Sign in

RPGamer

@rpgamer.com
1.6K followers 50 following 4.8K posts

rpgamer.com Providing coverage of video game RPGs since 1998.

PostsRepliesMedia
RPGamer @rpgamer.com · 1h
ArcheAge Chronicles Discusses Features, Release Plans
rpgamer.com
ArcheAge Chronicles Discusses Features, Release Plans
XLGAMES released a new video for upcoming MMORPG ArcheAge Chronicles. The video features Executive Producer Yongjin Ham, who discusses the primary features of the game, its buy-to-play business model, and its Early Access release plans. In addition, the game will be receiving a limited-time demo through October 19-26, 2026, on Steam as part of the upcoming Steam Next Fest. Announced in 2024, ArcheAge Chronicles is set during its world’s Age of Pioneers. The discovery of Auroria, a legendary land that was previously forgotten, sees many heading to it for fame and fortune. Players control members of an established trading company and find themselves exploring ancient ruins and investigating a catastrophic airship crash as they get caught up in the intrigue surrounding Auroria. The game will feature action combat that allows players in engage with close-quarters melee, ranged attacks, and magic. Players will also be able to engage in hunting, gathering, housing, farming, and crafting, as well as banding together to defend trade routes.   The post ArcheAge Chronicles Discusses Features, Release Plans appeared first on RPGamer.
000
RPGamer @rpgamer.com · 1h
Throne and Liberty Service Transition Set for November
rpgamer.com
Throne and Liberty Service Transition Set for November
NC and Amazon Games announced that the transition of service for MMORPG Throne and Liberty will take place on November 10, 2026. The transition will see NC taking over international publishing duties for the game, with all character information, gameplay progress, inventory items, and held Lucent carried over. Players will be able to use their existing accounts by accepting the new Terms of Service, with more details available on the game’s official website. As part of the transition, the game's Auction House and cash shop products will be temporarily suspended from October 26, 2026. Throne and Liberty released internationally for PC, PlayStation 5, and Xbox Series X|S in October 2024. The game is set in the world of Solisium, where players are tasked with finding the fragments of a shattered relic. In their quest, they must fight an ancient evil that desires to harness the power of the fragments and is ready to destroy anyone opposing its plans. The game features environments and a weather system whose real-time changes affect gameplay elements such as how efficient a weapon is or the discovery of new access points. Players are capable of transforming into animals and fly through the air or swim in water to explore the open world. The post Throne and Liberty Service Transition Set for November appeared first on RPGamer.
000
RPGamer @rpgamer.com · 1h
New Release Round-Up (October 8, 2026)
rpgamer.com
New Release Round-Up (October 8, 2026)
Welcome to RPGamer's new release round-up. In this column, we look to provide our readers with details on the major RPGs released since our last update. Please note we do not currently include Early Access releases where the game is still in development. Pricing is shown in US dollars before application of any discounts, local pricing may vary. --- Aion 2 Platform: PC Publisher: NC Developer: NC Available: Steam, PURPLE Price: Free-to-play with in-game transactions MMORPG Aion 2 is set 200 years after the original Aion MMORPG, which released internationally in 2009. The game is said to feature a world 36 times larger than the original. Taking place after the destruction of the Tower of Eternity, it sees the Elyos and Asmodian factions dealing with the repercussions while dealing with the empowered Balaur faction. The game features PvE and PvP built around freedom of movement and flight, with players having access to eight classes. Those looking to read more can check out Jordan McClain’s interview and preview from this year’s SGF: Play Days event. --- Alphadia I & II Platform: Nintendo Switch 2 (previously released on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, iOS, Android) Publisher: KEMCO Developer: Exe-Create Available: Nintendo eShop Price: $20.99 ($0.99 upgrade pack available) (50% launch discount) Alphadia I & II is a bundle of the first two games in the Alphadia turn-based RPG series. The games are set in a world revolving around the use of life force called “energi” and sees the Schwarzschild Empire declaring war after a century of peace. The second game is two years after the events of the first, with choices from the first game impacting the second. --- Dragon's Dogma 2: Dark Arisen Platform: Nintendo Switch 2 (previously released on PC, PlayStation 5, Xbox Series X|S) Publisher: Capcom Developer: Capcom Available: Nintendo eShop Dark Arisen Expansion: Steam, PlayStation Store, Xbox Store Price: $49.99 (game + Dark Arisen expansion), $29.99 (Dark Arisen expansion only) Open-world action RPG Dragon’s Dogma 2 takes place in a parallel world to the original Dragon’s Dogma and Dragon’s Dogma: Dark Arisen. Players control a customised character known as the Arisen, a champion whose heart has been stolen by the Dragon, and are joined by up to three NPC Pawn allies. The Nintendo Switch 2 version comes alongside the release of the Dark Arisen expansion, which takes players to the abandoned northern region of Norgan. Players join up with Eir to uncover the secrets of the undying Fallen Dragon. Those looking to read more can check out Imani Jones's review of the PlayStation 5 version of the game and Dark Arisen expansion. --- Kingdom Hearts Collection [I~III] Platform: PlayStation 5, Xbox Series X|S, Nintendo Switch 2 (parts previously released on numerous platforms) Publisher: Square Enix Developer: Square Enix Available: PlayStation Store, Xbox Store, Nintendo eShop Price: $74.99 Kingdom Hearts Collection [I~III] is a new collection of previous remaster bundles and titles in the Kingdom Hearts series. It includes Kingdom Hearts HD I.5 + II.5 ReMIX, Kingdom Hearts HD II.8 Final Chapter Prologue, and Kingdom Hearts III plus its Re:Mind DLC. Those looking to read more can check out Imani Jones's impression. --- Mamon King Platform: Nintendo Switch 2 (previously released on PC, PlayStation 5, and Nintendo Switch) Publisher: LiTMUS Developer: LiTMUS Available: Nintendo eShop Price: $12.99 Monster-raising RPG Mamon King is inspired by titles such as Monster Rancher. It sees players raise and train monsters known as Mamon that have been summoned from another world. Mamons take part in one-on-one command-based battles, with players aiming to win tournaments and become the “Mamon King”. The game features 38 different types of Mamon, which can utilise over 170 different skills. Players can also embark on board game-style expeditions to places said to host ancient Mamon. --- The Relic: First Guardian Platform: Nintendo Switch 2 (previously released on PC, PlayStation 5, Xbox Series X|S) Publisher: Perp Games Developer: Project Cloud Games Available: Nintendo eShop Price: $34.99 Action RPG The Relic: First Guardian is set in the apocalyptic world of Arsiltus. Formerly prosperous, the destruction of a great relic saw Arsiltus swallowed by the void and turned into a land of death. Players are tasked with finding the pieces of the relic in order to close the void. Players can choose between different weapon types, with character growth based entirely on equipped runes, items, and more. --- Sales Links * Steam * GOG.com * Epic Games Store * The Humble Store * PlayStation Store (North America) * PlayStation Store (Europe) * Xbox Store * Nintendo eShop (North America) * Nintendo eShop (Europe) The post New Release Round-Up (October 8, 2026) appeared first on RPGamer.
000
RPGamer @rpgamer.com · 1h
Dragon Quest Heroes: Torneko’s Mystery Dungeon -Classic HD- Review
rpgamer.com
Dragon Quest Heroes: Torneko’s Mystery Dungeon -Classic HD- Review
Torneko's Mystery Port Despite there being many entries in the Mystery Dungeon series over the years, the game that spawned it has never made its way outside of Japan. With the release of Dragon Quest Heroes: Torneko's Mystery Dungeon -Classic HD-, that has finally changed. A spin-off of Dragon Quest IV starring fan-favorite character Torneko, the game sees the merchant exploring randomized dungeons for loot. Sadly, a combination of age and a disappointingly mediocre port does the game no favors. By the end of the relatively short main campaign, many players will be wishing this game had stayed in the past. Torneko's Mystery Dungeon does not have much in the way of a story. The merchant Torneko sets off with his family after hearing about a treasure hidden in a mysterious dungeon. After setting up a small shop and visiting the king, Torneko is eventually given permission to explore the dungeon after completing a trial dungeon for the king. That is essentially the totality of the story in the game. Though new events pop up when the player escapes the dungeon with enough gold, and Torneko's shop grows larger, there really isn't much more to the plot. Even for a game in a genre that focuses much more on gameplay than narrative, it feels extremely light. There aren't even any cameos or references to Dragon Quest IV to spice things up. Worst of all, as the protagonist, Torneko never speaks, removing much of his appeal as a character. It all undercuts the mystery of the dungeon. [caption id="attachment_201120" align="aligncenter" width="640"] Torneko's shop grows as the adventure progresses.[/caption] Like all games in the Mystery Dungeon franchise, gameplay directly follows the pattern of the original Rogue. Players move in a turn-based fashion through randomly generated floors in a dungeon, where monsters move whenever the player does. The player must collect items and gain levels fresh each time they enter the dungeon, making each dungeon exploration a different experience. Combat is extremely simple, with one button for melee attacks and another for ranged attacks, provided Torneko has collected any arrows. Though this sounds quite simple, positioning, carefully using chokepoints, and careful use of items make it anything but. Monsters always hit hard, and surviving the many dangers requires a careful approach. Thankfully, the items Torneko finds along the way are quite useful. In addition to weapons and shields, he can find everything from magic staves to herbs that make him breath fire when consumed. The actual names of many of these items are often hidden when acquired, so using them can be its own adventure unless Torneko has an identification scroll on hand. Dangers in the dungeon come in a variety of forms, from monsters in the dungeon to traps to status effects that can greatly increase the risk of death. Status effects include making Torneko fall asleep or causing him to move or attack in random directions. Hidden traps can trigger while exploring, causing damage and status effects, or even randomly teleporting Torneko to a different location on the current floor. The biggest danger is the series staple "Monster House," where the player walks into a room that is packed to the brim with monsters and traps. These can often lead to doom, but carefully clearing them is a great opportunity to gain valuable experience and loot. Learning the various types of dangers is an essential and fun way to navigate through the challenging dungeons the series is known for, and this game shows where these ideas were shaped. [caption id="attachment_201116" align="aligncenter" width="640"] Using items carefully is essential for survival.[/caption] Unlike other games in the series, Torneko's Mystery Dungeon gives players a series of simple objective to complete. After a ten-level introductory dungeon, the game provides the player with gold goals that increase the size of Torneko's shop. Sometime along the way, after completing these objectives, the King will request Torneko retrieve a specific item in the dungeon. Completing this is the game's final objective, though players are free to explore the entire mystery dungeon after rolling credits. It makes for a remarkably short affair, and, with no story mysteries to discover within the dungeon, makes it feel pretty flat. Despite being the game immediately preceding the first Shiren title, it is quite startling how lackluster the whole experience feels compared to any other entry in the Mystery Dungeon series. New options to tweak the difficulty of the game, such as increasing item drops or even removing monsters altogether, do little to make the experience more interesting or enjoyable. This release also introduces odd pausing issues when enemies die, and when Torneko levels up that destroy the pace of exploration. The visuals in Dragon Quest Heroes: Torneko's Mystery Dungeon feel like a step back from the original. It uses a mix of 2D character sprites and 3D environments somewhat similar to recent HD-2D Dragon Quest remakes, but the randomly generated dungeon environments just look extremely bland. They were also bland in the original, but look even worse after the transition to 3D. This, in turn, makes the character sprites look more out of place, though they still look and animate just fine. Even worse is the audio in the game. Certain attacks seem to be missing sound or even hit animations, making it less clear whether or not attacks are hitting unless the player is watching the text log closely. Though the game was never a visual powerhouse in its original form, the seemingly token attempts to improve the look and feel mostly have the opposite effect. Bringing in the issues with the combat pacing, the game just isn't nice to behold. The music at least sounds fine, but there's not much in the way of good songs, even in the original. [caption id="attachment_201124" align="aligncenter" width="637"] The dungeons look even more bland than in the original release.[/caption] In the end, Dragon Quest Heroes: Torneko's Mystery Dungeon feels like a giant missed opportunity to properly celebrate the origins of the Mystery Dungeon series. Though the core original game is there, the updates mostly make the game look and play worse. Considering the game is already overly simple compared to even the first Shiren game that followed it, the lack of new content or major new features makes it hard to recommend outside of being a historical curiosity. While this might be a dud, one can hope that this there are future, better handled re-releases of the various Dragon Quest entries in the Mystery Dungeon series, because those that followed were far better. Torneko's Mystery Dungeon is hard to recommend to anyone outside of the biggest fans of Chunsoft's venerable series. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Dragon Quest Heroes: Torneko’s Mystery Dungeon -Classic HD- Review appeared first on RPGamer.
000
RPGamer @rpgamer.com · 1h
Wyldheart First Public Demo Available
rpgamer.com
Wyldheart First Public Demo Available
Developer Wayfinder Studios and publisher Curve Games have released a first publicly-available demo for co-op action RPG Wyldheart. The demo is available now on Steam, and lets up to four players team up in several hours of gameplay content. The demo lets players create their own hero from four ancestries and various customisation options, before exploring dungeons and other encounters in the Whisperwoods region. Wyldheart sees up to four players join in drop-in/drop-out multiplayer, taking on campaigns set in the fallen fantasy kingdom of Caerwyn. Each campaign designed to contain around ten hours of story content and fifteen hours of optional content, including cloud-shared saves, group XP, and scaling difficulty. Players create characters from various ancestries and nineteen background options, upgrading them through a classless progression system. It is currently in development for PC and is planned to release in Early Access on Steam and the Epic Games Store. Those looking to read more can check out RPGamer’s impression from a play session with an early build of the game.   [foogallery id="202827"]   The post Wyldheart First Public Demo Available appeared first on RPGamer.
000
RPGamer @rpgamer.com · 6h
Enshrouded Full Launch Expands Adventure Sharing
rpgamer.com
Enshrouded Full Launch Expands Adventure Sharing
Keen Games announced that its full release of co-op survival RPG Enshrouded will include expanded Adventure Sharing features. The full release will come with Sparkworks, a family of interactive functions players can utilise within the Adventure Share feature that lets them share their version of Embervale with others. At launch, Sparkworks will allow players to create and connect Switchboxes and operators including clocks, blocks, and logic gates. This can lead to outcomes that includes environmental events like lightning strikes or water releases, as well as events like enemies spawning or trap doors opening within the shared Adventure. Enshrouded sees players awaken in the open world of Embervale as the “Flameborn”, the last hope of an ancient civilisation whose people have been driven to madness and controlled by the Shroud. The game features single-player as well as co-op for up to sixteen players, including dedicated server options. Following two and a half years in Steam Early Access, Enshrouded is set to fully release for PC and PlayStation 5 at 11am Eastern on October 15, 2026, priced at $39.99. An Xbox Series X|S version is currently planned for release in spring 2027.   The post Enshrouded Full Launch Expands Adventure Sharing appeared first on RPGamer.
000
RPGamer @rpgamer.com · 6h
Stupid Never Dies Provides Sound Bite
rpgamer.com
Stupid Never Dies Provides Sound Bite
GPTRACK50 and Sega released the third entry in their Deep Bite video series for action RPG Stupid Never Dies. The new video, featuring producer Hiroyuki Kobayashi, discusses the game's music design, from its initial pop-punk inspirations to its multi-genre soundtrack that blends metal, rock, electronic music, and traditional Japanese instrumentation. Stupid Never Dies is set in the aftermath of the Great War, where humanity is on the brink of extinction and the world is ruled by monsters including werewolves, lizardmen, skeletons, and more. It follows bottom-rung zombie Davy, who discovers the human girl Julia frozen to death in a freezer in a shopping mall. Falling in love at first sight, he resolves to bring her back to life and, in a twist of fate, steals a meal that grants him powerful new abilities. Stupid Never Dies will release on PC and PlayStation 5 on October 21, 2026.   The post Stupid Never Dies Provides Sound Bite appeared first on RPGamer.
000
RPGamer @rpgamer.com · 18h
RPGamer is pleased to be sponsoring our very first speedrunning charity marathon! Not familiar with speedrunning? Tune in tomorrow and find out more about how it works ;)
03117
RPGamer @rpgamer.com · 22h
Dragon’s Dogma 2: Dark Arisen Review
rpgamer.com
Dragon’s Dogma 2: Dark Arisen Review
A New Road to Walk One of my favorite aspects of the Dragon’s Dogma series is its sense of adventure. Much of that comes from the freedom to head out and explore without knowing what will happen. A quick errand can suddenly turn into a battle against a Griffin, while a companion might spot something interesting nearby and suggest investigating. It is easy to get sidetracked, but these little detours are always fun. This sense of discovery is a defining part of Dragon’s Dogma 2, and Dark Arisen continues that pattern with a new story set in the frozen region of Norgan. Alongside the new story, the enhanced version introduces the mysterious Eir and the Fallen Dragon, along with new dungeons, skills, and equipment. With an entirely new region to explore, Dark Arisen gives players another opportunity to get lost in this world. The story in Dragon’s Dogma 2 begins with the player taking on the role of the Arisen, a figure destined to face the Dragon and claim the throne of Vermund. The problem is that someone else has already taken the throne while claiming to be the true Arisen, putting the protagonist in the middle of a political struggle as they try to uncover the truth. From there, the journey takes the Arisen across Vermund and into Battahl, where the mystery surrounding the Dragon becomes increasingly complicated. There are some great ideas here, and the political intrigue makes for a strong setup, but the execution is flawed. Its pacing becomes increasingly rushed, while several characters and plot threads receive less development than they deserve. Dark Arisen takes a much more focused approach with its standalone story in Norgan. Eir and the mysterious Fallen Dragon provide an interesting mystery, while the smaller cast gives the narrative more space to develop its world and characters. The story takes a darker turn as it progresses, which suits Norgan's atmosphere. It is a more enjoyable story to follow than most of the base game, but it does not completely solve the series' long-standing narrative problems. The story is not the primary reason to play Dragon’s Dogma 2, but Dark Arisen gives it a more focused and enjoyable tale to tell. It’s certainly a step in the right direction. [caption id="attachment_202574" align="aligncenter" width="640"] Norgan is absolutely gorgeous.[/caption] The Pawn system remains the best part of Dragon's Dogma 2. Pawns essentially serve as the game's companions, joining the Arisen throughout the adventure and helping in both combat and exploration. Players create their own main Pawn and bring additional Pawns into the party, each with a different vocation, personality, skill set, and knowledge base. Pawns comment on the places the party visits, point out things worth noticing, and sometimes will lead the way when they recognize a location or already know how to complete a quest. Their behavior shifts over time as well, since they pick up on what they learn from the adventures shared with other players. A main Pawn becomes a companion that actually grows alongside the Arisen over the course of the adventure. It's an ingenious system, and still one of the game's best features. Dark Arisen expands Dragon’s Dogma 2 with several gameplay additions, and they fit especially well with everything already in the base game. Every vocation receives new skills, and the increase in weapon skill slots gives each one more room for experimentation. The expansion also introduces Relic Appraisal, with weapons and armor that reveal random abilities when they are identified, making the overall gameplay loop more engaging. Outside of Norgan, the Lost Rites dungeons offer their own challenges and unique equipment, encouraging players to revisit areas from the base game. All of these additions give the RPG side of Dragon’s Dogma 2 more depth, making Dark Arisen a more rewarding experience overall. These additions are welcome, but they do not fix some of the problems that were already present in Dragon’s Dogma 2. The combat is still enjoyable, but the enemy variety can become repetitive, especially when traveling through areas that have already been explored. The overall balance still has some problems, as the game becomes substantially easier once players gain access to stronger skills and equipment. These areas are improved compared to the original version, but the problems have not entirely gone away. Exploration in the original zones can also lose its luster over time, though the new areas are much more interesting. Dark Arisen feels like it is trying to patch some of the original game's problems, but the results are inconsistent. [caption id="attachment_202575" align="aligncenter" width="640"] The Arisen shows the monster who’s boss.[/caption] Visually, Dragon’s Dogma 2 is absolutely beautiful, with detailed environments and fantastic creature designs. The style also fits the setting perfectly, whether exploring a busy city or travelling through the wilderness. Performance was one of the biggest problems with the original release, but Capcom has made significant improvements through its updates, and the game now runs far more consistently than it did at launch. Dark Arisen benefits from all of that work while adding the beautiful landscapes of Norgan. The soundtrack is also quite good, but it rarely stands out. It fits the world well and complements the atmosphere without being particularly memorable. Combined with the strong visuals and much-improved performance, Capcom has done a commendable job bringing Dragon’s Dogma 2 to this point. Dragon’s Dogma 2: Dark Arisen is a substantial upgrade to an already enjoyable RPG, adding a new adventure in Norgan while improving many aspects of the base game. The new story is a major improvement over the base game's narrative, while the addition of new vocation skills, expanded weapon skill slots, Relic Appraisal, and the Lost Rites dungeons makes this the definitive version of Dragon's Dogma 2. On the other hand, some of the original game's problems remain, with repetitive enemies and pacing issues holding it back. Fans of Dragon’s Dogma 2 will find plenty to enjoy here, but those who struggled to connect with the original game may not find enough to change their minds. For RPGamers looking for a strong sense of adventure and an absolutely beautiful world to get lost in, Dark Arisen is worth considering. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Dragon’s Dogma 2: Dark Arisen Review appeared first on RPGamer.
020
RPGamer @rpgamer.com · 07/10/2026
Annihilated Sets November Date
rpgamer.com
Annihilated Sets November Date
Publisher Flashlight Games and developer Death Kumiai have announced a new release date for dark story-rich RPG Annihilated. Previously delayed from its earlier July 2026 date, the game is now set to launch for for PC via Steam on November 10, 2026. A demo is also planned to be released, but has not yet been dated. Annihilated is set after the hero’s party is annihilated, with players able to save one character, though they are broken in some way with the Hero losing their words, the Mage losing their magic, the Warrior losing their body, and the Priest losing something redacted. The game features card-based battles where timed button presses play a major role. The game will include player choices with multiple endings, random events, roguelite-style dungeon crawling, and the ability for players to shatter their weapon to deal more damage.   The post Annihilated Sets November Date appeared first on RPGamer.
000
RPGamer @rpgamer.com · 07/10/2026
Adventure Corner ~ Forever Ago
rpgamer.com
Adventure Corner ~ Forever Ago
Welcome to Adventure Corner, a column where members of the RPGamer staff can give their thoughts, impressions, and pseudo-reviews for various adventure titles that don't fall under our usual coverage. Adventure Corner is aimed at delivering opinions on a wide range of titles, including visual novels, point-and-click adventures, investigative mysteries, and so forth. In this edition of the column, we take a look at Forever Ago, an emotionally moving adventure game about love, loss, and grief. --- Forever Ago Platform: PlayStation 5 (also available on PC, Xbox Series X|S, and Nintendo Switch 2) Release Date: 10.08.2026 Publisher: Annapurna Interactive Developer: Third Shift Official Site   The people we love and choose to spend our lives with often shape who we become, leaving indelible marks on our identity and mental well-being. Forever Ago is a bittersweet, brief glimpse into a life touched by deep love, presenting a tale that shows both the best of love and companionship and the worst impacts of heartbreak when that love is ripped away. Through a very well-executed presentation, Forever Ago effectively communicates a deeply emotional tale of redemption, deploying some interesting twists and thought-provoking plot threads along the way. Forever Ago opens with Alfred, an elderly man, stopping at Karl’s Pump ‘n’ Mart and preparing for a road trip across the American Pacific Coast. The gas station, owned by a friend from his youth, is no longer staffed solely by Karl; instead, an insistent, overly enthusiastic young man named Milton is on duty. In the store, Alfred is quite grouchy, reacting crassly to Milton’s upselling and chitter-chatter. Players quickly learn this is not without good reason: Alfred has recently lost the love of his life, his wife, Audrey, which has caused him to become reclusive and bitter. Alfred lashes out at Milton, demanding that he give him an old picture of Audrey, Karl, and himself hanging on the gas station wall, before huffing off in a daze. [caption id="attachment_202423" align="aligncenter" width="640"] A young Alfred and Audrey in one of the game's floral vignettes.[/caption] What makes Forever Ago’s plot quite remarkable is that it is told from the perspective of someone quite old. Alfred appears to be at least in his 60s, if not his early 70s, and it's refreshing to see a viewpoint from someone in this age group. Alfred carries decades of emotional weight from his relationship with Audrey, which the game shows through flashbacks, as well as vignettes that can be triggered by finding red petals and taking pictures. Despite only spending a few hours with these characters, their relationship comes across as organic, touching, and beautiful, and it helps players sympathize with Alfred, even through his curmudgeonly behavior and occasional rude outbursts. The impressive examination of Alfred and Audrey s relationship comes not only from the smart and emotional writing, but also from how thought-provoking its moments often are. Forever Ago often raises important questions about spontaneity, the fear of getting trapped in routine, and how relationships change us. This is not an especially long game, spanning about five hours at most, and its brevity largely works to its benefit. By offering brief snapshots of key moments in Alfred and Audrey’s relationship and not lingering on melodrama, Forever Ago delivers heavy, heartrending emotional moments while staying captivating within its short runtime. Gameplay is simple adventure fare: each chapter has a level Alfred can explore, with a series of tasks in each location that he must complete, centered on key moments from his past relationship with Audrey. As an avid photographer with a journal Audrey gave him, Alfred can take pictures throughout the level and keep them in his journal at the end of each chapter. Nothing here is too complicated, and the game does a good job of having adequately sized areas that are interesting to explore but never confusing or daunting, which keeps the plot moving at a brisk, reasonable pace. While a few moments require players to fiddle with Alfred’s position to interact with an object, this happens only a handful of times and isn’t particularly intrusive. [caption id="attachment_202424" align="aligncenter" width="640"] Alfred travels across California's stunning landscapes in his van.[/caption] Forever Ago excels in its presentation, with simple but colorful graphics that brilliantly detail the landscapes of the Pacific Coast and the fictional but believable set pieces Alfred visits. Beyond the environmental design, Alfred’s occasional mental flashbacks of grief are conveyed beautifully and hauntingly, with a spotlight shining down in a dark, fractured void. In this void, the shadowed set pieces are draped in vines of crimson-shaded desert mariposa lilies, Audrey’s favorite flower, and they stand out as some of the game’s most evocative moments. The game's music features a good mix of relaxed, wistful, and even mournful tracks that effectively amplify its emotional conveyance, and the voice performances — particularly Piotr Michael as Alfred and Cissy Jones as Audrey — are excellent throughout. Forever Ago is a thoroughly lovely tale, and by its closing chapters, I found myself crying quite a lot. Its themes are so devastatingly intense that, after the game’s gorgeous ending, I wasn’t quite ready to outline my thoughts until the next day. In just a handful of hours, it expresses itself with thoughtfulness, beauty, and nuance as Alfred journeys to seek redemption and solace. From beginning to end, Alfred grows compellingly, even through the heaviest loss, with plenty to convey about grief and love. Players who love brief but impactful narrative adventures will find Forever Ago a worthwhile experience. Disclosure: This article is based on a free copy of the game provided by the publisher. The post Adventure Corner ~ Forever Ago appeared first on RPGamer.
000
RPGamer @rpgamer.com · 07/10/2026
R-Type Tactics I • II Cosmos Review
rpgamer.com
R-Type Tactics I • II Cosmos Review
In Space, War Never Ends In the far-flung future, Earth is assailed by invaders from afar. The Bydo, alien lifeforms of flesh and metal, attack relentlessly. They assimilate all in their path and their sights are set on Earth as the final destination. Whether humanity can endure this threat and any others that may arise is all up to the player and their fleet. This is the world of R-Type Tactics I • II Cosmos, developed by Granzella and published by NIS America. There are certainly a great deal of threats to endure within it, as this game is comprised of remakes of PlayStation Portable titles R-Type Tactics and R-Type Tactics II: Operation Bitter Chocolate, as well as a new campaign dubbed "R-Type Tactics Cosmos", all wrapped into one package. Before getting into any one of these campaigns, it would be prudent to start with elements they all share. R-Type Tactics I • II Cosmos is a tactical RPG where players build up a fleet of small fighters and massive warships to claim victory in their campaign. Each campaign is broken into a series of missions, typically with the objective of destroying the enemy's flagship. Ships fly about a hex-based map, carefully peeling through the fog of war with their radar range, and engaging in combat where one ship attacks and the other can use its weapons to either intercept the attack to reduce damage or counterattack the enemy. It's all relatively standard, but it does have unique aspects that it brings to the table. [caption id="attachment_202614" align="aligncenter" width="640"] Bringing new meaning to the phrase "Use the Force."[/caption] One immediately noticeable and remarkable feature is the map layout. Unlike most tactical games, which are played from an overhead or isometric view, R-Type Tactics I • II Cosmos lays out its maps from a sideways perspective. R-Type is primarily a series of side-scrolling shoot-'em-ups to which the Tactics games are a spin-off, and this map layout is clearly meant to emulate that look and feel. This may seem to be a cool but minor change in formula at first glance. However, this philosophy informs the way the maps are designed. They don't just look like shoot-'em-up stages; they play like shoot-'em-up stages, with some layouts taken directly from previous mainline R-Type games. A major theme throughout the map design is restricting player movement through dense enemy formations or claustrophobic terrain. Combined with the focus of most missions on destroying the the enemy flagship within a turn limit, it successfully recreates the feel of a shoot-'em-up as the player's ships blast through waves of enemies and weave through tricky terrain before fighting a boss. It's a truly distinct feeling and the game's greatest asset. Its second-greatest asset is the many, many unit options that become available as spoils are collected, each bringing something different to the table. This is yet another thing that can be owed to paying homage to the original R-Type games, as most of the ships, and even many of their mechanics, are taken from the shoot-'em-ups. Some mechanics are widespread, like the spherical Force units that offer specific fighters powerful optical weapons and Charged Weapons that hit multiple targets, but require a unit to avoid damage for several turns. Other ships are more specific in their roles. There are massive warships with overwhelming firepower but poor navigation, units that can Desynch to become invisible and intangible, ships that can mine resources from maps for building more units, fighters with additional pods that can make extra attacks, and so much more. With all of this in mind, R-Type Tactics I • II Cosmos remains mechanically engaging at all times. There are always strategies to consider for the player, whether considering their own fleet or the enemy's. With over a hundred missions, there's plenty of time to play around with all the options on offer. [caption id="attachment_202616" align="aligncenter" width="640"] This map is based directly on a section of Stage 1 from the original R-Type![/caption] A natural caveat of this level of mechanical engagement is that this game can be quite complicated. Unfortunately, the details of how these mechanics work can sometimes be as clear as a hail of bullets. There's no proper tutorial and vital information is either buried in the in-game manual or missing altogether. For example, small units tend to fly in squads of five, which represents their total health. Unless a player reads the manual, they'll learn the painful way that losing units in a squad reduces their attack power. Of course, even that lesson is incomplete without knowledge of the math behind it. Accuracy and damage calculation are the most inscrutable mechanics in the entire game. Even the manual offers no reference to what the Power and Hit rate of each attack exactly mean, how much losing units in a squad affects Power, or how much intercepting attacks reduces incoming damage. Players are simply given a vague sense of higher numbers being better, and then left to intuit how each encounter will end. This may indeed be by design, and over the course of over a hundred hours of content, players will undoubtedly sharpen their combat senses. However, the learning curve can make damage feel effectively random until players understand the circumstances surrounding an attack, and even hours of experience can't help when an attack does a bit more or less damage than expected. The game is quite enjoyable after clearing this learning curve, but it may be uncomfortable to those used to games that are more transparent with their mechanics. [caption id="attachment_202608" align="aligncenter" width="640"] Based on it's hit rate of 35%, Contact Missile should be incapable of hitting most units in the game due to their evasion rate. Despite that, it still regularly hits, it just does very inconsistent damage even when not intercepted. I have no idea why it is that way, but it is.[/caption] In terms of presentation, the R-Type Tactics I • II Cosmos is on solid footing. The soundtrack is serviceable with both military fanfare and space-age techno. The 3D models, from small ships to giant monsters,  are detailed and have a real sense of texture. The lighting plays off said models well, giving the maps and battle scenes a sense of reality. Certain sound and visual effects, like explosions, come across as a bit weak and could have used improvement. The biggest hiccup in presentation is actually a rather odd one. There are close-up animations not just for combat, but for most game actions, even very mundane ones; some of them can be quite long and are real pace breakers. Simply moving a unit from one hex to another treats the player to not one, but two animations: one for departing and one for arriving. It's a good thing these can be turned off in the options, since missions can already be long and these additional filler animations can make the experience very tedious. Speaking of each individual campaign, R-Type Tactics takes the player through a journey that calls to mind The Iliad and The Odyssey as the player steps into the shoes of a fleet commander who's been assigned to take their ragtag army to destroy the Bydo Core that controls the alien hordes, then returning home after the deed is done. There's really nothing there in the way of plot or characters beyond that for the outbound journey. The journey home is much more narratively interesting, as an unexpected development following the battle with the Bydo Core raises unsettling questions about the nature of the Bydo and their reasons for fixating on Earth. Unfortunately, when the game picks up narrative steam, it loses some in gameplay. The journey home is mostly comprised of the same maps as the outbound journey, but with the player moving in the opposite direction. New enemy layouts and new units keep it from feeling too tedious, and the maps are well designed to provide unique challenges so going back through them isn't the worst thing in the world. There are also a few new maps, and they are quite excellent. The reuse still feels like a bit of a cheat to get more missions out of the game. On the reuse front, Tactics I also suffers from poor boss variety, as the boss Dobkeratops is fought a few times too many. The story also ends on a bit of a whimper, with a sudden conclusion that doesn't truly answer any of the questions raised. Ultimately, it's a solid campaign, only hindered by an underdeveloped story and some liberal map recycling. [caption id="attachment_202594" align="aligncenter" width="640"] This is Dobkeratops. His kind appear a lot.[/caption] R-Type Tactics II: Operation Bitter Chocolate begins with a far more ambitious premise than its predecessor. Following the destruction of the Bydo Core in Tactics I, the Bydo threat has greatly diminished. Despite this, Earth's Space Corps has continued developing weapons based upon Bydo technology. This causes a rift in humanity over whether developing Bydo weapons is necessary or fundamentally wrong. A civil war soon erupts as the Granzellan Revolutionary Army emerges from Mars to openly oppose the Space Corps' weapons program. Meanwhile, Bydo activity begins to spike once again. Gameplay-wise, Tactics II is a substantial expansion on its predecessor. The array of playable units is greatly expanded and offers the full breadth of options that make the game so fun. There's also a lot less recycling, with more unique maps and bosses. There is still some map reuse, with even some maps from Tactics I returning, but it's far less prevalent. It also represents a substantial difficulty increase from Tactics I. The turn limits are tighter, the maps are more complicated, the enemy formations are denser, and some late-game bosses can slaughter whole fleets before they're even on radar. This is a bit of a mixed offering. Demanding more of the player drives more engagement with the options of fleet-building and more precise decision making in battle. However, some maps straddle the line of forcing a single strategy to clear them, which is annoying, but that only applies to specific maps, so overall it's a net positive. Players should just be prepared for some frustration. [caption id="attachment_202615" align="aligncenter" width="640"] Not all unit development tabs are this extensive, but then note the number of tabs.[/caption] In terms of story, Tactics II also presents itself as more expansive than Tactics I. This, however, is a bit of an illusion. The campaign begins by having the player choose between the Space Corps and the Granzellan Revolutionary Army. While this may feel like a game-changing decision, it ultimately changes the campaign's context more than its content. The missions remain largely the same between the two sides, as does the general story they lead to. The decision actually has far more gameplay meaning than narrative, as the Space Corps and GRA have different available units, and by the second of the campaign's three acts, the routes converge into a single story. Dialogue choices in the pre- and post-mission logs that serve as the game's cutscenes are similarly meaningless. There are a few split paths where the player chooses their next mission, but those are small diversions. Despite all this, Tactics II still seems to offer a more engaging story for its first two acts with more plot development and even some character moments. Things take a radical shift in the third act, though. The format shifts from the focused plot of the first two acts to one of aimless wandering. Like Tactics I, this shift comes with mysteries about what exactly is happening as inexplicable events abound. Just like the first campaign, though, Tactics II seems uninterested in providing answers. Instead, it's far more interested in waxing philosophical about the nature of senseless warfare in the void of space. While this is present throughout the entire game, the disintegration of any real plot leaves all rhetoric as either frank descriptions or bleak musings. It is shockingly grim and extremely depressing, complete with a downer ending even more abrupt than Tactics I. It honestly leaves a bad taste at the end of the campaign. The beginning promises a much tighter narrative than what it ultimately delivers. [caption id="attachment_202611" align="aligncenter" width="640"] A typically bleak log entry from Tactics II.[/caption] R-Type Tactics Cosmos is a new, briefer campaign made for this compilation. Unfortunately, it's not quite as engaging as its predecessors. With a simple setup about the player's wandering fleet mindlessly fighting all threats before them, it skips any real plot and goes straight for more contemplation on the nature of endless war. Its function is more to engage the player with gameplay. It serves as something of a "no limits" mode, giving the player control of a mixed fleet of both human and Bydo units, and is an engaging hook. The real problem is that this campaign dips deep into the well of content recycling. Maps are reused, which is predicated on the two prior campaigns. However, Cosmos goes a step further by even recycling enemy layouts and simply swapping the units for stronger variants. It makes Cosmos feel less like a new campaign and more like a remixed one, which is disappointing. Ultimately, R-Type Tactics I • II Cosmos is a game held up by the brilliance of its overall concept. Combining the core gameplay of a tactical RPG with the mechanics and philosophy of a shoot-'em-up gives it a truly distinct feel, and with many unique ways to go about building a fleet, it's always engaging for its hundred-plus missions. The fact that some corners were cut to reach that mission count is a bit disappointing, but mostly reasonable, except for the more egregious reuse in Cosmos. It can be a bit tricky to learn the ins and outs of the game given how it doesn't explain everything, but still rewarding to play once players build up their intuition. There's not really much to go on narratively, and the fact that Tactics II in particular threatens to deliver a tighter story only to falter is frustrating. However, maybe that's just in the ethos of the games R-Type Tactics I • II Cosmos is spun off from. How often do players start a shoot-em-up for the engagement of its story rather than the joy of shooting down waves of enemies? Maybe it's best to just focus on that and do as the title screen for the original R-Type said: Blast off and strike.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post R-Type Tactics I • II Cosmos Review appeared first on RPGamer.
000
RPGamer @rpgamer.com · 07/10/2026
Fear Tall Grass Gets New Trailer
rpgamer.com
Fear Tall Grass Gets New Trailer
Entalto Publishing and Forgotten Bastions released a new trailer for dark fantasy roguelite monster battler Fear Tall Grass as part of the Out of Bounds Showcase 2026. The minute-long video gives a quick overview of the game as players battle against and recruit creatures in a medieval-style world. The game is in development for PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Nintendo Switch, with a playtest currently underway on Steam. Fear Tall Grass is set in a world that is being by consumed creatures called Vilekin. Players control Gray, the last steward of the Oathguard, who must brave the tall grass in order to tame the creatures and use them to protect the remainder of humanity. Players can collect over a hundred creature across six elemental types. As they clear parts of the world, they can construct permanent buildings that provide buffs.   The post Fear Tall Grass Gets New Trailer appeared first on RPGamer.
000
RPGamer @rpgamer.com · 07/10/2026
Blade and Madness Trailer Released
rpgamer.com
Blade and Madness Trailer Released
Entalto Publishing and Crimson Birds Studio released a new trailer for roguelite deckbuilder Blade and Madness. The 90-second video shows some of combat and deckbuilding elements in the game, currently available to wishlist on Steam, as well as the eldritch creatures players will encounter. Blade and Madness is set in the shadows of Spain's Golden Age and sees players try to survive on an eldritch island. Players plan out their moves in simultaneous turn-based combat against various monsters, using a sequence system to plan strikes, feints and other manoeuvres. The game also includes a madness system, which can unlock new effects on cards, enemies, and environments.   The post Blade and Madness Trailer Released appeared first on RPGamer.
000
RPGamer @rpgamer.com · 07/10/2026
Tactical RPG Wundertrench Receives New Trailer
rpgamer.com
Tactical RPG Wundertrench Receives New Trailer
During the Out of Bounds Showcase 2026, Entalto Publishing and Studio Scarmetal released a new trailer for isometric turn-based tactical RPG Wundertrench. The minute-long video shows some of the game's combat and gameplay choices. It is currently available to wishlist on Steam. Wundertrench is set in Ostvengr, a collapsing militaristic empire consumed by abominations of metal and flesh. Players control a squad of specialised units that descends into an otherworldly trench in order to harvest resources and technology. The game features a roguelike gamepaly loop, with the Trench is constantly reshaping itself and players encountering various events and hazards, as well as survivors from Ostvengr. The longer the squad remains, the more hostility they will face, with squad that fails to extract being lost alongside all they carry.   The post Tactical RPG Wundertrench Receives New Trailer appeared first on RPGamer.
000
RPGamer @rpgamer.com · 07/10/2026
Gundam Rogue Orbit Gameplay Trailer Released
rpgamer.com
Gundam Rogue Orbit Gameplay Trailer Released
Bandai Namco released a gameplay trailer for its upcoming mecha action title Gundam Rogue Orbit. The three-minute video gives an introduction to the general gameplay as players pilot the Gundam Helix while taking on missions against the enemy force known as the Apocalypse. Gundam Rogue Orbit is set in a new universe for the long-running Gundam mecha franchise. It puts players in the role of Rex, pilot of the Gundam Helix, as he and his allies fight for humanity's survival against an alien threat. The game is said to feature fast-paced combat across expansive battlefields and switch between ground and aerial attacks with unique weapon abilities and skills that customise players' play styles. Gundam Rogue Orbit is set to release for PC, PlayStation 5, and Xbox Series X|S on March 5, 2027.   The post Gundam Rogue Orbit Gameplay Trailer Released appeared first on RPGamer.
010
RPGamer @rpgamer.com · 06/10/2026
Warhammer 40,000: Dark Heresy Shows Detective Gameplay
rpgamer.com
Warhammer 40,000: Dark Heresy Shows Detective Gameplay
Owlcat Games released a new trailer for its upcoming cRPG Warhammer 40,000: Dark Heresy. The 90-second video gives a quick look at the game's detective system, which players will need to utilise as they investigate crimes and heresies. Players will need to uncover clues and interrogate witnesses before deciding which conclusions to draw and who to place blame upon. Companions can assist with their personal knowledge, such as Epione's medical expertise, Haymar's survival experience, and Laarthyr knowledge of xenos behavior. A follow-up to Warhammer 40,000: Rogue Trader, Warhammer 40,000: Dark Heresy sees players control an acolyte of the Inquisition in the backdrop of the catastrophic event known as the Noctis Aeterna. They embark on various investigations accompanied by their warband, which includes both loyal Imperials and Xenos. The game is in development for PC, PlayStation 5, and Xbox Series X|S, with a release window not yet announced. A closed beta version is currently available on PC for all those who have purchased one of the game’s Founder’s Packs through its official website.   The post Warhammer 40,000: Dark Heresy Shows Detective Gameplay appeared first on RPGamer.
000
RPGamer @rpgamer.com · 06/10/2026
The Ascent Switch 2 Version Gets Pre-Order Trailer
rpgamer.com
The Ascent Switch 2 Version Gets Pre-Order Trailer
Neon Giant released a new trailer for its upcoming Nintendo Switch 2 version of action RPG The Ascent. The minute-long video marks the start of digital pre-orders for the Nintendo Switch 2 Ultimate Edition, which releases on December 2, 2026. It is available to pre-order with a 10% discount on its regular $29.99 price. Currently available on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S, The Ascent is set in a corporation-run arcology following the collapse of the Ascent Group that owned the city and all of its denizens. This causes the automated security to run haywire, while other corporations and gangs look to assert control. Players investigate exactly what happened, ascending the arcology while improving their character’s skills and picking up loot. The Ultimate Edition will include the base game and all DLC, and come with support for local GameShare and Joy-Con 2 mouse controls.   The post The Ascent Switch 2 Version Gets Pre-Order Trailer appeared first on RPGamer.
000
RPGamer @rpgamer.com · 06/10/2026
Arknights: Endfield Arriving on Steam Next Week
rpgamer.com
Arknights: Endfield Arriving on Steam Next Week
Gryphline announced that free-to-play 3D strategy RPG Arknights: Endfield will be available through Steam on October 15, 2026. The Steam release of the game -- currently available on PC, PlayStation 5, iOS, and Android -- includes cross-platform progression support and will come alongside its "Sanctuary of Ink" version 1.6 update. The update sees players entering a world within Si's Painting, as well as adding Si and Argent Flow as playable Operators. More details about the update can be found on the game's official website. Developed by Mountain Contour, Arknights: Endfield is based on the popular Arknights mobile RPG/tower defence title, but tells a separate story. Players are tasked with surveying the unexplored wildlands outside of the colonies that are home to dangers and secrets while undertaking missions with real-time combat using a party made up of operators from the Protocol Field Recovery Department. Those looking to read more about the game can check out Kay Vandivert’s editorial examining the translation of genres between Arknights: Endfield and the original Arknights game.   The post Arknights: Endfield Arriving on Steam Next Week appeared first on RPGamer.
000
RPGamer @rpgamer.com · 06/10/2026
Tactical RPG Crystal in Carnations Announced
rpgamer.com
Tactical RPG Crystal in Carnations Announced
Developer Salmon Snake Games has announced turn-based tactical RPG Crystal in Carnations. The game is in development for PC and planned to release via Steam and itch.io at a price of $19.99. A demo is planned to arrive this winter. Crystal in Carnations is set during the last year of a devastating war in the kingdom of Vivestria. Players choose from one of two main protagonist: Eloise, a young noble, and Willow, a conscripted commoner. The choice impacts both the story and combat; Eloise's battles focusing on formation and coordination as players move all units in tandem, while Willow's battles focus on initiative and momentum as units individually act based on their speed. The game is said to include six unique endings, ten core party members with their own stories and progression paths, twenty-plus story chapters as well as extra challenge maps, and exploration gameplay between battles.   [foogallery id="202687"]   The post Tactical RPG Crystal in Carnations Announced appeared first on RPGamer.
010
RPGamer @rpgamer.com · 06/10/2026
Stellar Blade Complete Edition Spotlights Boss Challenge Mode
rpgamer.com
Stellar Blade Complete Edition Spotlights Boss Challenge Mode
Shift Up released a new trailer for its upcoming Nintendo Switch 2 release of sci-fi action RPG Stellar Blade Complete Edition. The minute-long video highlights its Boss Challenge Mode, which was initially added in the game's PC version and as a free update for its PlayStation 5 release. Stellar Blade originally released for PlayStation 5 in 2024, with the PC version following in 2025 and the Nintendo Switch 2 Complete Edition set to on November 5, 2026. The game sees protagonist Eve and her allies from the 7th Airborne Squad from humanity’s off-world refuge attempting to reclaim Earth from the monstrous Naytiba. Upon landing, Eve encounters an Earth native called Adam as well as 5th Airborne Squad member Lily, who offer their support as Eve comes to Xion, the last remaining city on Earth. Those looking to read more about Stellar Blade can check out Ezra Kinnell’s review of its PlayStation 5 release. Shift Up is currently developing a sequel, Stellar Blade: Blood Rain.   The post Stellar Blade Complete Edition Spotlights Boss Challenge Mode appeared first on RPGamer.
000
RPGamer @rpgamer.com · 06/10/2026
Yesterday was the fifth anniversary of the full release of Lost Pilgrims Studio's Vagrus: The Riven Realms. Also released on consoles last year, it is a turn-based fantasy RPG casting players a caravan leader in a land devastated by an arcane cataclysm. #RPGanniversary
Vagrus: The Riven Realms combat screenshotVagrus: The Riven Realms event screenshot
001
RPGamer @rpgamer.com · 05/10/2026
Kingdom Hearts Collection [I~III] Impression
rpgamer.com
Kingdom Hearts Collection [I~III] Impression
For a series with as much pedigree as Kingdom Hearts, having so many of its adventures together in one collection is a welcome opportunity to revisit it all. Kingdom Hearts has always been a special series to me. Bringing together the worlds of Disney and the characters of Final Fantasy with Square Enix's own original cast created a fantastic mix that has made the games iconic to this day. With Kingdom Hearts IV on the horizon, Kingdom Hearts Collection [I~III] arrives at a great time, giving fans and newcomers alike a chance to revisit the series. Together, the games and cinematics cover the series up to its current point, while the native versions on modern hardware let these older games benefit from higher resolutions and improved performance. For a series with as much pedigree as Kingdom Hearts, having so many of its adventures together in one collection is a welcome opportunity to revisit it all. This is an absolutely massive release, combining three separate compilations into one. Kingdom Hearts -HD 1.5+2.5 ReMIX- includes Kingdom Hearts Final Mix, Kingdom Hearts Re:Chain of Memories, Kingdom Hearts II Final Mix, and Kingdom Hearts Birth by Sleep Final Mix, along with HD movie compilations for Kingdom Hearts 358/2 Days and Kingdom Hearts Re:Coded. Kingdom Hearts HD 2.8 Final Chapter Prologue adds Kingdom Hearts Dream Drop Distance HD, Kingdom Hearts 0.2 Birth by Sleep –A Fragmentary Passage–, and the Kingdom Hearts χ Back Cover movie. Finally, Kingdom Hearts III + Re Mind brings everything up to the current point in the main story. It is certainly a mouthful, but the sheer amount of content here is a great reminder of just how much history this series has amassed over the years. [caption id="attachment_202326" align="aligncenter" width="640"] Three Keyblades, one goal.[/caption] Kingdom Hearts Final Mix and Kingdom Hearts II Final Mix are the classic PS2 adventures, and are both excellent games in their own right. The satisfying combat, memorable Disney worlds, and strong sense of adventure have aged incredibly well, and it's easy to see why these games became so beloved in the first place. Since both were originally PS2 games, the graphics aren't dramatically different from the previous HD collections, but they still look quite good for their age. The much faster load times on modern hardware make a noticeable difference, and both games are as enjoyable to revisit now as they were years ago. Kingdom Hearts Re:Chain of Memories, the PS2 remake of the original Chain of Memories, also holds up well, with its card-based combat remaining an interesting change of pace. Exploring the strange halls of Castle Oblivion is just as enjoyable as ever, especially as each floor brings another classic world into the mix. The collection also includes Kingdom Hearts Birth by Sleep and Kingdom Hearts Dream Drop Distance, originally released on the PSP and Nintendo 3DS, respectively. While some may look at these as side entries, they are every bit as important to the main series and are absolutely essential for understanding the larger story. Players who missed either game on their original platforms should absolutely pick them up here, as both are great adventures in their own right. The graphics have not changed dramatically from the previous HD releases due to their portable origins, but the faster load times are certainly welcome. Birth by Sleep stands out with its Command Deck and unique fighting styles for Terra, Ventus, and Aqua, while Dream Drop Distance lets Sora and Riku recruit Dream Eaters, turning creatures into companions that can fight alongside them. Both games are innovative from a gameplay perspective and are great additions to the series overall. Kingdom Hearts 358/2 Days and Kingdom Hearts Re:Coded are also part of the collection, though both are presented as HD movie compilations. That is understandable given how different the original DS versions were, but it is still a little unfortunate not to have the full games here. Both found incredibly creative ways to work within the DS's limitations, with gameplay that was quite different from the other entries in the series. A proper port may have been difficult to pull off, but being able to play these games today would have been a great addition to the collection. Even as movies, however, both are extremely important to the overall story and worth watching for anyone catching up on the series. 358/2 Days is especially important, as its story fills in the events leading directly into Kingdom Hearts II and provides essential context for several of its characters. [caption id="attachment_202327" align="aligncenter" width="640"] Kingdom Hearts III brings the spectacle.[/caption] The biggest upgrades in the collection come with Kingdom Hearts 0.2 Birth by Sleep –A Fragmentary Passage– and especially Kingdom Hearts III. Both already looked and played great on PS4, but the jump to modern hardware makes them look even better. 0.2 Birth by Sleep –A Fragmentary Passage– still serves as a fantastic bridge between Birth by Sleep and Kingdom Hearts III, while Kingdom Hearts III is a cinematic masterpiece that feels right at home on current hardware. Worlds like Toy Box, Arendelle, the Caribbean, and San Fransokyo look fantastic, and the higher resolutions and smoother frame rates are a welcome addition. With the Re Mind DLC included as well, these games bring the series to its current point in the story. Kingdom Hearts Collection [I~III] is an incredible opportunity to revisit a series that has evolved so much over the years. From the classic PS2 adventures to the portable games and eventually the spectacular presentation of Kingdom Hearts III, the collection showcases just how much the series has evolved. Having these different chapters side by side also makes the connections between them much easier to appreciate, especially with games like Birth by Sleep, Re:Chain of Memories, and Dream Drop Distance providing so much important context for the larger story. Going through these games again has reminded me why Kingdom Hearts has remained so important to me, and it has made me even more excited for Kingdom Hearts IV. Disclosure: This article is based on a copy of the game provided by the publisher. The post Kingdom Hearts Collection [I~III] Impression appeared first on RPGamer.
000
RPGamer @rpgamer.com · 05/10/2026
Bombservice Developing Record of Dorathia
rpgamer.com
Bombservice Developing Record of Dorathia
Momodora series developer Bombservice announced that it is working on a turn-based dungeon-crawling RPG titled Record of Dorathia. The game is being developed by a core team of four members. A release window has not been announced. Record of Dorathia is set in a mysterious location known as the Observatory, with players controlling a party of wandering souls summoned by the witch Monna. She claims to be one of the twelve magi, weavers of fate and creators and keepers of worlds mentioned in a previous Momodora game. Players enter a covenant with Monna and agree to travel into another world to find the soul of her sister Alma, with the Observatory acting as a base where players can find some helpful NPCs and facilities. The game will feature traditional dungeon-crawling gameplay as players navigate labyrinths, find loot, and encounter various enemies. Combat makes heavy use of status effects, including boss fights, though with some adjustments. For example, the sleep spell will make bosses Drowsy instead of putting them fully to sleep, which reduces their attack and agility for a number of turns. It will also have a mechanic that rewards players for actions such as critical hits and hitting weaknesses. The player's party will be made up of four characters from eight classes with customisable palettes: Dark Knight, Oathkeeper, Cleric, Oracle, Blademaster, Monk, Hunter, and Witch.   [foogallery id="202669"] The post Bombservice Developing Record of Dorathia appeared first on RPGamer.
031
RPGamer @rpgamer.com · 05/10/2026
Jagex Announces Fourth RuneScape MMORPG
rpgamer.com
Jagex Announces Fourth RuneScape MMORPG
During its RuneFest event, Jagex announced that it is working on a new title in its RuneScape series. The game is the fourth title in the series following RuneScape, Old School RuneScape, and RuneScape: Dragonwilds. It has not yet been officially titled and currently has the working name of RS4. The game is stated to be an independent experience alongside the other games and takes place in the Sixth Age in the world of Gielinor. It begins in the continent of Ashenfall, years after the events of Dragonwilds. In addition, the company announced its 2027 roadmap for RuneScape, as well as the new RuneScape Reignited feature. RuneScape Reignited will release on December 2, 2026, and introduce a brand-new character type to the game. Reignited characters will be able to participate in brand-new economy and hi-score tables with no paid progression available, and they will still be able to interact with existing characters and worlds. Its release will be accompanied by a remastered early main story as well as a new Adventure Guide. Meanwhile, 2027 will see the release of three new update arcs containing a mixture of content: Hoard of Dragons, The City of Gnomes, and Secrets of Karamja. Full blog posts detailing the roadmap and Reignited characters can be found on the game's official website. Roadmaps and new content for Old School RuneScape and RuneScape: Dragonwilds have also been revealed.   RS4 teaser trailer   RuneScape roadmap   Old School RuneScape roadmap   RuneScape: Dragonwilds roadmap The post Jagex Announces Fourth RuneScape MMORPG appeared first on RPGamer.
000
RPGamer @rpgamer.com · 05/10/2026
Persona 4 Revival Gets Shadow Trailer
rpgamer.com
Persona 4 Revival Gets Shadow Trailer
Atlus released a new trailer for Persona 4 Revival, its upcoming full remake of Persona 4. The 100-second video teases parts of the game's main story as a serial kidnapper in the town of Inaba appears to be connected to an alternate shadow world. Persona 4 launched for PlayStation 2 in 2008, later receiving an enhanced remaster titled Persona 4 Golden that released for PlayStation Vita in 2012 before subsequently getting PC, PlayStation 4, Xbox One, and Nintendo Switch versions. The Revival remake includes fully voiced events, including Social Links, as well as new battle features, new music from composer Ryota Kozuka and remixes of previous tracks, the returning Baton Pass combat action from Persona 5 and Persona 3 Reload, and the new Prime Time power-up mode. Persona 4 Revival will release on February 19, 2027, for PC, PlayStation 5, and Xbox Series X|S, with a Nintendo Switch 2 version following on May 20, 2027.   The post Persona 4 Revival Gets Shadow Trailer appeared first on RPGamer.
000
RPGamer @rpgamer.com · 05/10/2026
The New Denpa Men Shutting Down in December
rpgamer.com
The New Denpa Men Shutting Down in December
Genius Sonority announced that its free-to-play title The New Denpa Men will shut down at 11am JST on December 7, 2026. Sales of its premium in-game items and currency have ended, though any currently held can be used until the end of service. The New Denpa Men is the fifth title in the Denpa Men AR RPG series. It originally released for Nintendo Switch in 2024, with iOS and Android versions following in 2025 and a dedicated Switch 2 version releasing earlier this year. The series sees players capturing small, otherwise invisible creatures that live in radio waves and leading them in an adventure. The first three games in the series were released for Nintendo 3DS worldwide, with a fourth title released on mobile only in Japan. Alongside a main adventure, The New Denpa Men includes additional content such as island decorating, fishing, limited-time events, and multiplayer features. The post The New Denpa Men Shutting Down in December appeared first on RPGamer.
000
RPGamer @rpgamer.com · 05/10/2026
Stolen Realm 2 Announced
rpgamer.com
Stolen Realm 2 Announced
Burst2Flame Games has announced Stolen Realm 2, a follow-up to its co-op turn-based RPG Stolen Realm. A release window nor platforms have been announced at this stage, though the game is available to wishlist on Steam and is planned to undergo a Kickstarter crowdfunding campaign. Like its predecessor, Stolen Realm 2 sees players take control of up to six heroes in single-player and online co-op. The game takes place in a realm where mysterious portals open up and connect its traditional fantasy landscapes with sci-fi, post-apocalyptic, and other worlds. Players will need to face off against dragons, werewolves, zombies, aliens, and more in either its Campaign and Roguelike modes. It feautres lcassless character building, with players able to freely combine abilities, weapons, equipment, and play styles.   [foogallery id="202643"]   The post Stolen Realm 2 Announced appeared first on RPGamer.
000
Reposted by RPGamer
Team Fastest Furs @fastestfurs.com · 04/10/2026
Hey Chat guess what! #FallFest2026 begins in 4 days and we wanted to ask y'all a question. What is a run that you are looking forwards to? Let us know in the replies! fastestfurs.com/schedule
fastestfurs.com
Fastest Furs Fall Fest 2026
Fastest Furs Fall Fest 2026 - benefiting Trans Lifeline
72417
RPGamer @rpgamer.com · 04/10/2026
RPGamer Round-Up: September 27 – October 4
rpgamer.com
RPGamer Round-Up: September 27 – October 4
Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.     --- Editorial Content * RPGs at the Movies Movies based on video games have had a mixed history. In the first of a planned series, Kay Vandivert takes a look at three RPG-based movies, understanding why they do or don’t work, and the impacts on future video game adaptations. * Starsand Island Deep Look Is your roof leaking water every time rain falls? Would you willingly name your cat 404? Sam Wachter finds that these are the important questions one must ask themselves before playing Sparkle Seed’s farming sim Starsand Island. * Fallout 76 Roadmap and World Pets Preview World Pets gives Fallout 76 players a new way to explore Appalachia alongside their companions. Imani Jones learns that Bethesda also has Bounty Hunting, Hideouts, and the Raven Rock expansion planned for the future. * Backloggin’ the Year – Sam’s Sojourn, July to September 2026 Backloggin’ the Year is back and Sam’s ready to chat about her summer gaming adventures. Did she enjoy the titles she played or did she find herself trapped in the cycle of what to play next?     --- Major Headlines * Queen’s Domain Releasing End of October Freshly Baked Games and Future Friends Games are releasing Kings Field-inspired action RPG Queen’s Domain in a month’s time. In addition to PC, the game will also be coming to consoles on the same date. * Pokémon Legends: Z-A & Mega Dimension DLC Physical Bundle Announced The Pokémon Company announced a physical bundle containing both Pokémon Legends: Z-A and its Mega Dimension DLC. The Switch 2 bundle will be playable on both Switch 2 and the original Switch, though Switch 2-specific will be unavailable on the latter. * Mirage: Miracle Quest Undergoing Kickstarter Campaign Toe Bean Club has begun a Kickstarter campaign for Mirage: Miracle Quest. The turn-based RPG aims to mix strategy and magical girl flair. * Village in the Shade Content Update Plans Announced NIS America announced some of its update plans for adventure farming sim Village in the Shade. The game will be aligning with the Japanese version at launch with two free update patches ahead of DLC in spring. * Crimson Desert: Charting the Unknown DLC Pushed Back Slightly Pearl Abyss announced a small delay for Crimson Desert’s Charting the Unknown DLC. The DLC will now release a couple of weeks later at the end of this month. * Kena: Scars of Kosmora Releasing Next Year Ember Lab announced that Kena: Scars of Kosmora has been pushed back to next year. It also provided some extra details on the action adventure title’s story and setting.     Other News * Monster Hunter Outlanders Releasing in October * Caves of Qud Getting Dedicated Switch 2 Version * The Sundered Anvil Announced * Project Afterfall Fully Releasing in November * Tainted Grail: The Fall of Avalon Receives Free DLC, New Update * Expeditions: Samurai Early Access Update Expands the Party * Moonfrost Coming to Steam Early Access in October * Tavern RPG Everybody’s Stranger Demo Released * Agent of Strange: Arrival Prologue Releasing in October * Stranger Than Heaven Showcases Kokura * Stranger Than Heaven Visits Hiroshima, Osaka * Warhammer 40,000: Dark Heresy Introduces Aspyce Chorda * ArcheAge S: Strait of Freedom Gets Developer Documentary Video * Valor Mortis Overview Trailer Released * Luminous Nights Gets First Official Trailer * New Release Round-Up (October 1, 2026) --- Podcasts * RPG Backtrack 371 – Mana Vision Visions of Mana is the first new mainline title in the Seiken Densetsu series since Dawn of Mana on the PlayStation 2. Despite the unfortunate fate of Ouka Studios, we want to sing this game’s praises on this week’s Backtrack. * RPG Cast – Episode 827: “The Suffering Is in the Title” Josh is listening to space opera, Kelley can’t take a character seriously when they wear a dress made of balls, and Robert admits that Chris has cats, while he only has Final Fantasy. The post RPGamer Round-Up: September 27 – October 4 appeared first on RPGamer.
000
RPGamer @rpgamer.com · 04/10/2026
RPG Backtrack 371 – Mana Vision
rpgamer.com
RPG Backtrack 371 – Mana Vision
Visions of Mana is the first new mainline title in the Seiken Densetsu series since Dawn of Mana on the PlayStation 2. Despite the unfortunate fate of Ouka Studios, we want to sing this game's praises on this week's Backtrack. Featuring Guests: Robert, Wheels, and Joe The post RPG Backtrack 371 – Mana Vision appeared first on RPGamer.
030
RPGamer @rpgamer.com · 03/10/2026
RPG Cast – Episode 827: “The Suffering is in the Title”
rpgamer.com
RPG Cast – Episode 827: “The Suffering is in the Title”
Josh is listening to space opera, Kelley can't take a character seriously when they wear a dress made of balls, and Robert admits that Chris has cats, while he only has Final Fantasy. Question of the Week: What 16bit RPG's do you want ported forwarded to modern consoles? The post RPG Cast – Episode 827: “The Suffering is in the Title” appeared first on RPGamer.
011
RPGamer @rpgamer.com · 03/10/2026
Starsand Island Deep Look
rpgamer.com
Starsand Island Deep Look
Starsand Island is ambitious in size and scope, but it struggles to deliver consistent frame rates, with frequent glitches and strange bugs that are both funny and questionable. I miss the days of being a kid and having what felt like infinite time on my hands. When I could pour over hundreds of hours into my favourite games and have it not feel like a chore or a slog. Unfortunately, I am an adult now with limited time, meaning games that are over a hundred hours are just no longer in the cards for me if I want to play everything I have in my backlog. I love farming sims, and I am aware of the time sink that they can be, but after fifty hours, I am finding that Starsand Island asks way too much of its players, demanding a grind I just can't continue to slog through. The premise has players taking on the role of an individual who is exhausted by city life and decides to move back to their hometown of Starsand Island. However, what they come to learn is how much the island has changed since then. Players are reunited with childhood friends who later become objects of affection and are whisked away into a place where life moves at a slower pace. The problem, of course, is that the game itself takes moving slowly to a literal snail's pace. Players are expected to work through all of the game's various disciplines: Angler, Crafter, Explorer, Farmer, and Rancher. As the player ranks up these disciplines, more items become available at the local shops, and new skills can be unlocked to assist in daily life. However, one of the struggles is that many of the tasks are often convoluted and make it hard to understand what the game expects of the player. [caption id="attachment_201515" align="aligncenter" width="640"] Where is my front door?[/caption] A large part of Starsand Island's problem is how long it takes to acquire money and how much things actually cost. As players work their fields, mine for ore, and craft decor at their crafting table, much of what they create often doesn't net enough coin. Starsand Island has milestone goals to complete, and they get crazier and more costly as the game progresses. To progress the main story, players must complete tasks from the Island Life Quest app, with lofty goals ranging from purchasing property to build an even bigger house to acquiring full-sized islands. The price points are dreadfully high, and given how slow a process it is to make money, it constantly feels like the current cost-of-living crisis — where these goals feel completely out of reach without slogging through. While players can take on requests from the islanders, even those don't pay well enough to build up the coin needed, as items and blueprints in shops are also quite expensive. The world is also huge, and while there is a lot to do in the game, one's mileage varies based on the activity. Minigames, such as kite flying and target shooting, have cumbersome controls; vehicles feel like shopping carts to drive, as they are difficult to maneuver. There are so many activities, and while some of them are poorly designed, there are others that fare better, such as dungeon exploration, farming, fishing, and even building one's farmstead. There's a lot to manage, as the game requires players to craft makers, à la Story of Seasons: Pioneers of Olive Town, for literally everything they do, but the benefit here is that multiple jobs can be queued up at one time, meaning that bulk batches of items can be made. That being said, it's not a perfect system, as storage, especially early on in the game, can feel like it's at a premium and one's entire farm becomes nothing but storage boxes. Starsand Island could have streamlined so many gameplay elements, but opted not to. [caption id="attachment_201516" align="aligncenter" width="640"] I didn't name my cat... the game named it for me.[/caption] While exploring the game's single dungeon is interesting, the combat in Starsand Island leaves a lot to be desired. Players will need to craft slingshots, bows, and ammunition to defeat enemies. The combat is a mess as it's stiff, inaccurate, and there's no way to dodge oncoming attacks, meaning enemies, and particularly bosses, have the advantage. Since the player only has five hearts, they need to ensure they have healing potions, except the recipe for them comes so much later in the game than it should. While managing stamina requires food, the fact that the player needs healing potions on top of it because of these two different systems truly puts the player at a disadvantage for much of the early game. Players will also receive town requests early on from residents for items they can't even make or acquire, which also feels baffling, as items will need specific ore for items that can't even be found until deeper into the dungeon. It's little things like this where Starsand Island's gameplay balance feels more wonky than cohesive. Starsand Island is ambitious in size and scope, but it struggles to deliver consistent frame rates, with frequent glitches and strange bugs that are both funny and questionable. The first cat the player befriends in the game is named "404," which seems apt given the quality of the game. I haven't had a working front door since I started the game back in August, and too many residents have tried to take photos with me and gotten stuck in the environments. My personal favourite, beyond my cat’s name, is the fact that every time it rains, there is rain in every resident's house, which makes me wonder who fixes the roofs on Starsand Island. A lot of this is very funny, but also feels so unfortunate given the game truly needed more time in the development oven. There's just too much in the game, but everything feels half-baked and not even remotely fun. While I did not have the chance to try the game's multiplayer, I don't think playing this game with a friend would have made it better. After fifty hours of play, I can confidently say that unless developer Sparkle Seed irons out some of the above issues, Starsand Island is difficult to recommend to fans of the genre. Disclosure: This article is based on a copy of the game provided by the publisher. The post Starsand Island Deep Look appeared first on RPGamer.
000
RPGamer @rpgamer.com · 02/10/2026
Stranger Than Heaven Visits Hiroshima, Osaka
rpgamer.com
Stranger Than Heaven Visits Hiroshima, Osaka
Sega and Ryū ga Gotoku Studio released two new location-based trailers for Stranger Than Heaven. Following the previous video showcasing its the district of Kokura in 1915 Fukuoka, the two new videos highlight two later locations appearing the in game: the Kure district in 1929 Hiroshima and the Minami district in 1943 Osaka. It highlights the new chapters in protagonist Makoto Daito's story as well as the defining parts of the cities and their time periods, as well as some of the activities available in them. Stranger Than Heaven starts in 1915, following a young Makoto Daito as he boards a ship in San Francisco seeking to travel to his mother’s homeland of Japan. Showing his rise to success as a master showman, the game takes players to five different locations and time periods in Japan over the next fifty years as Makoto produces a wide variety of acts and becomes involved in various events. Stranger Than Heaven is set to release on January 15, 2027, for PC, PlayStation 5, and Xbox Series X|S.     The post Stranger Than Heaven Visits Hiroshima, Osaka appeared first on RPGamer.
000
RPGamer @rpgamer.com · 02/10/2026
Crimson Desert: Charting the Unknown DLC Pushed Back Slightly
rpgamer.com
Crimson Desert: Charting the Unknown DLC Pushed Back Slightly
Pearl Abyss announced that it has delayed the release of the Charting the Unknown DLC for open-world action RPG Crimson Desert. Previously planned to release for PC, Mac, PlayStation 5, and Xbox Series X|S on October 15, 2026, the DLC will now launch at 10pm UTC on October 29, 2026. Charting the Unknown sees players venturing beyond Pywel’s shores, commanding their own ship and exploring uncharted islands. Players are also able to go underwater to find treasures, sunken ruins, and hidden mysteries. The DLC will include new story content as well as new foes and challenges, an upgraded housing mode, the ability to rent and manage a variety of facilities to grow their fortune, and more. Crimson Desert is an open-world action adventure RPG set on the war-torn continent of Pywel. The game follows Kliff, leader of the Greymanes mercenaries, who must fight to save the continent from an impending catastrophe. Crimson Desert features an open world, where players can explore on foot or while mounted, which includes commanding, riding, and controlling wyverns. Players can also participate in rock climbing, gliding, fishing, cooking, and more.   [foogallery id="200588"] The post Crimson Desert: Charting the Unknown DLC Pushed Back Slightly appeared first on RPGamer.
000
RPGamer @rpgamer.com · 02/10/2026
Tainted Grail: The Fall of Avalon Receives Free DLC, New Update
rpgamer.com
Tainted Grail: The Fall of Avalon Receives Free DLC, New Update
Publisher Awaken Realms and developer Questline have released free DLC and a new update for open world RPG Tainted Grail: The Fall of Avalon. The Fist of Fury DLC adds a new fistfighting weapon option, with players able to find a new character in the Horns of the South who will take them on as their disciple through a new questline. It includes a new skill tree, as well as new weapons, armour, items. Meanwhile, the version 1.3.0 adds Xbox Play Anywhere support; improvements to performance, stability, visuals, and UI elements; and various bug fixes. Full update notes can be found here. Based on the board game Tainted Grail, The Fall of Avalon is set in a world reimagining the Arthurian legend. King Arthur and his knights are beginning to pass into legend as the people face an encroaching plague known as the Red Death and a magical phenomenon known as the Wyrdness. Players explore a realm slowly falling apart as they come across various factions, each with their own idea on how to proceed in the changing world. The game released for PC, PlayStation 5, and Xbox Series in 2025, with those looking to read more able to read Ezra Kinnell’s review of its PC release.   The post Tainted Grail: The Fall of Avalon Receives Free DLC, New Update appeared first on RPGamer.
000
RPGamer @rpgamer.com · 02/10/2026
Project Afterfall Fully Releasing in November
rpgamer.com
Project Afterfall Fully Releasing in November
MuHa Games announced that its card-based strategy-survival RPG Project Afterfall will fully release for PC on November 3, 2026. The game has been in Steam Early Access for just under a year. Originally announced as Project Thea, Project Afterfall is set in the same world as Muha Games's previous titles Thea: The Awakening and Thea 2: The Shattering. It takes places in a retro-futuristic, post-apocalyptic world built on Slavic folklore including takes on Baba Yaga and the Czort. Players control a custom character looking to rebuild their colony, which involves recruiting NPCs for their party, expanding the settlement, and dealing with the town council. The game features turn-based combat and non-combat skill checks that make use of the party’s card deck.   [foogallery id="202548"] The post Project Afterfall Fully Releasing in November appeared first on RPGamer.
000
RPGamer @rpgamer.com · 01/10/2026
Village in the Shade Content Update Plans Announced
rpgamer.com
Village in the Shade Content Update Plans Announced
NIS America has announced additional content plans for upcoming adventure farming sim Village in the Shade. The game will release in North America and Europe for PC, PlayStation 5, Nintendo Switch, and Nintendo Switch 2 on October 29, 2026. For its launch, the western release game will receive two free patches coming to the game's currently available Japanese release that add new furniture, livestock, and catalog features, plus farmland expansion, a new protagonist birthday event, and more. In addition, the game will receive paid DLC in spring 2027 that adds additional scenarios, new gameplay systems, new standalone events, and new maps. NIS America has also released a soundtrack preview video for the game. Village in the Shade is set in the Japanese mountain village of Kagatsu. Players look to settle down in the village, planting crops, customising their homestead, and befriending various characters. However, the village is home to various secrets, and inhabitants are expected to follow the rules: don’t talk to strangers, don’t leave the village, and don’t go out at night. Players may seek to learn the secrets of the village by flouting the rules at their own risk. The game also includes a Sunshine Mode, where players needn’t worry about breaking the rules and the consequences that come with it. Those looking to read more can check out RPGamer's recent preview.   The post Village in the Shade Content Update Plans Announced appeared first on RPGamer.
000
RPGamer @rpgamer.com · 01/10/2026
The Sundered Anvil Announced
rpgamer.com
The Sundered Anvil Announced
Developer Basilisk Games, creator of the Eschalon retro-styled cRPG series, has announced party-based RPG The Sundered Anvil. The game is in development for PC and Linux, and is planned to release in 2027. It is available to wishlist now on Steam. The Sundered Anvil is billed as being inspired by titles such as Wizardry and Might & Magic and features first-person exploration. It takes place in the high fantasy world of Olytheus and sees players controlling a party of pre-generated characters or building their own from eight races, eight classes, and over twenty skills. Players start out on a quest to recover an anvil stolen from a remote village before they find it may be more than they initially bargained for.   [foogallery id="202524"]   The post The Sundered Anvil Announced appeared first on RPGamer.
000
RPGamer @rpgamer.com · 01/10/2026
Kena: Scars of Kosmora Releasing Next Year
rpgamer.com
Kena: Scars of Kosmora Releasing Next Year
Developer Ember Lab announced that its action adventure title Kena: Scars of Kosmora has been pushed back to next year. The game, a sequel to 2021's Kena: Bridge of Spirits, will release for PC and PlayStation 5. The announcement comes alongside some additional story details. Both games follow Kena, who before the events of Scars of Kosmora has spent years training as a Spirit Guide. Acting as a combination of warrior and healer, Spirit Guides fight back against the corruption caused when the dead aren't able to move on peacefully. However, Kena now feels she is reaching the limits of her progress, with her childhood friend Orfio believing that the mysterious island of Kosmora holds answers for both of them and she sets out to meet him there. Kosmora's ancient Spirit Guides from four interconnected cultures have their own techniques involving the four elements and Alchemystic Temples. Each culture had a guiding Element, but a mysterious cataclysm destroyed one of them, with the elemental symbolism fading into the past. The temples will provide major dungeons that players will need to explore. In addition, Kena will need to learn more about Kosmora's past and its impact on those living there. She will be able to get around with the help of a crystalline canine companion who also aids her in battle and with puzzles.   [foogallery id="202513"] The post Kena: Scars of Kosmora Releasing Next Year appeared first on RPGamer.
000
RPGamer @rpgamer.com · 01/10/2026
Mirage: Miracle Quest Undergoing Kickstarter Campaign
rpgamer.com
Mirage: Miracle Quest Undergoing Kickstarter Campaign
Developer Toe Bean Club has started a Kickstarter crowdfunding campaign for turn-based RPG Mirage: Miracle Quest. The campaign for the game, which mixes strategy and magical girl flair, is looking for €50,000 (c. $56,000) in funding and is set to run until November 4, 2026. Those who pledge at least €28 (c. $31), or €22 (c. $26) for early bird pledges, will receive a digital copy of the game as part of their backer rewards. The game is currently in development for PC, PlayStation 5, and Nintendo Switch. Mirage: Miracle Quest is set on the retro-inspired hand-painted continent of Andafy, which draws from Malagasy, French, and Japanese cultures and aesthetics. Players control Mirage, a young exorcist whose hometown is attacked by a mysterious creature that whispers Mirage’s grandmother’s name as it dies. Mirage sets out on a quest to uncover her true power and the secrets of Andafy while finding numerous allies on her journey.   The post Mirage: Miracle Quest Undergoing Kickstarter Campaign appeared first on RPGamer.
000
RPGamer @rpgamer.com · 01/10/2026
New Release Round-Up (October 1, 2026)
rpgamer.com
New Release Round-Up (October 1, 2026)
Welcome to RPGamer's new release round-up. In this column, we look to provide our readers with details on the major RPGs released since our last update. Please note we do not currently include Early Access releases where the game is still in development. Pricing is shown in US dollars before application of any discounts, local pricing may vary. --- Gothic II Complete Classic Platform: PlayStation 4, PlayStation 5, Xbox Series X|S (previously released on PC, Nintendo Switch) Publisher: THQ Nordic Developer: THQ Nordic, Piranha Bytes Available: PlayStation Store, Xbox Store Price: $29.99 Open-world action RPG Gothic II is the sequel to the 2001 RPG Gothic, and originally released in 2003. It continues the story of the Nameless Hero after the barrier around the prison colony of the first game is destroyed, with the City of Khorinis coming under the threat of an approaching army of dragons. The Complete Classic release also includes the contents of the game's Night of the Raven expansion. --- Keep Driving Platform: PlayStation 5, Xbox Series X|S, Nintendo Switch (previously released on PC) Publisher: YCJY Games Developer: YCJY Games Available: PlayStation Store, Xbox Store, Nintendo eShop Price: $17.99 Road trip RPG Keep Driving follows the player as they embark on a road trip to a festival. Set in the early 2000s, it sees players setting out in their first car, making their way across a procedurally generated pixel art world. Each road-trip is designed to take one-to-four hours to complete, with multiple endings and numerous different paths available to take. On their trip, players can pick up hitchhikers with their own stories, as well as upgrade, customise, and repair their car. Various challenges encountered can be solved by players using their skills or items in their car in turn-based “combat”. Those looking to read more can check out Sam Wachter’s review of the PC release. --- Minecraft Dungeons II Platform: PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 Publisher: Xbox Game Studios Developer: Mojang Studios, Double Eleven Available: Steam, PlayStation Store, Xbox Store, Nintendo eShop Price: $29.99 Action RPG Minecraft Dungeons II is a sequel to 2020 title and Minecraft spin-off Minecraft Dungeons. It sees up to four players set out on an isometric adventure trying to stop the illagers’ plot against the Overworld. Players level up, find and craft new equipment, and summon allies to aid them in battle. --- Octopath Traveler / Octopath Traveler II Platform: Nintendo Switch 2 (previously released on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch) Publisher: Square Enix Developer: Acquire, Asano Team, Square Enix Available: Nintendo Store (Octopath Traveler), Nintendo Store (Octopath Traveler II), Nintendo Store (bundle) Price: $59.99 each or $74.99 dual bundle (no upgrade from Switch versions available) Octopath Traveler is the first game to utilise Square Enix’s HD-2D graphical style and originally released in 2018, with Octopath Traveler II debuting in 2023. They follow the intertwined stories of their eight protagonists, each with their own class, though feature independent characters, settings, and stories. Players select one of the protagonists to start their journey, eventually crossing paths with the other heroes and recruiting them to the party, after which they can play through the new recruits’ stories. --- Songs of Glimmerwick Platform: PC Publisher: Eastshade Studios Developer: Eastshade Studios Available: Steam, itch.io Price: $24.99 (10% launch discount on Steam) Story-driven RPG Songs of Glimmerwick is set in the fantasy land of Glimmerwick, which has a renowned magic university and where playing music is key to casting spells. Players attend classes while helping to tend the university garden, make friends with fellow students and townsfolk, and investigate the mysteries around the island. --- The Witcher 3: Wild Hunt Remastered Platform: PC, PlayStation 5, Xbox Series X|S, Nintendo Switch 2 (previous versions released on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch) Publisher: CD Projekt RED Developer: CD Projekt RED, Available: Steam, GOG, Epic Games Store, PlayStation Store, Xbox Store, Nintendo eShop Price: $49.99 (50% launch discount, except Switch 2) (free upgrade for owners of relevant previous versions) The Witcher 3: Wild Hunt Remastered is an enhanced edition of The Witcher 3: Wild Hunt, the third title in the action RPG series based on Andrzej Sapkowski’s fantasy novel series. The game follows Geralt of Rivia as he searches for his surrogate daughter, Ciri, as she is being chased by the Wild Hunt, and received RPGamer’s Game of the Year Award for 2015. The Remastered version includes enhanced visuals, combat improvements, improved traversal, a skill tree revamp, new finishing moves, and more, as well as its two current expansions, Hearts of Stone and Blood and Wine. A new expansion, Songs of the Past, is planned to release in 2027, while a fourth title, The Witcher IV, is currently in development. --- Viractal: Will You Trust Your Party? Platform: Nintendo Switch, Nintendo Switch 2 (previously released on PC) Publisher: Sting Developer: Sting Available: Nintendo eShop Price: $24.99 on Switch, $34.98 on Switch 2 (20% launch discount) ($9.99 upgrade option available) Board game-style RPG Viractal: Will You Trust Your Party? sees players controlling heroes journeying through the miniature world of Viractalia. Players build up their own deck of cards to use in the game’s turn-based combat. Players roll dice to determine their movement, with unneeded movement points able to be saved up for future use in events and combat. During events, players can make decisions that may lead to gaining powerful abilities or changing the course of the adventure. --- Sales Links * Steam * GOG.com * Epic Games Store * The Humble Store * PlayStation Store (North America) * PlayStation Store (Europe) * Xbox Store * Nintendo eShop (North America) * Nintendo eShop (Europe) The post New Release Round-Up (October 1, 2026) appeared first on RPGamer.
000
Reposted by RPGamer
RPGamer @rpgamer.com · 30/09/2026
RPGs at the Movies
rpgamer.com
RPGs at the Movies
Back in February this year, I saw Iron Lung in theaters, and I adored it and all the creative ways it adapted the feeling of the original game. It got me thinking about video game movies in general, their production, and how they've been approached as creative projects over the years. I then fell into a research rabbit hole for several months. Fortunately for me, I have WiFi and a shovel. This is going to be a short series of editorials covering different video game movies based on RPGs, examining why they do or don't work, and what can be learned from these films. For this first entry, we'll be looking at three different movies: Borderlands (2025), Warcraft (2016), and Dungeons & Dragons: Honor Among Thieves (2023). These three are currently stand-alone films, and can be evaluated on their own merits. These three represent a range in quality that I find revealing. --- [caption id="attachment_202395" align="aligncenter" width="640"] Cate Blanchett as Lilith in the Borderlands movie.[/caption] Borderlands: Barely an Adaptation When I chose to watch Borderlands for this project, I knew it was a bad movie. To me, the trailers made it look like such a horrendous misunderstanding of what made the Borderlands games good, it would be interesting to pick it apart. I was wrong. The movie is such a disaster it failed to even be bad in an interesting way. It feels like the production started with an original script, then partway through put a Borderlands coat of paint on it purely for name recognition. It's franchise mining: trying to build a movie series based solely on a recognizable name without putting in the effort a good movie needs. There’s no true Borderlands spirit in this thing. The best way to demonstrate these failings is with the very opening. In each game, Markus, a gun merchant, gives a narration over a series of 2D illustrations, setting up the game's setting and basic premise. It's the voice acting that makes these, because they’re delivered like Markus is telling a campfire story: he's dramatic, he draws the listener in, and you can hear in his voice when he's describing a good guy or a bad guy. These are a consistent element of the games. They're good openings because they get the player caught up on what they need to know to understand the story. This feels like an easy thing for the movie to adapt; the format for the opening is built-in. However, the movie opens with Cate Blanchett’s Lilith narrating exposition about vaults and a prophecy, in a way that fails to setup the stakes or clearly establish the world. To fail to even take an established formula into account, something easy to adapt, shows to me the movie's production did not seriously consider what makes Borderlands what it is. I would not even object to doing the opening differently in the movie if it was inventive or subversive in some way, that's part of the fun of adaptations. The lack of effort is glaring from the beginning. This is the most disappointing aspect of this movie: not that the movie itself is bad, but that seemingly little to no care was taken in creating the adaptation. Between the casting, Cate Blanchett's terrible wig, to the mangling of beloved characters, and the utter blandness of the film's visuals, it's hard to overstate just how little this movie has to do with the Borderlands games. Even if it was what I originally expected, and it was just a bad adaptation, it would have been preferable to the husk we got. --- [caption id="attachment_202398" align="aligncenter" width="640"] Toby Kobbell as Durotan in Warcraft (2016).[/caption] Warcraft: It's Okay The next movie on my list is Warcraft, which is a mixed bag: The orcs look good, the actors playing human characters don’t seem to have been given any strong direction; the spell effects are cool, the visual design rarely seems to draw from the source; young Khadgar is adorable, and Garona is a pretty lady in too much body paint. As a longtime player of World of Warcraft, it's fun to point and yell "I get that reference!" but that doesn't make for a good movie. Which is too bad, because I do think the potential was there. It still might not be a movie for everyone, but I think there is potential for a good fantasy movie in Warcraft's story. Be aware of spoilers ahead for the movie Warcraft and the game Warcraft: Orcs & Humans. The central conflict of both involves an army of hostile orcs invading a continent and fighting to conquer the human kingdom already there. In the movie, the story ends with the humans successfully fighting off the orcs, and they celebrate their victory, their city safe for now. On the orcs' side, the orc protagonists we’ve been following are either in hiding or dead. It's the expected ending, the humans being the good guys triumph over the evil orcs. Thing is, that's not quite what happened in the game. In Orcs & Humans, there are two campaigns, one for each side. The human one is most similar to the movie, where the orcs are fought off and the human kingdom is saved. However, the ending declared canon by future games is the orcs' campaign, where they win. The human city is razed, and the human survivors flee by boat to another human kingdom for refuge. How much more interesting, and how much more unique, would the movie have been if it ended in tragedy? It's a stronger sequel hook too; where are the refugees going to go? How will they retake their kingdom? This phenomenon, where there's potential for something unique and interesting but is almost always left unfulfilled, is also a common feature of the writing in World of Warcraft. Perhaps the movie is a more faithful adaptation than I first thought. I did not do much research into the actual production of these movies for this project, but with Warcraft being such a mix of things that work and things that don't, I'm curious what the experience was like. Some people who worked on this movie cared, I'm sure of that, just as I'm sure others were phoning it in. Am I correct, or is something else going on? What kind of production results in a movie like this? These questions are beyond the scope of this article, but it’s something I’m left pondering. --- [caption id="attachment_202399" align="aligncenter" width="640"] The main cast of Dungeons & Dragons: Honor Among Thieves. From left to right: Sophia Lillis as Doric, Justice Smith as Simon, Chris Pine as Edgin, and Michelle Rodriguez as Holga.[/caption] Dungeons & Dragons: Honor Among Thieves: The One People Like The last movie for today is Dungeons & Dragons: Honor Among Thieves. Though saying this movie is based on a game is technically correct, it's also insufficient. Honor Among Thieves is a fantasy heist movie, and to me that is a more complete description of the film. This is a movie people like, even outside of Dungeons & Dragons fans, and I think I know why. Dungeons & Dragons is an interesting thing to talk about in terms of adaptation, because yes, it has its own world, lore, and characters, but that's not the main draw for most people. It’s a system for telling stories, a scaffold to be built upon. Honor Among Thieves understands this, and that's why I think it works. It's not a story about the world of Faerûn; it's about this particular group of characters going on an adventure in Faerûn, using the setting and rules of the game to decide how the story will play out. By necessity, the rules in video games using D&D have to be strict. There’s no DM to negotiate with, just a computer that needs to know what to render. The trade-off is that video game adaptations of D&D are more accessible: it'll tell you what you can and can't do, and it eliminates any embarrassment caused by getting the rules wrong in front of a group of people. On the other hand, tabletop D&D requires the player to have a lot of knowledge or references on hand in order to fully participate. The trade-off there is, depending on the DM, the limit really is the players' imagination; it allows for fun and weird scenarios the game-makers couldn't have anticipated. My favorite scene in Honor Among Thieves is when Doric, a tiefling druid, is spotted spying on the vault to be robbed, and is chased out of the city. She shape-shifts constantly: into a mouse so the armored guards have trouble grabbing her, into a bird when she falls from a tower, back into a tiefling when needed, and into a deer when she just needs to run. Technically, this goes against the rules of the game, since there are specific limits on how many times a druid can use Wild Shape, and Doric definitely exceeds them here. The movie ignores that because a scene where a shape-shifter is being chased is fun! D&D isn't about the rules; it's about making stories together, so that's what the movie is about. --- The Lesson Now that I've covered all these movies, what is there to learn from them? I was hoping to come away from this with a more intellectual or complex conclusion, but I do think the big takeaway here is that in order to make a good adaptation, the people working on it need to care. I do think it's that simple at the end of the day. They need to care not just about the thing they're making, but to have some knowledge and respect for the source material. They don't even need to be fans, just understand what it is people love about the original, and to have the resources to do it justice. This is why I believe the best video game movie adaptations are yet to come. This is why I mentioned Iron Lung at the top of this article, even though the original game is not an RPG. Within the past few years, there have been video game movies that were well-received by general audiences: there’s Detective Pikachu, a Pokémon movie even non-fans enjoyed, and the Sonic films are also well regarded. People who love video games are more and more entering into the industry, people who understand what it is about these stories people find compelling, and why they would want to see them on the big screen. The best RPG movies are yet to come. The post RPGs at the Movies appeared first on RPGamer.
022
RPGamer @rpgamer.com · 01/10/2026
Pokémon Legends: Z-A & Mega Dimension DLC Physical Bundle Announced
rpgamer.com
Pokémon Legends: Z-A & Mega Dimension DLC Physical Bundle Announced
The Pokémon Company announced that it will be releasing a physical bundle containing the Nintendo Switch 2 version of Pokémon Legends: Z-A and its Mega Dimension DLC expansion. The bundle will release on October 29, 2026, and include both the game and the DLC on a single game card. The card will also be playable on the Nintendo Switch system, though features specific to the Switch 2 version will not be available. Those who purchase the bundle will also receive a serial code for a gift of 100 Ultra Balls via Mystery Gift. Pokémon Legends: Z-A takes place in Lumiose City, which originally appeared in Pokémon X and Y, as it undergoes an urban redevelopment plan intended to “shape the city into a place that belongs to both people and Pokémon”. It changes up the series’ traditional turn-based combat with a new real-time combat where trainers and Pokémon move around in real-time and unleash moves when commanded. The Mega Dimension DLC sees players investigate new spatial distortions forming in the city. Guided by donut chef Ansha and her companion Hoopa, players explore a mysterious dimension known as Hyperspace Lumiose. This dimension includes newly discovered Mega-Evolved Pokémon and other Pokémon not normally found in the city.   The post Pokémon Legends: Z-A & Mega Dimension DLC Physical Bundle Announced appeared first on RPGamer.
000
RPGamer @rpgamer.com · 01/10/2026
Caves of Qud Getting Dedicated Switch 2 Version
rpgamer.com
Caves of Qud Getting Dedicated Switch 2 Version
Kitfox Games has announced a dedicated Nintendo Switch 2 version for Freehold Games's roguelike Caves of Qud. The Nintendo Switch 2 version, which has not yet been dated, will be available as a free upgrade for those who own the Nintendo Switch version, and it will also be receiving a physical edition through specialist publisher Lost in Cult. The physical release will be available in two editions, available to pre-order now and set to ship in early 2027: Caves of Qud LIC Retail+ Edition (£39.99) * Standard physical Switch 2 release of Caves of Qud * Decorative fold-out map * Full game on the cart itself with up-to-date version at time of printing * Plays on Nintendo Switch 2 console only Caves of Qud EDITION (£59.99) * Everything from the LIC Retail+ version * Custom mailer box with original illustrations * Essay and developer interview booklet * Exclusive variant coversheet art * Original outer slipcase artwork * Colour-thematic inner slipcase with release number * Fold-out unique artwork poster * Four art cards with captions * Numbered and digitally signed authenticity card * Limited to 1,500 copies Caves of Qud released on PC, Mac, and Linux in December 2024 after fifteen years in development before coming to Nintendo Switch earlier this year. The game is billed as a science fantasy RPG with deep simulation aspects. Players create their own character with over seventy mutations and dozens of cybernetic implants available allowing players to fly, teleport, hypnotise goats, swap bodies with a robot, and more. The game includes over seventy factions, while all monsters and NPCs are fully simulated with their own levels, skills, equipment, faction allegiances, and body parts. It includes the Classic roguelike mode as well as friendlier Roleplay and Wander modes. Source: RPG Site   The post Caves of Qud Getting Dedicated Switch 2 Version appeared first on RPGamer.
000
RPGamer @rpgamer.com · 30/09/2026
Valor Mortis Overview Trailer Released
rpgamer.com
Valor Mortis Overview Trailer Released
Ahead of the game's launch in a couple of weeks, Lyrical Games and One More Level released an overview trailer for action RPG Valor Mortis. The five-minute video, narrated by James Alexander (voice of protagonist William), gives an introduction to the game's story, combat, transmutation abilities, upgrade systems, and exploration. The game is set to release for PC, PlayStation 5, and Xbox Series X|S on October 13, 2026, priced at $39.99. Valor Mortis is billed as combining brutal, methodical combat; Metroidvania-inspired levels; and a narrative shrouded in horror and conspiracy taking place in an alternate Napoleonic Wars. The game follows William Dowsett, an English soldier who volunteered for Napoleon’s grand army, who wakes up on a battlefield with no memory. He is forced to choose between the competing voices of Napoleon (voiced by Vincent Cassel) and a mysterious rebel fighter called the Shrike.   The post Valor Mortis Overview Trailer Released appeared first on RPGamer.
000
RPGamer @rpgamer.com · 30/09/2026
Expeditions: Samurai Early Access Update Expands the Party
rpgamer.com
Expeditions: Samurai Early Access Update Expands the Party
THQ Nordic and Campfire Cabal have released the first major Steam Early Access update for historical-themed tactical RPG Expeditions: Samurai. The update includes a raising of the number of party members available in ten of the game's levels from four to six, with enemy numbers also increasing to compensate, as well as adding the ability for companion characters to participate in dialogue skill checks, an option to carry and move (explosive) barrels, new character creation options, more alert enemies, new items, UI upgrades, and more. The full update notes can be found here. Expeditions: Samurai is the fourth title in the series, following Expeditions: Conquistador, Expeditions: Viking, and Expeditions: Rome. The game is set in a version of early 1600s Japan where William Adams’s role as Japan’s first European Samurai is usurped by the player character on account of them arriving first. Arriving onboard the Dutch frigate “De Albatros” as the new leader of a crew of privateers, players are drawn into a civil war, with their choices determining the fates of their crew and the future of Japan.   The post Expeditions: Samurai Early Access Update Expands the Party appeared first on RPGamer.
000
RPGamer @rpgamer.com · 30/09/2026
Tavern RPG Everybody’s Stranger Demo Released
rpgamer.com
Tavern RPG Everybody’s Stranger Demo Released
Tyrillion has released a demo for its fantasy tavern-management RPG Everybody's Stranger. The demo is available for PC via Steam and is said to contain around four hours of content. The full game is in development for PC, Mac, and Nintendo Switch, though a release window has not been announced. Everybody's Stranger sees players running an inn located in a desolate swamp that is frequented by numerous adventurers. Players are able to plant vegetables, fish, create seasonal dishes for their guests, use relics to attract different heroes or villains, add facilities such as weapon crafting and tailoring, building furniture, and upgrade their inn. In addition, a special monocle will let them encounter lost souls and other secrets as they try to uncover their history and why they are at the inn in the first place. Each NPC also has their own story to uncover, with full voice acting.   [foogallery id="202453"]   The post Tavern RPG Everybody’s Stranger Demo Released appeared first on RPGamer.
010
RPGamer @rpgamer.com · 30/09/2026
Today is the fifth anniversary of The Legend of Heroes: Trails through Daybreak's launch in Japan. The game begin a new arc in the long-running series, taking players to the Republic of Calvard and following the exploits of Spriggan Van Arkride. #RPGanniversary Review: rpgamer.com/review/the-l...
The Legend of Heroes: Trails through Daybreak splash artwork showing the game's party membersThe Legend of Heroes: Trails through Daybreak turn-based combat screenshotThe Legend of Heroes: Trails through Daybreak screenshot showing Van and Agnés in Calvard's capital city EdithThe Legend of Heroes: Trails through Daybreak real-time field combat
021
RPGamer @rpgamer.com · 30/09/2026
RPGs at the Movies
rpgamer.com
RPGs at the Movies
Back in February this year, I saw Iron Lung in theaters, and I adored it and all the creative ways it adapted the feeling of the original game. It got me thinking about video game movies in general, their production, and how they've been approached as creative projects over the years. I then fell into a research rabbit hole for several months. Fortunately for me, I have WiFi and a shovel. This is going to be a short series of editorials covering different video game movies based on RPGs, examining why they do or don't work, and what can be learned from these films. For this first entry, we'll be looking at three different movies: Borderlands (2025), Warcraft (2016), and Dungeons & Dragons: Honor Among Thieves (2023). These three are currently stand-alone films, and can be evaluated on their own merits. These three represent a range in quality that I find revealing. --- [caption id="attachment_202395" align="aligncenter" width="640"] Cate Blanchett as Lilith in the Borderlands movie.[/caption] Borderlands: Barely an Adaptation When I chose to watch Borderlands for this project, I knew it was a bad movie. To me, the trailers made it look like such a horrendous misunderstanding of what made the Borderlands games good, it would be interesting to pick it apart. I was wrong. The movie is such a disaster it failed to even be bad in an interesting way. It feels like the production started with an original script, then partway through put a Borderlands coat of paint on it purely for name recognition. It's franchise mining: trying to build a movie series based solely on a recognizable name without putting in the effort a good movie needs. There’s no true Borderlands spirit in this thing. The best way to demonstrate these failings is with the very opening. In each game, Markus, a gun merchant, gives a narration over a series of 2D illustrations, setting up the game's setting and basic premise. It's the voice acting that makes these, because they’re delivered like Markus is telling a campfire story: he's dramatic, he draws the listener in, and you can hear in his voice when he's describing a good guy or a bad guy. These are a consistent element of the games. They're good openings because they get the player caught up on what they need to know to understand the story. This feels like an easy thing for the movie to adapt; the format for the opening is built-in. However, the movie opens with Cate Blanchett’s Lilith narrating exposition about vaults and a prophecy, in a way that fails to setup the stakes or clearly establish the world. To fail to even take an established formula into account, something easy to adapt, shows to me the movie's production did not seriously consider what makes Borderlands what it is. I would not even object to doing the opening differently in the movie if it was inventive or subversive in some way, that's part of the fun of adaptations. The lack of effort is glaring from the beginning. This is the most disappointing aspect of this movie: not that the movie itself is bad, but that seemingly little to no care was taken in creating the adaptation. Between the casting, Cate Blanchett's terrible wig, to the mangling of beloved characters, and the utter blandness of the film's visuals, it's hard to overstate just how little this movie has to do with the Borderlands games. Even if it was what I originally expected, and it was just a bad adaptation, it would have been preferable to the husk we got. --- [caption id="attachment_202398" align="aligncenter" width="640"] Toby Kobbell as Durotan in Warcraft (2016).[/caption] Warcraft: It's Okay The next movie on my list is Warcraft, which is a mixed bag: The orcs look good, the actors playing human characters don’t seem to have been given any strong direction; the spell effects are cool, the visual design rarely seems to draw from the source; young Khadgar is adorable, and Garona is a pretty lady in too much body paint. As a longtime player of World of Warcraft, it's fun to point and yell "I get that reference!" but that doesn't make for a good movie. Which is too bad, because I do think the potential was there. It still might not be a movie for everyone, but I think there is potential for a good fantasy movie in Warcraft's story. Be aware of spoilers ahead for the movie Warcraft and the game Warcraft: Orcs & Humans. The central conflict of both involves an army of hostile orcs invading a continent and fighting to conquer the human kingdom already there. In the movie, the story ends with the humans successfully fighting off the orcs, and they celebrate their victory, their city safe for now. On the orcs' side, the orc protagonists we’ve been following are either in hiding or dead. It's the expected ending, the humans being the good guys triumph over the evil orcs. Thing is, that's not quite what happened in the game. In Orcs & Humans, there are two campaigns, one for each side. The human one is most similar to the movie, where the orcs are fought off and the human kingdom is saved. However, the ending declared canon by future games is the orcs' campaign, where they win. The human city is razed, and the human survivors flee by boat to another human kingdom for refuge. How much more interesting, and how much more unique, would the movie have been if it ended in tragedy? It's a stronger sequel hook too; where are the refugees going to go? How will they retake their kingdom? This phenomenon, where there's potential for something unique and interesting but is almost always left unfulfilled, is also a common feature of the writing in World of Warcraft. Perhaps the movie is a more faithful adaptation than I first thought. I did not do much research into the actual production of these movies for this project, but with Warcraft being such a mix of things that work and things that don't, I'm curious what the experience was like. Some people who worked on this movie cared, I'm sure of that, just as I'm sure others were phoning it in. Am I correct, or is something else going on? What kind of production results in a movie like this? These questions are beyond the scope of this article, but it’s something I’m left pondering. --- [caption id="attachment_202399" align="aligncenter" width="640"] The main cast of Dungeons & Dragons: Honor Among Thieves. From left to right: Sophia Lillis as Doric, Justice Smith as Simon, Chris Pine as Edgin, and Michelle Rodriguez as Holga.[/caption] Dungeons & Dragons: Honor Among Thieves: The One People Like The last movie for today is Dungeons & Dragons: Honor Among Thieves. Though saying this movie is based on a game is technically correct, it's also insufficient. Honor Among Thieves is a fantasy heist movie, and to me that is a more complete description of the film. This is a movie people like, even outside of Dungeons & Dragons fans, and I think I know why. Dungeons & Dragons is an interesting thing to talk about in terms of adaptation, because yes, it has its own world, lore, and characters, but that's not the main draw for most people. It’s a system for telling stories, a scaffold to be built upon. Honor Among Thieves understands this, and that's why I think it works. It's not a story about the world of Faerûn; it's about this particular group of characters going on an adventure in Faerûn, using the setting and rules of the game to decide how the story will play out. By necessity, the rules in video games using D&D have to be strict. There’s no DM to negotiate with, just a computer that needs to know what to render. The trade-off is that video game adaptations of D&D are more accessible: it'll tell you what you can and can't do, and it eliminates any embarrassment caused by getting the rules wrong in front of a group of people. On the other hand, tabletop D&D requires the player to have a lot of knowledge or references on hand in order to fully participate. The trade-off there is, depending on the DM, the limit really is the players' imagination; it allows for fun and weird scenarios the game-makers couldn't have anticipated. My favorite scene in Honor Among Thieves is when Doric, a tiefling druid, is spotted spying on the vault to be robbed, and is chased out of the city. She shape-shifts constantly: into a mouse so the armored guards have trouble grabbing her, into a bird when she falls from a tower, back into a tiefling when needed, and into a deer when she just needs to run. Technically, this goes against the rules of the game, since there are specific limits on how many times a druid can use Wild Shape, and Doric definitely exceeds them here. The movie ignores that because a scene where a shape-shifter is being chased is fun! D&D isn't about the rules; it's about making stories together, so that's what the movie is about. --- The Lesson Now that I've covered all these movies, what is there to learn from them? I was hoping to come away from this with a more intellectual or complex conclusion, but I do think the big takeaway here is that in order to make a good adaptation, the people working on it need to care. I do think it's that simple at the end of the day. They need to care not just about the thing they're making, but to have some knowledge and respect for the source material. They don't even need to be fans, just understand what it is people love about the original, and to have the resources to do it justice. This is why I believe the best video game movie adaptations are yet to come. This is why I mentioned Iron Lung at the top of this article, even though the original game is not an RPG. Within the past few years, there have been video game movies that were well-received by general audiences: there’s Detective Pikachu, a Pokémon movie even non-fans enjoyed, and the Sonic films are also well regarded. People who love video games are more and more entering into the industry, people who understand what it is about these stories people find compelling, and why they would want to see them on the big screen. The best RPG movies are yet to come. The post RPGs at the Movies appeared first on RPGamer.
022