua are around 11 years old. Estelle waited at home for her father Cassius to come home. He was on an assignment with the Bracer’s Guild and was due back. He does show up, but he isn’t alone. He claims he has a “present,” which is Joshua. This scene in the new video picks up after Cassius had put Joshua to bed, and the boy wakes up to meet the girl. 

From there, it seems like the first meeting between Estelle and Joshua in Trails in the Sky 1st Chapter goes about the same as they did in the original. He’s shocked when he awakes, and wonders why Cassius brought him home and didn’t let him die. Just like in the original game, Estelle gets mad at his response to her father and his tone and hits him, leaving him shocked. She then properly introduces herself, and Cassius tells reminds him that he said he had a daughter. When Joshua gets mad about Cassius changing the subject, she then kicks him right in the face. When he tries to argue back further, she slaps the sides of his face with her hands and recreates the famous “Do I hear y-e-l-l-i-n-g” moment from the original. He then introduces himself. 

Here’s the full video of Estelle and Joshua meeting for the first time in Trails in the Sky 1st Chapter

https://www.youtube.com/watch?v=xgd6wvq0OJ8&ab_channel=NihonFalcomSince1981

The Legend of Heroes: Trails in the Sky 1st Chapter will come to the PS5, Switch, and PC, and the release date is September 19, 2025

The post Estelle and Joshua Meet in Trails in the Sky 1st Chapter Trailer appeared first on Siliconera.

]]>
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https://siliconera.voiranime.info/arms-and-pokemon-scarlet-violet-among-switch-2-free-updates/?utm_source=rss&utm_medium=rss&utm_campaign=arms-and-pokemon-scarlet-violet-among-switch-2-free-updates https://siliconera.voiranime.info/arms-and-pokemon-scarlet-violet-among-switch-2-free-updates/#respond <![CDATA[Jenni Lada]]> Fri, 16 May 2025 15:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Nintendo Switch 2]]> <![CDATA[ARMS]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Pokemon Scarlet]]> <![CDATA[Pokemon Violet]]> https://siliconera.voiranime.info/?p=1092370 <![CDATA[

ARMS and Pokemon Scarlet & Violet Among Switch 2 Free Updates

Nintendo talked a bit about the Switch 2 update options for existing Switch games after it announced the system, and now it shared more detailed information about the free patches for games like ARMS and Pokemon Scarlet and Violet. All of the initially announced ones will be available on June 5, 2025, the same day the new console debuts. 

The extent of the upgrades varies for each title. In the case of ARMS, the Switch 2 free update will be a bit more extensive. Nintendo noted there will be graphical optimizations and an improved frame rate. It also noted that if the system is docked with a ed TV, it will also display in HDR. 

However, the Pokemon Scarlet and Violet Switch 2 free updates are a little more subdued. Both versions of the game will visually look better. Again, the frame rates will be improved.

In some cases, we’ll see the free updates add GameShare for the Switch 2. Big Brain Academy: Brain vs Brain will feature online and local GameChat, and four people could play its Party Mode. Captain Toad: Treasure Tracker will let up to two people play every course via GameChat locally or online, in addition to new visual upgrades and HDR . Four people can play Clubhouse Games: 51 Worldwide Classics together, with GameChat local and online sharing ed. Both Super Mario Odyssey and Super Mario 3D World + Bowser's Fury will look better and have HDR , GameShare multiplayer is included as well as via GameChat, with two being able to work together in the former and four in the latter.

Here’s the full list of first-party Nintendo Switch games getting free Switch 2 upgrades.

  • ARMS
  • Big Brain Academy: Brain vs. Brain
  • Captain Toad: Treasure Tracker
  • Clubhouse Games: 51 Worldwide Classics
  • Game Builder Garage
  • The Legend of Zelda: Echoes of Wisdom
  • The Legend of Zelda: Link's Awakening
  • New Super Mario Bros. U Deluxe
  • Pokemon Scarlet and Violet
  • Super Mario 3D World + Bowser's Fury
  • Super Mario Odyssey

The Switch 2 debuts on June 5, 2025. 

The post ARMS and Pokemon Scarlet & Violet Among Switch 2 Free Updates appeared first on Siliconera.

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ARMS and Pokemon Scarlet & Violet Among Switch 2 Free Updates

Nintendo talked a bit about the Switch 2 update options for existing Switch games after it announced the system, and now it shared more detailed information about the free patches for games like ARMS and Pokemon Scarlet and Violet. All of the initially announced ones will be available on June 5, 2025, the same day the new console debuts. 

The extent of the upgrades varies for each title. In the case of ARMS, the Switch 2 free update will be a bit more extensive. Nintendo noted there will be graphical optimizations and an improved frame rate. It also noted that if the system is docked with a ed TV, it will also display in HDR. 

However, the Pokemon Scarlet and Violet Switch 2 free updates are a little more subdued. Both versions of the game will visually look better. Again, the frame rates will be improved.

In some cases, we’ll see the free updates add GameShare for the Switch 2. Big Brain Academy: Brain vs Brain will feature online and local GameChat, and four people could play its Party Mode. Captain Toad: Treasure Tracker will let up to two people play every course via GameChat locally or online, in addition to new visual upgrades and HDR . Four people can play Clubhouse Games: 51 Worldwide Classics together, with GameChat local and online sharing ed. Both Super Mario Odyssey and Super Mario 3D World + Bowser's Fury will look better and have HDR , GameShare multiplayer is included as well as via GameChat, with two being able to work together in the former and four in the latter.

Here’s the full list of first-party Nintendo Switch games getting free Switch 2 upgrades.

  • ARMS
  • Big Brain Academy: Brain vs. Brain
  • Captain Toad: Treasure Tracker
  • Clubhouse Games: 51 Worldwide Classics
  • Game Builder Garage
  • The Legend of Zelda: Echoes of Wisdom
  • The Legend of Zelda: Link's Awakening
  • New Super Mario Bros. U Deluxe
  • Pokemon Scarlet and Violet
  • Super Mario 3D World + Bowser's Fury
  • Super Mario Odyssey

The Switch 2 debuts on June 5, 2025. 

The post ARMS and Pokemon Scarlet & Violet Among Switch 2 Free Updates appeared first on Siliconera.

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US Pokemon Center Now Selling Penny’s Eevee Backpack 325h2n https://siliconera.voiranime.info/us-pokemon-center-now-selling-pennys-eevee-backpack/?utm_source=rss&utm_medium=rss&utm_campaign=us-pokemon-center-now-selling-pennys-eevee-backpack https://siliconera.voiranime.info/us-pokemon-center-now-selling-pennys-eevee-backpack/#respond <![CDATA[Jenni Lada]]> Wed, 14 May 2025 23:00:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Europe]]> <![CDATA[Game Freak]]> <![CDATA[Japan]]> <![CDATA[Merchandise]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Plush]]> <![CDATA[Pokemon Scarlet]]> <![CDATA[Pokemon Violet]]> https://siliconera.voiranime.info/?p=1092217 <![CDATA[

US Pokemon Center Now Selling Penny’s Eevee Backpack

The US branch of The Pokemon Center announced that the Penny’s Eevee backpack, based on the accessory worn by the Pokemon Scarlet and Violet character, is now in-stock. It can be found online for $69.99. This does mean it qualifies for free shipping, as the tier to clear for that is $20. 

This backpack is designed to be an exact replica of the one Penny wears throughout the game. The fluff around the Pokemon’s neck covers the upper parts of the straps and goes over a person’s shoulders. To store items inside the plush, you need to open a zipper on its stomach. It is over a foot tall, at 13 inches, and 11 inches wide. It could also be used for cosplay purposes, in addition to everyday wear.

Here’s a closer look at the Penny’s Eevee plush backpack from Pokemon Scarlet and Violet from various angles, as well as some photos showing it being worn by an individual to provide a better sense of scale. 

While this is now available on the US storefront, we actually have seen the Pokemon Scarlet and Violet Penny’s Eevee backpack before. The Pokemon Company released it in Japan back in September 2023. When it launched back then, it cost ¥6,930 (~$47). 

The Penny’s Eevee backpack is available via the US Pokemon Center now, and Pokemon Scarlet and Violet are available on the Nintendo Switch.

The post US Pokemon Center Now Selling Penny’s Eevee Backpack appeared first on Siliconera.

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<![CDATA[

US Pokemon Center Now Selling Penny’s Eevee Backpack

The US branch of The Pokemon Center announced that the Penny’s Eevee backpack, based on the accessory worn by the Pokemon Scarlet and Violet character, is now in-stock. It can be found online for $69.99. This does mean it qualifies for free shipping, as the tier to clear for that is $20. 

This backpack is designed to be an exact replica of the one Penny wears throughout the game. The fluff around the Pokemon’s neck covers the upper parts of the straps and goes over a person’s shoulders. To store items inside the plush, you need to open a zipper on its stomach. It is over a foot tall, at 13 inches, and 11 inches wide. It could also be used for cosplay purposes, in addition to everyday wear.

Here’s a closer look at the Penny’s Eevee plush backpack from Pokemon Scarlet and Violet from various angles, as well as some photos showing it being worn by an individual to provide a better sense of scale. 

While this is now available on the US storefront, we actually have seen the Pokemon Scarlet and Violet Penny’s Eevee backpack before. The Pokemon Company released it in Japan back in September 2023. When it launched back then, it cost ¥6,930 (~$47). 

The Penny’s Eevee backpack is available via the US Pokemon Center now, and Pokemon Scarlet and Violet are available on the Nintendo Switch.

The post US Pokemon Center Now Selling Penny’s Eevee Backpack appeared first on Siliconera.

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