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Square Enix Vocal Covers: Timeless Classics Includes NieR, Final Fantasy
Square Enix Vocal Covers: Timeless Classics Includes NieR, Final Fantasy Square Enix Vocal Covers: Timeless Classics , a new cover album from Square Enix and Keiichi Okabe’s MONACA, will feature songs from NieR, NieR: Automata, Final Fantasy IX, FFX, and FFXIII. It will launch in Japan on June 25, 2025 , with European and US debuts following in July 2025. It will cost $26.99/€19.99 and feature six versions of five songs.  It sounds like all six songs will be performed by the same singer, with two of them being English covers and the other four being in Japanese. Square Enix didn’t reveal their identity yet though. It did share the track list, which consists of two versions of “Melodies of Life” alongside the other four performances. Here’s the full list of songs: “Weight of the World” English Version from NieR: Automata “Kaine / Salvation” from NieR Replicant and Gestalt “Suteki Da Ne” from Final Fantasy X “The Sunleth Waterscape” from Final Fantasy XIII “Melodies of Life” English Version from Final Fantasy IX “Melodies of Life” from Final Fantasy IX Square Enix also started to share samples of the Square Enix Vocal Covers: Timeless Classics songs ahead of the album’s launch. It started with the first song on the album, which is the English version of “Weight of the World” from NieR: Automata.  https://www.youtube.com/shorts/Yrd4rC6fmBY The second sample to appear showed off “Kaine / Salvation” from NieR Replicant and Gestalt . https://www.youtube.com/shorts/6kRS0_C1nkw The reveals are going in order, as the one that showed up after that is the third track, “Suteki Da Ne” from Final Fantasy X.  https://www.youtube.com/shorts/4DHzGt7_q_c The last one Square Enix shared is “The Sunleth Waterscape” from Final Fantasy XIII .  https://www.youtube.com/shorts/VABojx6NFpA Finally, here's the cover art, which was created by Aamond. Image via Square Enix Square Enix Vocal Covers: Timeless Classics album will come to Japan on June 26, 2025, followed by a July 2025 worldwide release of the six songs. One of its last cover albums was #SQkawaii Sounds – Final Fantasy. The post Square Enix Vocal Covers: Timeless Classics Includes NieR, Final Fantasy appeared first on Siliconera .
May 15
Nintendo Store San Francisco Photo Tour
Nintendo Store San Francisco Photo Tour<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/1a02e64e/img_7491.jpg" width="800" height="600" alt="Nintendo San Francisco" typeof="foaf:Image" class="image-style-body-default" /></p> <p>This week signals the opening of the second official Nintendo Store in the United States. Nintendo New York opened in 2001 as a Pokémon Center before being converted to Nintendo World in 2005, then rebranded as Nintendo New York in 2016. Since then, Nintendo has opened first-party stores in Tokyo, Osaka, and Kyoto, Japan, but outside of the employees-only store in Nintendo of America's headquarters, the New York location has been the only US-based store.&nbsp;</p><p>The two-story shop features exclusive merchandise, hard-to-find Amiibo figures, various statues of iconic Nintendo characters, and the ability to build a custom Nintendo Switch. You'll find dedicated sections to Nintendo and its biggest franchises throughout the storefront. On the main floor, you'll spot areas devoted to Mario (including Mario Kart), Animal Crossing, Donkey Kong, and a section dedicated to Nintendo San Francisco merchandise. If you walk down the stairs in the middle of the store, you can descend to the bottom floor, which includes Zelda, Splatoon, Metroid, Kirby, Pikmin, and Pokémon sections. Additionally, each floor features dedicated gaming areas, with loads of Switch games, a few playable Switch kiosks, and an absolutely loaded wall of Amiibo figures.</p><p><em>Game Informer</em> recently attended an invite-only media day for Nintendo San Francisco, which opens today for those with Warp Pipe reservations. However, for everyone else, Nintendo San Francisco opens on Monday, May 19. You can see what shoppers can expect when they step through the doors of the brand-new Nintendo San Francisco below.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/04dbe7a7/img_7464.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>You enter the store through the Powell St. entrance. Along the front and side windows, various Nintendo characters are depicted walking towards the entrance.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/efca8e3e/img_7472.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The front section of the store includes mostly Nintendo San Francisco merchandise, as well as exclusive items to official Nintendo Stores.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/d4e04c00/img_7523.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Statues of characters like Mario and Link are found throughout the store, and if you want to take a miniature version home of your favorite statue, Nintendo San Francisco has replicas on its shelves.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/90bd21ee/img_7471.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>This is an often-used design on exclusive merch throughout the store. It can be found on bags, shirts, and other items.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/976c9197/img_7473.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/22899782/img_7470.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/b0f22d06/img_7469.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Near the front, you'll find the Donkey Kong section.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/262ade94/img_7475.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>A huge Mario statue welcomes you to the Mario section of the store. Here, you can find all kinds of merch from Mario's long history, including this dish set that was originally only for sale at the Japanese Nintendo Stores.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/11437434/img_7477.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>If you're looking to start a Mario plushie or Lego collection, this store has you covered.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/cbf82207/img_7479.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Similar to the Mario section, the Animal Crossing section is hard to miss. Here, you can shop from various home items ripped straight from your island getaway.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/a6dba3f6/img_7481.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Since the Animal Crossing section relies heavily on home items, The Roost line lets you put an Animal Crossing touch on your at-home coffee station.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/55a23d01/img_7480.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>If you'd prefer to show off your Animal Crossing love through apparel instead of home decor, you also have plenty of options.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/c761c8e8/img_7490.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Right next to the main floor registers, you have another chance to pick up some of the exclusive Nintendo San Francisco merchandise.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/e563a0f5/img_7515.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>One of the coolest sections of Nintendo San Francisco lets you use tablets to build a custom Nintendo Switch. You can select different Joy-Cons, straps, and docks. Once you place your order, your Switch will be ready for pickup the same day.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/7f38a95d/img_7514.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>If you're just visiting the Nintendo Store to pick up the latest game or a title you missed out on, you can select from a wide range of Switch titles.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/2bd1a9fc/img_7517.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Though you normally need to go to the Nintendo website and have a Switch Online subscription to purchase the Nintendo Switch Online classic controllers, you can grab them in-person (and without a paid subscription) at the Nintendo Store.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/b9778a12/img_7518.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Yes, you can get Alarmo at Nintendo San Francisco.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/ddf0b7da/img_7482.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>You can look over a railing from the main floor to see the massive gaming screen on the bottom floor.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/015c778d/img_7474.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>A staircase in the middle of the store takes you to the bottom floor.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/ea949fe4/img_7496.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The first section you're greeted by on the bottom floor is the Legend of Zelda area.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/7d17f3d3/img_7486.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The Zelda collection is geared towards a more mature audience, with items like messenger bags, replica swords, notebooks, wine glasses, and more.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/3442c528/img_7493.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Across from the Zelda section, you can find a ton of colorful Splatoon merchandise.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/4ae7cc68/img_7483.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The giant screen you could spot from the main floor is playable on the bottom floor. After the store tour, a few invitees fired up a round of Mario Kart 8 Deluxe.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/02e86662/img_7499.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>If you'd rather check games out on a smaller, more personal screen, the back corner of the bottom floor has kiosks for you to test out some games or watch some trailers.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/8174332b/img_7504.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The bottom floor has more games for you to peruse.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/71dcf2e7/img_7502.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The back wall features an impressive display of Amiibo figures, including several difficult-to-find figures.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/3d27209c/img_7506.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Pikmin and Mario share some space on the back wall. Some of the Pikmin apparel includes fun instances of the Pikmin carrying away items like the pocket on a T-shirt or a button from a dress shirt.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/85fd63cb/img_7508.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The Pokémon section features a ton of plushies and apparel from the Pokémon Center.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/db6236dd/img_7507.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Though I didn't spot any Pikachu plushies exclusive to this particular store, Nintendo San Francisco has several of the Nintendo Store-exclusive plushies.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/98bd8a9a/img_7488.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>In addition to the sections highlighted in this photo tour, you can also find smaller sections featuring franchises like Kirby and Metroid.</p>
May 15
Exclusive – Diving Deep Into Critical Role’s Daggerheart
Exclusive – Diving Deep Into Critical Role’s Daggerheart<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/15/bf484d45/dagg_hero.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>After years of anticipation, <a href="https://darringtonpress.com/daggerheart/">Daggerheart</a> is about to be released next week. The tabletop role-playing game comes to us from Darrington Press, the publishing arm of Critical Role, which many players may know from the team's wildly popular role-playing streaming shows. Ahead of the game’s launch, we had the chance to put some questions to lead game designer Spenser Starke. He gave us a rundown on some of the core ideas that set Daggerheart apart from other RPGs like D&amp;D, but also gave an early look at one of the campaign frames featured in the game – a dark and dangerous setting called Age of Umbra.</p><p>Age of Umbra challenges players to send their characters into the Halcyon Domain, where the dead come back in twisted forms, animated by a strange, roaming, ethereal mass called the Umbra. Notably for video game players, Critical Role’s Matthew Mercer wrote the campaign frame specifically citing FromSoftware games like Dark Souls as an inspiration for the style of play.</p><p>Mercer will be running an eight-part mini-series set in Age of Umbra, with a Session Zero on May 22, and the first full episode airing on May 29. You can watch the new show on <a href="https://beacon.tv/">Beacon</a>, <a href="https://www.twitch.tv/criticalrole">Twitch</a>, or <a href="https://www.youtube.com/criticalrole">YouTube</a>.&nbsp;</p><p>Check out our complete interview with Spenser Starke below, as well as extensive art galleries from the soon-to-release Daggerheart game. We also have two exclusive book spreads from the Age of Umbra section of Daggerheart, which you can read through by clicking the first gallery below, and tapping the expand button in the upper right of the image to enlarge.</p><p class="inline-rich-content-placeholder">&nbsp;</p><p><strong>Game Informer: How is Daggerheart different from other role-playing games on the market? How is the feel of playing different from that of familiar games like D&amp;D?</strong></p><p>Spenser Starke: Daggerheart is a heroic roleplaying game designed from the ground up to be a collaborative, narrative-forward experience that supports both heartfelt storytelling and cinematic combat! So if the reason you play is to tell an awesome story with your friends, Daggerheart is almost certainly for you. It’s specifically designed to be light enough at level one that you can jump right into your first session without knowing much, but crunchy enough that as you level up through a campaign, there are plenty of interesting choices to make and new mechanics to learn!</p><p><strong>What can you tell us about the core dice mechanic of the Hope and Fear dice? How does that system shape play? Was there a particular reason to focus on 12-sided dice?</strong></p><p>The Duality Dice are one of my favorite features of the game–they really help to inject narrative into every roll. You choose one d12 to represent Hope and another to represent Fear, and whenever you’re making an action roll, you’ll use both the total of the roll (including any modifiers) AND whether the Hope die or Fear die rolled higher. This gives you results like “Success with Fear” or “Failure with Hope,” which will impact the consequences of the roll! It allows for there to be a spectrum of success and failure during play that encourages everyone to play to find out what happens next.&nbsp;</p><p>The use of the d12 came about primarily because I adore d12s. I love their shape and I also really like their balance of swinginess; they give more variation than a d6 but less than a d20. Additionally, two d12s rolled together create a statistical curve that centers around 13, meaning the players know their dice are generally going to hit around that value. This makes even small modifiers really valuable! I could gush about dice mechanics for forever, but I will spare you from the pain.</p><p class="inline-rich-content-placeholder">&nbsp;</p><p><strong>Daggerheart also leverages physical cards as an aspect of play. Can you talk about how those factor in? Is the use of cards central and necessary to the experience, the way that minis might be in a tabletop skirmish game?</strong></p><p>The cards in Daggerheart are designed as a shorthand way of building and operating your character. They make onboarding during a session zero much easier–we really wanted an experience that got you out of the book and onto the page as fast as possible. So choosing your level options from cards and placing them in your loadout to make that process as streamlined and accessible as possible, as well as having rad art across EVERYTHING in the game was something we were really excited about. There are ways to play without the cards using a loadout sheet instead, but we find the experience with the cards to be our favorite way to run the game!</p><p><strong>What are some of the features that make character creation and development interesting in Daggerheart? As a design team, did you have particular goals you hoped to reach in terms of the way characters come together over the life of a game or campaign?</strong></p><p>Experiences are something that really stand out to me as a particularly exciting component of Daggerheart – they are essentially narrative tags that you work with your GM to create about the kinds of experiences you’ve had as a character already, and when you leverage that knowledge while performing an action, you can get a bonus to the roll. As talked about above, the card system also makes character creation fast, visual, and exciting! You get to combine certain domain decks together to form your character’s loadout at each level. Additionally, the background and connection questions actively encourage a player to breathe life into their character as well as providing the GM narrative fodder for how to make the characters at their table the protagonists in the campaign.</p><p class="inline-rich-content-placeholder">&nbsp;</p><p><strong>One of the significant challenges of tabletop role-playing (for game makers and playgroups) is the frequently dramatic difference in experience levels between longtime players and newcomers. How does Daggerheart approach that dilemma, specifically around welcoming new players, while also including enough depth for experienced players?</strong></p><p>We have done our best to make the onboarding process for new players as streamlined as possible, while offering the opportunity to opt into more crunch as players level up in a campaign. We also, where possible, attempted to put the bulk of the “crunch” of the system into the choices players make in downtime, between sessions, or during level-ups, as opposed to in the moment at the table, to avoid stopping downplay as much as we can.</p><p><strong>For folks who may not be plugged into recent happenings with Critical Role, how will the launch of Daggerheart affect the streaming, shows, and other content that Critical Role produces?</strong></p><p>We’re launching Age of Umbra very soon! It’s a series run by Matt Mercer using the Age of Umbra campaign frame, a dark, souls-like setting that is extra deadly. And much more to come, we’re just getting started!</p><p><strong>Today, you’re sharing more details about one of the campaign frames in Daggerheart. Would you describe what you mean by a campaign frame compared to a dedicated campaign setting?&nbsp;</strong></p><p>A campaign frame is kind of a starter kit for running a campaign in Daggerheart! They’re usually about 10-20 pages and focus on a specific subgenre or concept around which your campaign can be structured. They provide an overall narrative hook, some interesting lore you can incorporate into your campaign, a map of the region you can customize, a starting scenario to kick off your first session, and some mechanical additions or adjustments that impact the way the game runs! We’re hoping campaign frames provide everything you need to jump in, while not being so much they feel stifling to you and your table’s creativity.</p><p class="inline-rich-content-placeholder">&nbsp;</p><p><strong>What is The Age of Umbra? What are some of the defining characters, groups, or setting features that make it special?</strong></p><p>Age of Umbra is a dark, deadly, souls-like campaign frame heavily inspired by media like Kingdom Death Monster, Elden Ring, and Dark Souls, written by Matt Mercer. It’s full of evocative lore and horrifying flavor, but one of my favorite aspects is the concept of the Sacred Pyres that exist all throughout the land, burning bright and providing refuge from the Umbra. That plays into one of the downtime mechanics that requires anybody resting outside the light of a Sacred Pyre to have a party member or two keep watch during the night… or bad things might happen.</p><p><strong>Matthew Mercer has likened The Age of Umbra to video games like Dark Souls. How far does that comparison bear out? Would you suggest that dedicated fans of video games like Elden Ring might want to consider it?</strong></p><p>The campaign frame is absolutely for fans of Elden Ring, Dark Souls, or really anyone who wants to run a dark and deadly story. Matt really outdid himself with this one.</p><p class="inline-rich-content-placeholder">&nbsp;</p><p><strong>Are there other campaign frames in Daggerheart? How do they change the experience of play? Is there one you’d highlight, in brief, as an experience at the other end of the tonal spectrum from The Age of Umbra?</strong></p><p>Yes! There are six campaign frames in the Daggerheart Core Rulebook that have a wide range of genre and tone. They really form the subgenre of fantasy that you’re looking to play in, from lore to mechanics to weapons and everything in-between. I think on the other end of the spectrum from Age of Umbra (depending on what your spectrum is like!) is either Beast Feast, which is a light-hearted dungeon crawl about cooking what you kill, heavily inspired by Delicious in Dungeon and Monster Hunter World, or Motherboard, which is our sci-fantasy setting where all magic is technology, inspired by Horizon Zero Dawn and Mortal Engines.</p><p><strong>When and how can players check out Daggerheart for themselves?</strong><br>The game launches on May 20th on the <a href="https://shop.critrole.com/?gad_source=1&amp;gad_campaignid=9338130859&amp;gbraid=0AAAAACxEBGtVWVjyRLN6F9KwEGW3KuG9V&amp;gclid=Cj0KCQjwoZbBBhDCARIsAOqMEZVAyaoeAoo9R8_whnarDEpJIRRLq2kUTe5u52Z9tNzruFNzMWrZq6caAt4EEALw_wcB">Critical Role shop</a> and in your friendly local game store, and can be found everywhere games are sold shortly after that!</p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/15/06ba8530/umbraspread1_1.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/15/6ca3d4f4/umbraspread2_1.jpg'></figure></section>
May 15
Doom: The Dark Ages Review – Believe In The Shield
Doom: The Dark Ages Review – Believe In The Shield<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/d5087f4c/doomthedarkages_2.jpg" width="800" height="450" alt="Doom: The Dark Ages review" typeof="foaf:Image" class="image-style-body-default" /></p> Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Bethesda Softworks Developer: id Software Release: <time datetime="2025-05-15T12:00:00Z" class="datetime">May 15, 2025</time> <p></p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"></p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">As a pioneer of the first-person shooter genre, Doom laid the foundation for its contemporaries but has also never rested on its laurels. Doom 3 steered the franchise toward survival horror. The 2016 reboot dared to revisit and refine the old-school formula in an era of Call of Duty-likes. Doom Eternal, for better or worse, implemented parkour-esque platforming. Doom: The Dark Ages offers perhaps the biggest and most impressive shake-up of the series’ tried and true formula. Incorporating visceral, parry-focused melee combat is a thrilling addition to the already stellar run-and-gun action, making this medieval entry an absolute blast from start to finish.&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">This prequel to the 2016 game sees the Doom Slayer rip apart hordes of demons amid a cool techno-medieval setting; imagine King Arthur as a Borg from&nbsp;Star Trek, and that’s basically the game’s look. While it’s a terrific aesthetic that perfectly complements the heavy metal soundtrack, the backdrop primarily serves as an excuse to add neat middle-age twists to the Slayer’s classic arsenal. The biggest and best change is the Shield Saw, a motorized serrated shield that lets players block and parry incoming attacks. While it's initially strange to use a shield in a Doom game, it is a brilliantly implemented addition I can’t imagine playing without going forward.</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Parrying glowing green attacks adds another fun test of reflexes. It’s easy to execute thanks to a generous parry window (on standard difficulty), rewarding an additional hit as you send projectiles back to their receivers. The exceptionally satisfying auditory feedback, which rivals the ear-pleasing “bong” when Captain America’s shield connects, is the cherry on top. Speaking of Cap, lobbing the Shield Saw like a discus at foes adds another ranged offensive option, great for slicing smaller demons in half (saving ammo in the process) or stunning larger threats by embedding and drilling into their flesh. I loved using the latter function to stop hulking demons in their tracks and riddle them with bullets.&nbsp;</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/S7IEg0_qNXs" frameborder="0" allow="autoplay" allowfullscreen="true">&nbsp;</iframe><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Performing a charging shield bash lets you rush distant targets from afar, serving as a great way to close gaps while keeping you moving across the often expansive arenas. However, the shield can only absorb so many hits before it becomes temporarily unavailable, so the action retains the series’ frantic urgency to keep moving to outmaneuver and outfox enemies. Instead of trivializing the danger, the Shield Saw becomes a fun new strategy to juggle; block or parry what you can, dodge what you can’t, and never stop moving.</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Revamped melee combat further emphasizes Doom: The Dark Ages' more in-your-face action. Players now have three melee options – a brutal punch combo, a slow but mighty hammer attack, and, my favorite, an armor-shattering flail – to pummel the ammunition out of foes, rewarding close-quarter confrontations with full clips. Like guns, though, melee attacks are limited and must be replenished by grabbing pick-ups or blasting demons with guns, creating a nice system where close and ranged offense empower each other. Battling melee-centric adversaries became entertainingly rhythmic slugfests as I deflected incoming attacks while retaliating during brief moments between, capped off by executing the ever-bloody glory kill finishing moves. Doom is all about guns, but The Dark Ages has perhaps the best close-quarters action I’ve experienced in a shooter.</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Inventive new weapons bolster the smooth-as-butter gunplay. My favorites include the Pulverizer, which grinds collected skulls to blast wide spreads of high-speed bone fragments to simultaneously wipe out scores of demons. Another cool weapon is the Chainshot, which shoots a retractable ball and chain, perfect for punching through shields and armor. Many of the six primary firearms have an alternate version you can switch between instantly (such as swapping between the faster-paced Shotgun and the slower but punchier Super Shotgun) and sport unlockable upgrades for each configuration, adding more bang to their punch. Whether it's a perk that rains down lightning upon a successful parry or another that lets you ricochet bullets off the shield while it’s drilling into a target, these enhancements add more depth and reward to the already entertaining action. Best of all, you can eviscerate any enemy using any weapon, ditching Doom Eternal’s more restrictive combat design.</p><p class="inline-rich-content-placeholder" style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The Doom Slayer’s fresh bag of tricks allowed me to devise incredible new strategies to survive increasingly intense skirmishes where mobs can number in the dozens. Tossing the shield at a distant pest before instantly recalling it to parry an incoming attack at the last moment, then blowing its sender’s face off with a shotgun blast – all while weaving through waves of beams and fireballs – feels incredibly cool. That’s only one example of many fist-pumping moments that regularly occur in Doom: The Dark Ages. With both offense and defense to consider, the action feels more strategically dense than it ever has in a Doom title, and well-designed controls make everything a breeze to pull off once you’re acclimated. If that’s not enough, an impressive range of accessibility options, from adjusting the game speed, parry timing, and even the colors of in-game elements, allow you to customize the adventure so it’s as challenging or inviting as you’d like.&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Between standard firefights, the Slayer can hop in the cockpit of a giant mech suit to battle gargantuan demons and atop a dragon-like beast to engage in aerial dogfighting. Both diversions are best described as broadly fine; mech combat primarily focuses on slower but impactful fist fights, while aerial bouts involve an ill-fitting exercise of dodging blasts to charge a beam to take out shielded targets. These segments aren’t very fleshed out and don’t last long enough to drag the experience down, but I was always eager to get my boots back on the ground for more traditional action.</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Like the last game, stages hide secrets, such as collectible figures, lore entries, upgrade gems, and treasure stashes to buy additional enhancements. Environmental puzzle-solving is generally simple if you explore thoroughly and often utilize the Shield Saw, such as tossing it to activate distant mechanisms or shield-bashing blocks in positions to climb and reach higher platforms. I can take or leave these diversions, but the rewards are usually worth the effort. The story, which involves stopping a demonic prince from stealing a great power from a mighty princess, doesn’t take itself quite as seriously as Eternal’s tale. However, it’s still a largely stoic and straightforward affair that won’t suddenly establish Doom as a narrative powerhouse. I approached the story much like the Doom Slayer himself; just point me in the direction of what needs killing while everything else barely matters enough to earn my full interest.&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Doom: The Dark Ages is modern Doom executed better than ever. It’s a bloody, challenging, and strategic thrill ride that tested my skills, forced me to catch my breath, and always had me asking for more. With the Shield Saw and other great additions, id Software gives fans something they didn’t know they wanted, proving once again that this legendary series can still evolve in ways we haven’t even dreamed of.&nbsp;</p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/8cd4b36a/doomthedarkages_3.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/80b1317e/doomthedarkages_8.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/945dab32/doomthedarkages_4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/bdc4ba66/doomthedarkages_7.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/dc32e939/doomthedarkages_5.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/e4ab963a/doomthedarkages_6.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/69706085/doomthedarkages_1.jpg'></figure></section> Score: 9.5 About Game Informer's review system
May 14
If You Liked Clair Obscur: Expedition 33, Play These Games Next
If You Liked Clair Obscur: Expedition 33, Play These Games Next<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/6234df99/clairrecheader.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">It would be inaccurate to say Clair Obscur: Expedition 33 snuck up on all of us. We were enamored with its setup, art direction, and gameplay from its reveal trailer, but we’ve all been on this hype train before. For a game to live up to its initial excitement is rare, but Clair Obscur managed to do it with confidence. It’s the kind of game that, despite having multiple epilogues, leaves you wanting more. And if that is the case, here are some games you should check out if you just couldn’t get enough of Gustave and friends' adventures.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/dd4ef812/switch_xb3_direct_characters_eng_scrn_5.jpeg" typeof="foaf:Image" alt class="image-style-body-default"> Xenoblade Chronicles 3 <h2>If You Liked The Story</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Clair Obscur begins with a compelling premise where everyone in the world knows the exact age at which they will die, and that number is getting smaller and smaller. Perhaps a product of a generation of modern game designers growing up with the medium and now hitting a point in their lives where they are thinking about mortality, Expedition 33 is not the first game to grapple with this idea. Like every game on this list,&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/xenoblade-chronicles-3/a-dull-knife">Xenoblade Chronicles 3</a> is very different from Clair Obscur, but it does share a similarity in that its characters are fully aware of their mortality. The cast is made up of genetically engineered soldiers who are born as young adults and only live ten years. The narratives branch in very different directions, but those compelling ideas about what it means to grow old are explored in both games.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/c27665ea/ss_6c7ece776d88f1a7252a08321dbdf1c9ee0e48e9.jpg" typeof="foaf:Image" alt class="image-style-body-default"> Final Fantasy X <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">To go into why there are similarities between Clair Obscur and&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/games/final_fantasy_xx-2_hd_remaster/b/ps3/archive/2014/02/24/revisiting-final-fantasy-x.aspx">Final Fantasy X</a> would potentially spoil late game details of both, but just know that developer Sandfall has cited the tenth Final Fantasy specifically as inspiration for its game. They explore different ideas, but are tonally similar, with both having a melancholy edge.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/ef6993a7/switch_supermariorpg_scrn_14.jpeg" typeof="foaf:Image" alt class="image-style-body-default"> Super Mario RPG <h2>If You Liked The Gameplay</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">I personally love an RPG with timed button pressing mechanics. It keeps the combat engaging, and also lets you take on enemies and bosses that are out of your league, as long as you are willing to persevere. Nintendo’s Mario RPGs popularized this style of gameplay, and they hold up surprisingly well. The 2023 remake of&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/super-mario-rpg/toady-nostalgia">Super Mario RPG</a> is an excellent look at where those mechanics arguably began, and 2024’s Switch release of&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/paper-mario-the-thousand-year-door/back-and-forward">Paper Mario: The Thousand-Year Door</a> is also excellent.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/c2c58155/ss_b8b0f1cd2c75f18436f6344a075ea97b31de72b8.jpg" typeof="foaf:Image" alt class="image-style-body-default"> Sea of Stars <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">For a nostalgic, but contemporary option,&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/sea-of-stars/genre-excellence">Sea of Stars</a> is another mechanically excellent RPG that keeps you on your toes by rewarding dodging and doing bonus damage with smart, timed button presses.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/7f6e88d9/ss_a3258aba84ae2f2ff13a02a160f7495bfc152adb.jpg" typeof="foaf:Image" alt class="image-style-body-default"> Persona 5 Royal <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Like the Final Fantasy X recommendation above,&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/persona-5-royal/persona-5-royal-review-revealing-its-true-form">Persona 5 Royal</a> does not feature timed-button pressing, but it is an excellent turn-based RPG, and is one that developer Sandfall cites as an inspiration. Persona lacks the compelling death countdown and focuses more on merging RPG gameplay with slice-of-teenage-life, but moving through Clair’s combat menus and its overall user-interface design are incredibly reminiscent of Atlas’ beloved RPGs. Both feature mechanics based on evolving relationships with party members that reward you with new moves, too.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/13/1d67df94/ss_adc858ddceb956fa7e653e6190957a4712f6c05e.jpeg" typeof="foaf:Image" alt class="image-style-body-default"> Assassin's Creed Unity <h2>If You Liked The Setting/Art Direction</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Clair Obscur is French as hell, and there is arguably no better representation of France in video game form than in&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/games/assassins_creed_unity/b/xboxone/archive/2014/11/11/game-informer-review-assassins-creed-unity.aspx">Assassin’s Creed Unity</a>. Unity will always bear the reputation of its troubled launch where the game was riddled with issues, but all these years later, the game is reportedly stabilized and lives up to its initial promise. If you loved hanging out in an abstract version of France in Clair, wait until you see the “real” thing in Unity.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/cdf6d2ed/ss_6da0465ea662d368ad4b2cf1c0812faa1d0ca317.jpg" typeof="foaf:Image" alt class="image-style-body-default"> Lies of P <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">And speaking of abstract versions of France, the fictional city of Krat in&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/lies-of-p/master-of-puppets">Lies of P</a> is, similar to Clair, inspired by the Belle Époque period. The two games look similar (in a complimentary way to both), and for bonus points, Clair features some Souls-like mechanics and Lies of P is a Soulslike.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/2c7697af/ss_99530c1f839832ceeab2cf3450d5c0905312de47.jpg" typeof="foaf:Image" alt class="image-style-body-default"> Final Fantasy XVI <h2>If You Liked Ben Starr</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">In Clair Obscur: Expedition 33, actor Ben Starr plays a character named Verso. In&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/final-fantasy-xvi/victory-in-the-land-of-gods-and-monsters">Final Fantasy XVI</a>, Starr plays a character named Clive Rosfield. Verso and Clive look kind of similar, share somewhat dour but inviting personalities, and – shockingly – sound kind of similar. I couldn’t help but feel a little bit like I was hanging out with Clive from another universe when I met Verso. You could also check out Khazan: The First Berserker, which is a Soulslike released earlier this year that stars Starr as the main protagonist.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/e7244b4b/ss_45d83359cafa20c685e5e249c965958180dd3440.jpg" typeof="foaf:Image" alt class="image-style-body-default"> SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated <h2>If You Liked The Flying Waters Location</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Speaking with&nbsp;<a style="text-decoration:none;" href="http://creativebloq.com"><em>creativebloq.com</em></a> prior to the game's release, Sandfall art director Nicholas Maxson-Francombe cited an unexpected reference when talking about the Flying Waters location. “SpongeBob has the same kind of idea where they’re just walking normally underwater. So I was like, why not try to make a realistic version of that?” The idea was apparently born from the team wanting an underwater level, but wanting to avoid creating a whole new set of underwater and swimming mechanics. So, if you enjoyed being underwater, but not playing an underwater level, we suggest arguably the best SpongeBob video game,&nbsp;<a style="text-decoration:none;" href="https://www.youtube.com/watch?v=W4zoLbQOhqI">SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated</a>.</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">&nbsp;</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">For more on Clair Obscur: Expedition 33,&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/review/clair-obscur-expedition-33/melancholy-rpg-eminence">you can read our review here</a>,&nbsp;<a style="text-decoration:none;" href="https://gameinformer.com/tips-tricks/2025/04/24/spoiler-free-tips-and-story-primer-to-help-you-play-clair-obscur-expedition">get some gameplay tips</a>,&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/feature/2025/05/12/the-worst-games-to-play-with-a-newborn-at-home">learn why it’s a bad game to play with a newborn</a>, and&nbsp;<a style="text-decoration:none;" href="https://www.gameinformer.com/opinion/2025/04/30/clair-obscur-trusts-its-audience-and-thats-why-its-a-hit">why we liked the beginning so much</a>.</p>
May 14
Devolver Digital Announces Shroom And Gloom, A First-Person 'Double-Deckbuilder' Roguelike With A Demo Out Now
Devolver Digital Announces Shroom And Gloom, A First-Person 'Double-Deckbuilder' Roguelike With A Demo Out Now<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/b061a24d/shroom_and_gloom_header.jpg" width="800" height="450" alt="Shroom and Gloom Team Lazerbeam Devolver Digital Roguelike Deckbuilder" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Devolver Digital, as a publisher, has quite an eye for games that fall somewhere between strange, fun, odd, and charming, and the latest game it has announced, Shroom and Gloom, fits right in. Developer Team Lazerbeam describes the game as a first-person roguelike double-deckbuilder. Players must work through mysterious fungi-filled dungeons that combine hand-drawn 2D art and animations with 3D exploration.</p><p>The reveal trailer shows how the game’s mechanics work, including why Shroom and Gloom is a “double deck-builder.” The first deck players build is one for exploration, with different cards serving as tools to help advance through dungeons. Then, when it’s time to fight, players use a separate combat deck to take down fungal enemies.</p><p><strong>Check out the double-deck action in the trailer below:</strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/vL3TJj9mtMc" frameborder="0" allow="autoplay" allowfullscreen="true">&nbsp;</iframe><p>Shroom and Gloom allows players to collect new cards and upgrade and modify them “infinitely,” suggesting a lot of customization for players’ decks. After defeating these mushroom foes, you can season, skewer, roast, and ultimately eat them to restore health.</p><p>Team Lazerbeam says its dream version of Shroom and Gloom features “hundreds of cards, deep meta-progression and scores of unique enemies, spread across a dense network of caves and tunnels.” It also says the game is in an early stage of development, but it encourages players to check out the demo on <a href="https://store.steampowered.com/app/3271280/Shroom_and_Gloom/">Steam</a>. Notably, Team Lazerbeam released what it calls a Shroom and Gloom "prototype" on itch.io in <a href="https://teamlazerbeam.itch.io/shroom-and-gloom/devlog/798570/we-did-it-shroom-and-gloom-prototype-is-here">September of last year</a> – the <a href="https://teamlazerbeam.itch.io/shroom-and-gloom">page</a> is still up, giving you a chance to check out the original vision and what it is today (pretty identical).&nbsp;</p><p>While waiting to learn more about Shroom and Gloom, check out this fresh batch of screenshots below:&nbsp;</p><p class="inline-rich-content-placeholder">&nbsp;</p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/0a8c9670/shroom_6.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/1000cbe4/shroom_9.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/38de1980/shroom_8.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/1f76f14d/shroom_3.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/968a1589/shroom_1.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/149e625d/shroom_7.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/906c0d4a/shroom_2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/b2a1ce2b/shroom_4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/18b8adb9/shroom_10.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/14/07b0cb10/shroom_5.jpg'></figure></section>
May 14
Next Level Savings promotion comes to PlayStation Store May 7
Next Level Savings promotion comes to PlayStation Store May 7PlayStation Store ushers in its new promotion, Next Level Savings, tomorrow, May 7. For a limited time*, you can enjoy discounts across a selection of titles, including The Crew: Motorfest (70% off), Resident Evil 4 (50% off), Diablo IV – Expansion Bundle (40% off) and many more. Browse a selection of games on offer below, […]
May 7
I Am 99% Sure the Diablo 4 Season 8 Issue That Blizzard Is Calling a ‘Bug’ Is Just AI
I Am 99% Sure the Diablo 4 Season 8 Issue That Blizzard Is Calling a ‘Bug’ Is Just AI Well, yes, AI is a great alternative for getting products fast, sure. But here I ask you, at what cost? Blizzard is undoubtedly facing issues from players for using AI in their ARPG franchise, Diablo 4. Come on, what’s next? AI players, since no human will trust you anymore to play your games? Thanks to […] This post belongs to FandomWire and first appeared on FandomWire
May 1
Battle Chef Brigade Developer's Latest, Battle Suit Aces, Gets Limited Time Playable Demo
Battle Chef Brigade Developer's Latest, Battle Suit Aces, Gets Limited Time Playable Demo<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/0c235877/header10untitled.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Battle Suit Aces, the next game from developer&nbsp;Trinket Studios, the team behind Battle Chef Brigade, is getting a free demo, but it will only be available for a limited time. You can download the demo <a href="https://store.steampowered.com/app/2870530/Battle_Suit_Aces/">on Steam here</a>, which is being released as part of&nbsp;LudoNarraCon 2025.</p> <iframe width="560" height="315" frameBorder="0" allow="autoplay" allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/zZ_ykynYEGk" width="640"></iframe> <p>The sci-fi mecha RPG features a fully voiced branching narrative alongside its 5v5 card-based gameplay. You also have a ship you can customize that will play into your strategies, as well as a number of&nbsp;mecha Battle Suits. <a href="https://gameinformer.com/2024/06/09/battle-suit-aces-is-a-card-based-mecha-rpg-from-the-makers-of-battle-chef-brigade">You can learn more about the game here</a> from its announcement back in June of last year.</p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/032a0976/7untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/819bc5ef/6untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/76cfcea0/4untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/24c56300/8untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/2cdbf8ad/1untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/d00805e7/2untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/e45f4a45/3untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/180377ca/untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/877cd449/9untitled.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/25/f395ffa8/5untitled.jpeg'></figure></section> &nbsp;
May 1
Diablo IV Update 2.0.0 Patch Notes Revealed For Season 8, Includes Belial Buffs & Class Balance Changes
Diablo IV Update 2.0.0 Patch Notes Revealed For Season 8, Includes Belial Buffs & Class Balance ChangesDiablo IV Season 8 has arrived! Find out what's new in the Diablo IV update 2.0.0 patch notes from Blizzard. The post Diablo IV Update 2.0.0 Patch Notes Revealed For Season 8, Includes Belial Buffs & Class Balance Changes appeared first on PlayStation Universe .
Apr 30
Diablo 4 May Release on Switch 2 Once Blizzard Figures Out How to Bring Live-Service Elements Over
Diablo 4 May Release on Switch 2 Once Blizzard Figures Out How to Bring Live-Service Elements OverWhile the live-service elements are an issue for now, Blizzard believes that there is "opportunity there" for Diablo 4 on Switch 2.
Apr 23
The Diablo IV X Berserk Collab Nose What The Players Want
The Diablo IV X Berserk Collab Nose What The Players WantThey didn't blow it The post The Diablo IV X Berserk Collab Nose What The Players Want appeared first on WellPlayed .
Apr 23
Diablo x Berserk Collaboration Details Unveiled For May 2025
Diablo x Berserk Collaboration Details Unveiled For May 2025Time to grab your Dragon Slayer. Blizzard Entertainment announced a Diablo IV collaboration with Berserk that starts on May 6, alongside Diablo Immortal: Struggler's Path running from May 1 to May 30. 
Apr 22
Diablo IV and Diablo Immortal Berserk Event Starts in May
Diablo IV and Diablo Immortal Berserk Event Starts in May Following Activision Blizzard’s Diablo Berserk tease , it set dates for the Diablo IV and Diablo Immortal events. It starts in the mobile game first on May 1-30, 2025, with the Diablo Immortal : Struggler’s Path event. Meanwhile, the anime-inspired event it will last throughout Season 8 in the main game starting on May 6, 2025.  In both cases, there will be themed opponents and challenges, as well as some equipment tied to the anime. The Diablo Immortal : Struggler’s Path event includes a Survivor’s Bane event that has you dealing with the Eclipse and fighting demons. Zodd will appear as Nosferatu Zodd, and earning the Crimson Behelit Gem lets you face a harder version of the fight. There will also be a login campaign with free equipment and cosmetics and items to earn like The Broken Band’s Armament and weapon skins. Here’s the trailer for the Diablo Immortal version of the crossover. https://www.youtube.com/watch?feature=shared&v=yXS30KScwFI As for Diablo IV, the Berserk crossover event will involve both trading Behelits for cosmetics and visiting the in-game shop to buy equipment inspired by the characters and game. Once May 6, 2025 rolls around, you can get Behelits from elite enemies. Get enough and you can trade them at the Berserk Reliquary for items inspired by the series. The store will also sell items based on characters. The Berserker Armor for Barbarians in the event is inspired by Guts. The Rogue’s Hawk of Light equipment is based on Griffith. Meanwhile, it looks like The Struggler Rogue armor is based on Chasca. As for the Necromancer’s Skull Knight, that look is based on… The Skull Knight. You can also get the Chimimoryo in a Pet Bundle called The Schnoz with Chimimoryo’s Resemblance and the Mask Rakshas Mount Trophy, and Griffith’s Warhorse of the Hawk mount and mount and mount armor will be sold.  Here’s the trailer for the console and PC version of the crossover. https://www.youtube.com/watch?v=U6LL5EsAwvE&feature=youtu.be Finally, there will be a Support a Streamer initiative on Twitch tied to this crossover. There’s no exact date for it yet, but it will involve a chance to earn a Skull Behelit Mount Trophy in Diablo IV .  Here are screenshots for the Diablo IV items from the crossover: Images via Activision Blizzard Diablo IV  is available on the PS4, PS5, Xbox One, Xbox Series X, and PC and Diablo Immortal is on PCs and mobile devices. The  Berserk  crossover events will start in May 2025 in each game. The  Berserk  anime is found on  Crunchyroll , and Dark Horse handled the manga. The post Diablo IV and Diablo Immortal Berserk Event Starts in May appeared first on Siliconera .
Apr 22
Diablo IV devs spill secrets on Berserk collaboration and Season 8
Diablo IV devs spill secrets on Berserk collaboration and Season 8We sat down with Lead Season Designer Deric Nunez and Associate Director of Game Design Colin Finer to dive into Diablo IV Season 8. The post Diablo IV devs spill secrets on Berserk collaboration and Season 8 appeared first on Checkpoint .
Apr 22
Diablo IV Season 8: Belial’s Return Launches On April 29
Diablo IV Season 8: Belial’s Return Launches On April 29Blizzard Entertainment launches Diablo IV Season 8, Belial's Return, on April 29, with a questline revolving around Belial's quest to warp reality, new events, BERSERK collaboration, and more. 
Apr 21
Blizzard Breaks Down The History And Return Of Belial, Lord Of Lies In Diablo IV Season 8
Blizzard Breaks Down The History And Return Of Belial, Lord Of Lies In Diablo IV Season 8 Diablo IV’s eighth Season is on the way , and it’s all about the big return of Diablo III villain Belial, Lord of Lies. As one of the seven Great Evils of the Burning Hells, the elusive god is a powerful adversary who has been biding his time since players silenced him at the end of the last game. Diablo IV sees him return as a new lair boss with heavy implications on the narrative, but if this is going to be your first time encountering the trickster demon, or you need a refresher on his history, Blizzard as you covered.   For a quick primer on Belial, I spoke to Blizzard’s associate lore historian Ian Landa-Beavers and lead seasons designer Deric Nunez about the character’s history up to this point, how his motivations have changed between the events of Diablo III and IV, and how they approached redesigning him as a boss encounter. Blizzard also provides exclusive concept art of Belial from Diablo III’s development.  Game Informer: Diablo IV brought in a lot of new fans for the first time. For the unfamiliar, who is Belial? What has he been up to since his defeat in Diablo III?  Ian Landa-Beavers: Belial is considered one of the seven Great Evils. He counts himself among the four Lesser Evils, though, that doesn't mean they're any less dangerous than the Prime Evils that sort of take rank every so often. As it is, he is the Lord of Lies. He really relishes deceit and duplicity to get what he wants out of any given situation. He particularly relishes the point when his victims realize they've been deceived. So, that's sort of a vicious cycle there. And we last saw him in Diablo III, when he was impersonating Emperor Hakan II, and he's been a little quiet since then. Deric Nunez: As you know, folks who have played Diablo III might recall that Belial was in the form of Emperor Hakan II, as Ian pointed out. And in Diablo III, we saw what he is capable of when he is allowed to kind of build up to his full strength and put his networks of lies and intrigue throughout a society, essentially.  So, as Ian mentioned, he has been quiet. And as we know, even if you defeat a Great Evil, that's not the permanent end to them. Their soul, or whatever they have, gets cast back into the Burning Hells to reemerge when the time is right. And Belial has essentially been kind of biding his time for that opportunistic moment that was created when Mephisto, his former mentor, at the end of the Vessel of Hatred, is now walking Sanctuary, creating the appropriate kind of atmosphere or distraction for Belial to breach Sanctuary once again, to make his bid to plunge it into the Realm of Lies, where he maintains sole dominance over the perception of reality. Will Belial’s role be as big as it was in Diablo III, or is he merely secondary to Mephisto right now? Nunez: We're continuing the Age of Hatred, which is the story of Mephisto. But that does not necessarily mean that Belial is coming into the game in kind of a downplayed way. In fact, he's actually coming into the game in a very meaningful way, not just from a narrative standpoint, but also a mechanical standpoint. So the entire Season 8 storyline is all about Belial and the player's efforts to ally with the Vizjerei Mage and the Cathedral of Light's former knight to kind of stem the spread of his power before it gets out of control. But as far as the impact that he'll have, even after Season 8, Belial is now a permanent part of Diablo IV as the top of the lair boss ladder. So he is the top dog, the highest difficulty, the most rewarding. And I think one of the cool things about not just Season 8, but also just the updates we're making to the Lair Boss system, as far as how Belial relates to it, is he's going to be kind of stalking the player as they're fighting the other bosses even, in the sense that he can actually surprise ambush you after defeating and looting any one of them. So it's kind of interesting, the kind of a place that we landed, where this is the Age of Hatred, it's the story Mephisto, but we're able to bring kind of fan favorite, nostalgic characters like Belial in in not just kind of like a narratively impactful way, but I think even more importantly, to some of our players, in mechanically meaningful way, as far as his role into connect the overall core loop of Diablo IV. There's a pretty big time gap between Diablo III and IV, and we assume Belial’s been licking his wounds, so to speak. How much attention has he been paying to the events of Diablo IV, and how has this shifted his motivations since the last game?  Nunez: I think one thing that's kind of changed is that he is fully aware of the events that have transpired. Like, again, he's been kind of biding his time, and he knows that his old mentor, Mephisto, is walking the Earth, and that's why it's an opportunistic moment for him to kind of strike. I think one of the key differences that players who are familiar with him in how he portrayed his character in Diablo III compared to IV, is through an early kind of a narrative beat where you, in some way, kind of spoil some part of his plan. Since you have the blood of Lilith coursing your veins, there's an early beat where Belial actually tries to possess you. But since you have the blood of Lilith, it kind of counteracts and it kicks off kind of like the sequence of events in Season 8.  We'll see Belial in a bit more of an openly aggressive kind of status than we were familiar with him in Diablo III. So in Diablo IV, we have as part of the new seasonal activity, the Apparention Incursions we see Belial kind of just being more aggressive by spreading these horrifying apparitions of monsters across Sanctuary to kind of mentally break down the denizens of the Sanctuary to make them more prime for the picking. I think the best way I can put it is he knows that he has a limited window, while Mephisto is creating this distraction, to strike and kind of grasp at some semblance of power or control on Sanctuary. So I think we can expect a bit more of an aggressive, maybe impatient, Belial.   Does that mean Belial will rely less on subterfuge and tricks and be more in-your-face? Nunez: I think pretty much, yeah, he's going to be relying a little bit less on subterfuge, since he now knows that there is a distinct threat in the Wanderer who spoiled kind of a part of his plan. So we can expect Belial to be more openly aggressive towards you and trying to take down you and your ragtag crew who's trying to put into him. So it's kind of a cat-and-mouse chase in Season 8. How did you approach writing Belial? What aspects of the character do you enjoy writing for the most, and can long-time fans expect any types of fun callbacks to things he’s done in the past?  Landa-Beavers: So, historically, Belial, we talked about before, he's very much into deception. His whole idea is that perception is the reality that you live in. So if he can decide, or if he can help you decide, that what you're seeing is real, he's controlling you already. And that extends not only to humanity, but also to the Great Evils. We have to remember that Belial is very much responsible for the Great Evils arriving on Sanctuary in the first place. He had ousted them from the Burning Hells along with Azmodan and had since been ruling in the Burning Hells. It wasn't until very recently, within the last 100 years of Sanctuary's history, that he started becoming intrigued and curious about humanity and seeing what he could leverage them for what he wants out of ruling the Hells or extending that rule over the rest of creation as well. Nunez: Yeah, I think there's one piece that Ian and I are chatting about is his vanity. Landa-Beavers: Yes, very much. He's very vain. One of the first times he started getting curious about humanity, in fact, he sort of duplicated two playwrights into penning two plays about his escapades and kicking the Primevals out of the Burning Hells. And it didn't stop there. He engaged in a war just before the events of Diablo II kicked off. He gave the forces of Hell over to one of his minions. He's always been out there and getting more and more involved in Sanctuary's business. Nunez: So kind of with that, the vanity and tendency for spreading lies and subterfuge and whatnot, was the inherent inspiration for like, “Hey, we want to expand the lair boss system in a meaningful way. We need a character that is a lot of fun to work with.” He has big impact on the lore of Sanctuary, and he's also very versatile. So, Belial, being a shape-shifter and master illusionist, was inherently what was exciting about bringing him back at this specific beat in the Age of Hatred. And as far as the writing style is concerned, the team's approach to that, we definitely did review the tapes, go into the archives, review the tapes of Diablo III to remind ourselves of his speech cadence and the way that he kind of portrays his characteristics, and kind of just took that and asked ourselves, “Where would he be now after all of the events of the base game, and after the events of the Vessel of Hatred?" So again, kind going back to in Diablo III, he was a far more patient version of Belial than he will be in Seanson 8, maybe to the point, that Ian mentioned, that he is kind of just barely getting his feet in the world of Sanctuary, since he's kind of like a baby to actually walking it.  So he's a little bit more pompous now. And I think that was really exciting to kind of expand on the story, especially because I love kind of jerk-type characters, and Belial is definitely one of those. So again, it was a lot of fun to write for and for the team to write for him. And I think also just the fact that he's a very chatty boss encounter as well. He's going to be taunting you, he's going to be throwing disses at you, and whatnot. And again, he's one of the most fun, Great Evils, I think, in my opinion.    How did you approach redesigning Belial as a boss fight with all of that in mind? How does he differ from the previous lair bosses? Nunez: So if we recall from Diablo III, his initial boss fight was like a two-parter, right? Like, you fight the smaller version of him, and then everything crumbles, and you fight the big, supreme version of him. So one, we wanted to extrapolate the cool and spread it across Diablo so that it's more of a long-term impact as opposed to a one-two punch. So the smaller version of Belial will be stalking the apparition incursion events, the new seasonal activity that I mentioned. He will be kind of ambushing you for a secondary bonus boss fight in the whole lair boss loop itself.  And the supreme Belial, or as we cheekily like to call him on the team, "Giga Belial", will be sitting atop the throne of all the lair bosses. So that was kind of like the initial approach: "How do we take this really cool, memorable two-parter boss fight that players already know and love with the character, and kind of pay homage to that, and respect that in our own way that casts a wide net of value as opposed to a singular beat in a campaign? So, as far as redesigning the fights, the team definitely wanted to take a look at what the signature abilities that are just inherent to the Belial fight.  We're talking about Belial Supreme for a second here. He has the big claws, he does all the big striking movements, and the kind of like the half donut ring. So we wanted to definitely approach it by bringing something old, mesh it with something new, and something blue, but to create a new expression of the Belial boss fight in Diablo IV that takes advantage of all the new mechanics and character abilities that we have. So, yeah, definitely expect to see some more of his signature moves coming back, but with a heavy balance towards just new, previously unseen attacks that he has, and ways that he kind of mixes them up to juke you out, in some regards. Will this Season more or less be a one-and-done for Belial, or should we expect him to maybe stick around for the longer haul as we continue to build towards the next big expansion next year? Nunez: So I'll definitely say that Season 8 is definitely a season of, from a narrative perspective, reintroducing Belial to the world of Sanctuary. As mentioned, he will remain physically and mechanically in the game outside of Season 8. And one thing I will say, we have the roadmap that kind of showcases the build-up towards expansion. I can't give away too many of the kind of narrative beats that we're building up, but we definitely do want to draw more of a strong narrative thread as we're building up and continuing the Age of Hatred towards the crescendo in the next expansion. So, yeah, I wish I could say more, but yes-ish. Is there any specific piece of feedback that you guys have received from Vessel of Hatred from a narrative standpoint that you guys considered for this upcoming Season?  Nunez: Yeah, that's a great question. Let's see, I think the main element of the feedback coming out for the Vessel of Hatred, and this is all kind of like taking tidbits of scattered feedback, not necessarily one direct thing, and kind of meshing them together to help define the vision of where we take the seasonal quest lines with Season 8 specifically is we definitely did receive some of the feedback of fans wanting to have a stronger through line between the seasons that tie towards the canon thread and not see seasons kind of like a one off, offshoot type deal. So, the narratives that we're telling in the seasons of with Season 8, nine, and leading up to the the next expansion are all canon. And that's something the approach that we took from us is that we're not just bringing Belial back in like a Saturday morning one-off cartoon type fashion, we're bringing him back as a mainstay of the series. And that inherently dictated the direction of how we brought him back, and kind of the narrative role that he would play. Have you guys written everything up to whatever the next expansion will be? Do you guys know for sure where you're going narratively right now?  Landa-Beavers: I work directly with the writers, and I know that they've been hard at work this whole time. We definitely have a compass to follow for sure. I would love to know from both of you what you’ve enjoyed most about bringing back Belial, and what you are most excited for players to experience with him. Is there anything else you'd like to tell players about Belial, especially those that are going to be fighting him for the first time, that we haven't talked about today? Nunez: [Belial’s] honestly one of my all-time favorite characters in the Diablo franchise. So I think the opportunity to bring him back at this perfect moment in time in the Age of Hatred storyline was a great opportunity. One thing I absolutely loved about this character is, again, the versatility of him, that he has his shape-shifting forms that players get to experience Belial in various scenarios throughout the course of the Season, not just as a one-time campaign boss that you defeat and move on to the next thing. So, I think, for me, the thing that I'm most excited about Season 8, and for fans to kind of get their hands on, is just finding and fighting all the different flavors of Belial throughout the entirety of their time with the season.  That, and I think one thing that we didn't chat about necessarily tying into the narrative of Season 8 and the blood of Lilith coursing through you, is that through that early interaction with Belial, you actually take a piece of his own power of deception and illusion. And that kicks off your own ability to steal the reality, the perception of reality, of signature bosses' key moves across the game. So, [there are] 24 bosses for you to go defeat, and on the first-time kill, you take their signature ability and express it for yourself. So this is like defeating the Wandering Death, and now you have the ability to shoot the big chest beam out. Or Duriel, you get the Duriel burrow. So, yeah, I think it's just the bombastic nature of Season 8 that I'm really excited about, and all the different forms that we're going to be finding Belial in. Landa-Beavers: Yeah, likewise. I'm just really excited to get back to Belial. We've mentioned Mephisto wandering Sanctuary. If there's anyone that can pose a threat to Mephisto, it's Belial. Not only was Mephisto his mentor, but Belial is also responsible for getting him kicked out of the Burning Hells in the first place. It's two people playing 3D chess against each other at a certain point, and I'm really excited to explore what that means for Belial. Is it one of those situations where Mephisto taught Belial everything Belial knows, but not everything Mephisto knows? Landa-Beavers: It may be one of those situations, but also Belial may have developed a few new things on his own as well. But that's just speculation. Diablo IV Season 8 begins on April 29. You can read our review of the base game here .
Apr 21
“Absolute banger of an update”: Last Epoch Didn’t Just Meet Expectations, It Crushed Them in Two Seasons Flat Unlike Diablo 4
“Absolute banger of an update”: Last Epoch Didn’t Just Meet Expectations, It Crushed Them in Two Seasons Flat Unlike Diablo 4 Last Epoch has officially gone from underdog to top-tier contender in the ARPG scene. With the launch of its second season, Tombs of the Erased, Eleventh Hour Games (EHG) has given us an update that Blizzard and Grinding Gear Games can’t compete with. In comparison, both Diablo 4 and Path of Exile 2 are going […] This post belongs to FandomWire and first appeared on FandomWire
Apr 19
Diablo IV’s Upcoming Collaboration Will Be With The Berserk Manga
Diablo IV’s Upcoming Collaboration Will Be With The Berserk MangaThe first Diablo IV collab is a fitting one The post Diablo IV’s Upcoming Collaboration Will Be With The Berserk Manga appeared first on WellPlayed .
Apr 17
Nihon Falcom’s Dinosaur Released on Switch
Nihon Falcom’s Dinosaur Released on SwitchD4 Enterprise has brought Nihon Falcom's 1990 RPG Dinosaur to Nintendo Switch. The game is available internationally, though its contents are primarily in Japanese only. The post Nihon Falcom’s Dinosaur Released on Switch appeared first on RPGamer .
Apr 17
Diablo 4Join the fight for Sanctuary in Diablo IV, the ultimate action RPG adventure. Experience the critically acclaimed campaign and new seasonal content.