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Crimson Capes – Review
Crimson Capes – ReviewWhen the original Dark Souls took the gaming world by storm, developers took note, leading to the birth of a new video game genre: the Souls-like. For such a relatively young genre, there is a wide variety of titles and especially variants to pick from, even if the combat core remains similar throughout. One of those variants can even be considered a sub-genre in its own right: the 2D Souls-like, which, as the name implies, takes the familiar combat philosophies but puts them on a 2D plane instead of a 3D environment. Within that sub-genre, there is still plenty of choice, and a game really needs to either be solid or have a unique hook to stand out. Enter Crimson Capes, an indie-developed 2D Souls-like where the gimmick isn’t about the gameplay but the visual presentation instead. But is visual appeal enough to make the game worthy of your time and attention? Story Set in a dark medieval fantasy kingdom, Crimson Capes’ story starts with four evil wizards trying to overthrow the king. While they ultimately fail to do so, their attempt prompts the king’s most trusted knight, Milon the Tempest, to form the titular Crimson Capes, an elite guild of knights. With the aid of the king’s sister, the witch Aelia, the Crimson Capes set out to hunt down the would-be usurpers, dealing with the corruption they are spreading through the kingdom along the way. The unfolding narrative is delivered through limited cutscenes, scattered dialogue, environmental storytelling, and bits of lore, including systems like “blood memory”. While the game does try to touch on political tension and ethical ambiguity, it never fully commits to these themes. Characters feel underdeveloped, and the story itself ends up being underwhelming as a result. Graphics Screenshots don’t do Crimson Capes justice: this is a game that you need to see in motion. The game makes extensive use of rotoscoping, a technique where artists trace over real filmed movements frame by frame, giving characters a uniquely realistic, almost lifelike motion. This results in remarkably fluidly animated pixel art characters. Likewise, specific effects like water ripples and weather stand out as impressive, adding to the game’s richly detailed world. And what a world that is, with its wide variety of environments: forests, ruins, towers, caves, and even cursed landscapes make an appearance. As a whole, Crimson Capes makes use of a much brighter colour palette than most other Souls-likes too, which makes the game stand out. There are some minor niggles here and there, like gear loadout not changing characters’ appearance, but even then, this is a fantastic-looking game. The fluidity of the combat animations doesn’t just feel natural, but it also highlights just how smooth the game’s overall performance is too. Soundscape The impact of those combat animations is reïnforced by a set of crisp sound effects. Sword clashes and the impact of magical spells feel weightier because the audio supports the on-screen action nigh on perfectly. Audio cues aren’t just atmospheric either, as they play an important role when it comes to timing parries too. The soundtrack supports the dark medieval atmosphere effectively, reinforcing the game’s tone rather than dominating it. While Crimson Capes could’ve benefited from voice acting, the dialogue is minimal enough that the lack of voices doesn’t detract from the game’s overall soundscape. Gameplay Rather than reïnvent the 2D Souls-like genre, Crimson Capes heavily leans into the kind of gameplay that made titles like Hollow Knight and Ender Lilies so beloved. The game knows where its strengths lie and plays to them. The result is a 2D side-scrolling action RPG that blends Souls-like combat with light Metroidvania exploration. Strange as it may sound, combat is simultaneously Crimson Capes’ strongest feature and its biggest frustration. The latter isn’t just because Crimson Capes can be brutally difficult at times, as that is to be expected from a Souls-like game. Before we can get to the frustrating bits, we first have to look at what makes Crimson Capes’ combat tick. All the familial Souls-like elements make an appearance here: you’ll be alternating between light and heavy attacks, blocking and dodging (with invincibility frames), all while managing your own stamina. A combat flow rhythm system rewards well-timed chained attacks, and the game’s parry system sees you lower the enemy’s stances before opening them to critical damage. Nothing about this is unique or original, but the execution of the core combat mechanics comes across as polished and streamlined. Where Crimson Capes’ combat starts to falter, however, is when combat goes beyond those basic one-on-one duels or boss fights. Fighting multiple enemies is needlessly chaotic and frustrating, especially since it often requires tight timing, while character movement can feel heavy or awkward. Some of the game’s more advanced systems are underexplained and overly complex. More often than not, we also found that basic attacks were sufficient, rendering those deeper mechanics unnecessary. Another combat gripe is that boss patterns aren’t always telegraphed properly, meaning that those first few attempts feel more unfair than they should. When combat “clicks”, it really does, but Crimson Capes is a game that alternates between highs and lows. The moment-to-moment gameplay baseline is very uneven. With four playable characters, and a massive open world to explore, Crimson Capes is a surprisingly sizable and replayable game. Roughly 80% of the world can be accessed early, though certain areas require specific items or progression triggers. There is quite a lot of backtracking required if you want to see everything the world has to offer, including hidden areas and optional bosses. Fortunately, there is a fast travel option present, mitigating the need to travel the entire map to complete side quests. Still, Crimson Capes’ campaign isn’t for the faint of heart. Not just because of the high difficulty level, which was to be expected, but also because it’ll take you upwards of 20 hours to complete if you want to see everything, and that’s without getting into the online co-op or PVP modes. You’re getting a lot of bang for your €14.99, albeit with the caveat that the bulk of that bang isn’t intended for a casual audience as much as it is for die-hard Souls-like aficionados. Conclusion Speaking purely from a gameplay perspective, Crimson Capes isn’t the most remarkable Souls-like out there. The core combat mechanics are solid and streamlined, but don’t bring anything new to the table, and the more advanced mechanics aren’t utilized to their fullest potential. What elevates the game above others in the genre is the presentation, with the fluid rotoscoped animations and gorgeous environments really standing out. This aspect alone probably isn’t enough to recommend Crimson Capes to anyone but the most ardent genre fans, but boy, does the game look pretty anyway.
Mar 7
Peregrino: Isometric Gothic Survival Launching March 6
Peregrino: Isometric Gothic Survival Launching March 6Peregrino is a dark isometric survival adventure where you explore a cursed forest by day and manage your caravan by night. Gather resources, hunt deadly creatures, upgrade your caravan, care for your companions, and lead them through the vast wilderness in search of New Eden. Every decision carries weight in this unforgiving gothic world. Master […] The post Peregrino: Isometric Gothic Survival Launching March 6 appeared first on Capsule Computers .
Mar 5
Blighted Coming to PC, Switch 2 This Fall
Blighted Coming to PC, Switch 2 This Fall Developer Drinkbox Studios announced that its 3D Metroidvania action RPG Blighted will release in fall 2026. Previously confirmed for PC, the game will also be released on Nintendo Switch 2. The latest title from the Nobody Saves the World and Guacamelee! developer, Blighted sees players battle through a “psychedelic western nightmare” as they try to reclaim the memories of their people. In their village’s past, the dead were buried with seeds planted in their brains that grew into trees bearing fruit imbued with memories, passing their knowledge down through generations. However, a person named Sorcisto ate the brains raw, gaining vast power and knowledge before consuming the village, destroying its forest, and infecting the world with a deadly Blight. As the sole survivor of the village, players aim to reclaim their ancestors’ memories before being overtaken by the Blight. The Blight offers both power and danger, acting as a dynamic difficulty system that alters the player, enemies, and the world. The game’s combat system sees players needing to time their attacks, chain together combos, and perform powerful finishers. It will also include drop-in/drop-out co-op multiplayer.   The post Blighted Coming to PC, Switch 2 This Fall appeared first on RPGamer .
Mar 3
Sunken Sky Releasing in April
Sunken Sky Releasing in April Developer Codenightly announced that Sunken Sky will release on April 9, 2026. The game, which combines Metroidvania and RPG elements, will be available for PC and Linux via Steam , priced at $15.99. Sunken Sky sees players controlling three heroines as they explore an interconnected map with various biomes including mountains, forests, and more. Players can switch between the heroines, who have their own abilities. The game also includes mini-games such as cooking challenges and aerial flight segments.   [foogallery id="186152"]   The post Sunken Sky Releasing in April appeared first on RPGamer .
Mar 3
Atomic Owl – Review
Atomic Owl – ReviewWe’ve been racking our brains trying to come up with an owl-pun-filled intro to pitch Atomic Owl to you, but if the game’s awesome key art isn’t enough to pique your interest, then no amount of “superb owl” or “owl-right” is going to convince you anyway. So let’s get straight down to business: now that we dug up Monster Theater’s indie platformer from our backlog, is it any good, or did we end up not giving a hoot? (We still got one pun in, at least.) Story Central to Atomic Owl’s narrative is a long-running conflict between different species of birds, with owls and crows being at the helm of each side. Players take on the role of Hidalgo Bladewing, the prince of the owls. Our story begins with Hidalgo being ambushed by Omega Wing, a crow sorcerer. The nefarious corvid uses a magical dark energy, Meza, to imprison the prince and corrupt his allies. Two years later, Hidalgo is freed by his now-sentient sword, Mezameta. In the time that has passed, the world has been transformed, and it is now up to Hidalgo to undo the actions of Omega Wing. The prince sets out on a revenge-driven quest to defeat the sorcerer and rescue his brainwashed friends. Graphics The least we can say about Atomic Owl’s visuals is that they look very stylish. The game uses colorful, neon-infused pixel art that brings to mind the ‘90s. Environments are the star of the show here, ranging from cyberpunk-style cityscapes filled with glowing signs and ramen shops to forests, data-stream-like areas, retro-futuristic training rooms, and traditional Japanese-inspired settings. The anthropomorphized characters don’t necessarily scream “bird” at first glance, but they fit in well with the overall synthwave aesthetic. That said, readability can be a concern, as it is sometimes difficult to differentiate between enemies and friendly NPCs. In fact, readability as a whole is an issue for the precision platforming that Atomic Owl requires. As beautiful as the backgrounds are, they can become visually overloaded, making it difficult to spot platforms or even enemies. The game’s optional CRT and cinematic filters, unfortunately, don’t resolve these issues. Sound Music is perhaps Atomic Owl’s strongest suit. The synthwave, chiptune, lo-fi, electronic, and retro-inspired tracks infuse the game with a strong ’90s neon arcade vibe. The music shifts in tone depending on the area, with boss music in particular adding intensity to encounters. Even then, the music doesn’t overpower the game’s ambience. Given that those same boss encounters occasionally rely on audio cues, that’s a good thing altogether. In fact, combat sound effects provide satisfying feedback. The only thing that keeps Atomic Owl’s soundscape from being perfect is the game’s voice acting. Not only is the game only partially voice-acted, with some transitions between voiced and unvoiced dialogue coming across as very jarring, but the performances themselves simply aren’t very good. The dialogue often comes across as hammy or amateurish, and breaks the overall feeling of immersion that the visuals and music are building up so well. Gameplay As strange as it may sound, Atomic Owl is a platformer suffering from an identity crisis. It seems like the developers didn’t quite know what kind of game they were going for, as Atomic Owl combines traditional side-scrolling platforming with roguelike elements as well as Metroidvania influences. This translates into a game with a run-based structure, where death sends you back to the game’s hub area, where you can buy permanent upgrades with collected currency, while temporary power-ups, like elemental effects or triple jumps, only last for a single run. These progression mechanics feel decidedly roguelike, but levels and enemy placements remain the same throughout, resulting in a game that plays like a linear platformer without checkpoints, rather than a fully randomized roguelike. Because Atomic Owl commits to neither design principle, the game ends up feeling like a very watered-down version of The Rogue Prince of Persia. That’s a comparison that we do not make lightly, as The Rogue Prince of Persia is one of the best modern-day roguelike platformers out there. To be fair, Atomic Owl does at least try to make its platforming mechanics interesting. Hidalgo can jump, double jump, dash, including upward dashes, wall jump, glide in some cases, and chain movement abilities together to clear gaps, moving platforms, collapsing ledges, and enemy-filled rooms. The platforming requires precision, especially in later sections and chase sequences. At its best, Atomic Owl’s platforming really does feel tight and enjoyable, but there are many frustrating sections, where jumps feel needlessly fiddly or overly punishing. Much of that frustration can be directed to the game’s camera distance, although blind leaps of faith are required occasionally too. The thing is, because Atomic Own does not randomize its level layouts, you can’t chalk a bad run up to getting unlucky. Instead, a trial-and-error approach is needed, and this is by design. However, because the game pretends to be a roguelike, it suffers from a lack of checkpoints, resulting in having to replay entire sections over and over because you hit a wall. That same feeling of frustration applies to the game’s combat as well, albeit in a different way. Atomic Owl’s core combat experience is good: its mechanics are accessible, and there is a wide range of swappable weapons to choose from. However, combat difficulty is very uneven. Some encounters, even bosses, are ridiculously easy to overcome, whereas other rooms are suddenly and unexpectedly filled with enemy swarms or bullet-hell-like projectile patterns. Combined with our aforementioned platforming frustrations, this makes Atomic Owl come across as a game that doesn’t know whether it wants to be an accessible game or a punishingly difficult one, closing the loop on that identity crisis. If you do wish to subject yourself to Hidalgo’s adventure, then it shouldn’t take you too long. We cleared the game over the course of two evenings, in about six hours total. Because the game doesn’t commit to being a roguelike, it’s not exactly bursting with replay value either, but for €12.99, you could do worse. Conclusion Prioritizing style over substance is perhaps Atomic Owl’s biggest issue. The neon-lit ‘90s visuals, backed by a fantastic synthwave soundtrack, don’t just draw attention; they draw you into Hidalgo’s world itself. Unfortunately, Atomic Owl then undermines itself by not being able to choose just what kind of platformer it wants to be. Had the game fully committed to being either a roguelike OR a traditional platformer, we’d probably have enjoyed our time with it more.
Feb 26
Thysiastery Releasing in March
Thysiastery Releasing in March Developer DIRGA announced that its turn-based dungeon-crawling RPG Thysiastery will release on March 9, 2026. The game, which features roguelike elements and a retro-inspired art style, will be available for PC via Steam . Thysiastery sees players control a group of bearers of the "Brand", who have been drawn into a vast labyrinth. Players can ally with characters they meet while trying to find their way out through buried forests, underwater cities, and more. The game features permadeath, procedurally-generated areas, and randomly-generated characters, with players able to apply various difficulty modifiers.   [foogallery id="185792"]   The post Thysiastery Releasing in March appeared first on RPGamer .
Feb 26
Under the Island Review
Under the Island Review There'll Be No Accusations, Just Friendly Crustaceans Top Hat Studios and Slime King Game's  Under the Island never tries too hard to move away from the template that has proven successful for top-down 2D adventure games throughout the decades. With solid puzzles and a charming setting, it ensures adventure fans and newcomers are decently catered to. While there are some annoyances, particularly with certain moments of progression, and a lack of any narrative chops, the game is nonetheless an enjoyable up-to-ten-hour experience, even if it might not stick particularly long in the memory. Set in a 1990s world, Under the Island stars Nia, who moves to live on Seashell Island for the coming months while her parents conduct research there. While poking around the island, she and local girl Avocado learn that the island is doomed to sink under the waves very soon. In order to stave this fate off, they are tasked with collecting four gears currently scattered around the island. The adventure takes Nia all the way across Seashell Island, often returning back to Koala Village in the process, which acts as its primary hub. [caption id="attachment_183794" align="aligncenter" width="640"] Initially disappointed to be stuck on the island, Nia soon finds plenty of adventure.[/caption] There's not really much to the game's story. Nia is a likable protagonist, although the game could've done a lot more with her initial displeasure at coming to the island, but otherwise there's little else to the cast and the game's quickly-delivered premise is largely left alone to carry the day while the location of the next gear is made readily apparent. Outside of a few key moments, Under the Light is largely very lighthearted and, even if the characters are forgettable, the writing is at least enjoyable with a good amount of entertaining comments and moments throughout the game. Nia uses a hockey stick as her primary weapon, swinging it with a three-hit combo to take down enemies. She also gains access to a number of tools -- including bombs, a fire-spitting plant, and a bag of animal treats -- that can be used for both puzzle-solving and combat. The controls are straightforward and work well with a simple and responsive UI that lets players access what they need to, such as changing Nia's equipped tools, with minimal fuss. Bosses are good, but the general encounters are largely mediocre; enemies are different enough, but a lack of any defensive options other than trying to move out of the way makes some more annoying than others. They at least don't come in abundant enough numbers to cause any prolonged issues. [caption id="attachment_183792" align="aligncenter" width="640"] The game features a good array of puzzles, even if finding the way forward can be a bit annoying.[/caption] Players get to explore a good mixture of environs including a forest, a beach, caves, and a cereal factory. Both puzzles and boss fights make welcome use of Nia's toolset, with dungeons and other places requiring a good mixture. Some of the paths to progress can be annoyingly hidden away or unclear in the context of the environment, with boss fights often needing players to figure out the correct method to damage their foe. However, there's also plenty of good satisfaction to be found in finding many of the treasures scattered around. Players can fast-travel between certain points in the map, provided they have unlocked them by finding and completing the requisite puzzle, though its placements are not ideal, particularly when players are having to traipse around searching for a path to progress that they might have missed. Nia starts out with three hearts of health, though this increases throughout the game. In addition to hearts awards at certain milestones, she can also trade heart pieces for additional health. Meanwhile, her hockey stick and other tools can be upgraded by finding relevant ingredients from enemies and the environment throughout the island. The game is good at giving people small rewards for exploring and finding hidden puzzles or nooks, as well as giving players impetus to constantly hit bushes and the like to pick up extra money, health, and items. A small number of side quests and mini-games further help to freshen the gameplay every now and then. [caption id="attachment_183797" align="aligncenter" width="640"] Boss fights are good, though players will need to figure out each one's particular gimmicks.[/caption] The game's visuals are nice and vibrant, helping lend plenty of charm to the setting and overall feel of the game. The actual locations are pretty thematically and architecturally generic, but make up for it with solid layout designs that make them enjoyable to explore and figure out the paths forward. There are definitely some places where the game's tile usage could be a bit clearer, with the Switch version played for review not helping with an odd bug that causes water tiles to not display properly and make it unclear which are accessible. The music is also solid throughout, with plenty of enjoyable tracks helping add to the overall charm. Under the Island does the job it sets out to do: provide players with an enjoyable adventure with plenty of puzzle-solving along the way. The puzzle-solving elements -- including the boss fights -- are easily where the game is its strongest, but it never really steps out from the traditional top-down adventure template, and the lack of any substantial narrative and mediocre overall combat prevent it from distinguishing itself from the crowd. While it certainly has enough to satisfy players who pick it up, it doesn't quite take the next step to fully stand out.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Under the Island Review appeared first on RPGamer .
Feb 25
Tombwater Releasing End of March
Tombwater Releasing End of March Publisher Midwest Games and developer Moth Atlas announced a new release date for eldritch Wild West action RPG  Tombwater . The game will release for PC via Steam on March 31, 2026. A newly updated demo for the game is currently available as part of Steam Next Fest that includes new accessibility options as well as combat balancing and updates. Tombwater is set in the eponymous town, previously a thriving community that is now a cursed shell as its populace is haunted by the madness and creatures emerging from its abandoned silver mines. Players control a lone gunslinger drawn to investigating the disappearance of Sheriff Elliott Flintwood. The game features top-down gameplay with pixel art graphics. Players can use a variety of firearms, blades, spells, apothecary items, and charms to take on various enemies and over twenty bosses around its canyons, scrublands, forests, mines, and more.   The post Tombwater Releasing End of March appeared first on RPGamer .
Feb 24
The Evolution of Pokémon Battle Systems: What Changed Over 30 Years?
The Evolution of Pokémon Battle Systems: What Changed Over 30 Years? As the old Pokémon tradition goes: if two trainers' eyes meet, it's time to battle. In my time as a Pokémon trainer from the glorious days of Pokémon Red , I've seen many things change in the mainline titles from art style, to gameplay, to narrative direction. Today, Pokémon is deeply entrenched in the gaming universe, approaching its tenth generation, and it is only natural that Game Freak continues to adapt the series for a modern audience. Battle modes and combat mechanics have come and gone over the years, with some making their mark in Pokémon history, while others have not been as memorable. We've also seen the Pokémon Legends titles pioneer a shift away from the traditional turn-based, linear RPG that the series has been known for. The journey has not been a stroll through the Viridian Forest, but ultimately it has led to the progressively active combat, more open-world RPG that Pokémon is today. Where It All Started In the early days of Pokémon Red/Blue/Green/Yellow , the games started out with a strictly turn-based combat system. The options from the battle menu were: Fight, Pokémon, Item, and Run, and the fastest Pokémon attacked first.  The main challenges were managing the Pokémon's health, hit points (HP), and the number of times a move could be used, power points (PP). Switching out Pokémon for better type advantages and the like were viable strategies, but it was generally straightforward once you learned the match-ups.  Players were only able to fight in single battles, and trainers couldn't be battled again once defeated, with the exception of the Elite Four. Pokémon also couldn't hold items in this generation. Since turn-based combat allowed players all the time in the world to decide on their next move, I found that early Pokémon games felt more relaxed compared to more complex RPGs with faster-paced combat. [caption id="attachment_185155" align="aligncenter" width="320"] The good old days.[/caption] Double Battles and Other Battle Modes By the third generation, new combat mechanics were in place for more engaging Pokémon battles. Held items (introduced in Generation II) and Pokémon abilities added extra layers of complexity for players to consider during combat. Trainers could also be rematched. Building on the previous generation, the Physical/Special split in Generation IV's Pokémon Diamond/Pearl was a radical change that separated out a Pokémon's move property from its move type. For instance, before Generation IV, all grass moves were considered special moves. With the change, moves such as Vine Whip, became a physical grass type move, and greatly increased the viability of many Pokémon in battle.  Perhaps the biggest feature was the addition of the Double Battle system in Pokémon Ruby/Sapphire/Emerald . Although still turn-based, allowing players to battle with two Pokémon at once meant move scope mattered for the first time, as players now had to anticipate the incoming moves of both enemy Pokémon, and even their own allies. For example, in a Double Battle, players have to be wary of Earthquake's ability to hit allies, meaning it may be advantageous to pair ground type with a flying type, or with a Pokémon with the Levitate ability. Additionally, synergies became another big part of the combat, where the two Pokémon from the same trainer could interact with each other, allowing one to buff the other and so on. Double Battles opened up so many new possibilities and were a very successful system that it is still the default battle format for Pokémon VGC (Video Game Championships) to this day. It has also returned in other Pokémon titles after Pokémon Ruby/Sapphire/Emerald , with Pokémon Colosseum and XD: Gale of Darkness featuring primarily Double Battles. Continuing to innovate, Pokémon Black/White brought Triple Battles and Rotation Battles to the table. The formats were quite tedious, and I wasn't the biggest fan of either one. However, they were well received by many , particularly Triple Battles, with the main complaint being their scarcity in-game, leading many to believe that these concepts weren't fully explored, and therefore contributed to lower popularity than Double Battles. Similarly, other styles of battles were explored in Pokémon X/Y . As the name suggests, Sky Battles were limited to only flying Pokémon or Pokémon that had the Levitate ability. Inverse Battles, where the types and weaknesses of Pokémon were reversed, also made for a unique style of battling. Unfortunately, while these mechanics attracted some attention, they suffered the same fate as Triple Battles and Rotation Battles. They have not been carried forward to newer games as of yet. Pokémon Sword/Shield introduced one of my favourite battle modes: Max Raid Battles. These were multiplayer battles where players sent out Pokémon each to fight in a team against a 'boss' Pokémon, in an effort to defeat and catch them. Up until now, players haven't been able to team up in a raid together, only battling together at other battle facilities like the Battle Frontier or Battle Tower. The battles are more lively but still turn-based, with players having up to ten turns to complete the battle. Pokémon in this generation can also become "Dynamax" Pokémon, a bigger version of themselves with powerful moves for a limited time. [caption id="attachment_185137" align="aligncenter" width="640"] A Max Raid battle against a Lycanroc.[/caption] The Rise of New Combat Mechanics: Mega Evolutions, Z-Moves, and the Style System Another big feature of the Pokémon X/Y games were Mega Evolutions, where a Pokémon temporarily evolves to a different form if it's holding a special stone. The new form can change the Pokémon's appearance, stats, and typing. Each Pokémon that has the potential to Mega Evolve must hold a unique Mega Stone to achieve this form of evolution. This new combat mechanic changed battle tactics once again, as trainers were encouraged to see familiar Pokémon in a new light. Z-Moves were a big mechanic in Pokémon Sun/Moon . Once per battle, players could use an upgraded version of a move, not dissimilar to using an ultimate ability in other RPG games. Z-Moves didn't take off as much as Mega Evolutions did, though, and I suspect it's because it was underpowered. Having one powerful move didn't feel like it could turn the tide of the battle the way a well-timed Mega Evolution could. Despite changing some battle modes and adding new combat mechanics, Pokémon battles were starting to feel lackluster. Pokémon Legends: Arceus's experimental combat system is a daring overhaul that paid off. Still leaning towards turn-based combat, the Style System was implemented and was so different that many players initially thought the game was a spin-off. Players could stack moves for the first time by strategically using Agile or Strong style mechanics, creating a more dynamic flow of battle. To accommodate the change in combat, familiar mechanics such as abilities and natures were removed. Additionally, the world was open, trainers could black out from taking damage in the overworld, stealth was rewarded, and side quests were introduced as part of the gameplay loop in Pokémon Legends: Arceus , removing some of that linearity that previous Pokémon games had. No one really knew what to expect when Pokémon Legends: Arceus came out, myself included, but the outcome from its 2022 release has been largely positive . This game was a step in a different direction that many long-time fans wanted to see. It felt like a branching evolution chain in the franchise, not without its flaws, but a welcome and bolder change from the largely stale combat and generational tweaks to the same formula that had existed since Generation III. [caption id="attachment_185138" align="aligncenter" width="640"] Pokémon Legends: Arceus displays turn order and options for Agile or Strong styles by toggling between L & R.[/caption] The Leap of Faith into Active Combat After a revamped combat system in Pokémon Legends: Arceus , we saw Pokémon Scarlet/Violet return to a similar, turn-based combat system, much to the disappointment of fans like myself. Pokémon Scarlet/Violet mostly felt disjointed and almost a step backwards after the fresh combat system of Pokémon Legends: Arceus . It did, however, feature a new mechanic called Tera Raids. Tera Raids were real-time, co-op boss battles, iterating on the Max Raid Battles in Pokémon Sword/Shield . Players fight the "Terastallized" Pokémon together with a shared HP bar, but are free to input their moves in real time without waiting for other players' turns. Pokémon that are knocked out can respawn back into the fight in a matter of seconds. The overall sentiment for the Pokémon Scarlet/Violet games was mixed, and I put the least hours into Pokémon Violet than any other game in the series. This finally brings us to the latest game, Pokémon Legends: Z-A , released in 2025. It is the biggest departure from every other mainline title, as it is the first game to have all battles in real-time combat. Trainers and Pokémon are expected to block or dodge incoming attacks, and like Pokémon Legends: Arceus , trainers can black out from sustaining too much damage, but this time during combat. Moves are back on a cooldown system, while Mega Evolutions have returned as a core mechanic, allowing Pokémon to hold items again, though abilities have fallen by the wayside and been removed. In the battle zones, avoiding eye contact with trainers is encouraged. Side quests also comprise a huge part of Pokémon Legends: Z-A , a conscious effort to make the world (or city) feel open. Suffice to say, the combat in Pokémon Legends: Z-A beats to the sound of a different, much faster drum, and I am relieved to see it pair pretty seamlessly with Mega Evolution battles. [caption id="attachment_185139" align="aligncenter" width="640"] Pokémon Legends: Z-A battles are in real time, with moves, party and other information easily accessible in the heat of the fight.[/caption] What Will the Next Adventure Be? It has been a wild journey throughout the decades, and I'm excited to see what happens next, in particular, whether the series will continue down the active RPG route. While I have largely enjoyed the refreshing combat system and how it interacts with game mechanics like Mega Evolution, I have found it to be over-stimulating at the best of times. I can't help but miss the slower-paced battles that I've come to grow and love over the decades. It remains to be seen which direction Pokémon will go in, but it is my hope that the combat experience continues to evolve to be the best that it can be. The post The Evolution of Pokémon Battle Systems: What Changed Over 30 Years? appeared first on RPGamer .
Feb 24
Firebreak (2026) Ending Explained: What Happened to Lide?
Firebreak (2026) Ending Explained: What Happened to Lide? One of the several films coming to Netflix in February 2026, Firebreak is a Spanish thriller about a family’s tale of survival amid a forest fire. Directed by David Victori, the film centers on Mara and her 8-year-old daughter Lide. Mara and Lide, along with her brother-in-law Luis, his wife Elena, and their son Dani, […] This post belongs to FandomWire and first appeared on FandomWire
Feb 21
Planet of Lana 2: Children of the Leaf Showcases A Lush New Region in New Gameplay Trailer
Planet of Lana 2: Children of the Leaf Showcases A Lush New Region in New Gameplay TrailerThe robots have taken over Wemari Forest and Village, but Lana and Mui have some new tricks up their sleeves to help them survive.
Feb 20
Hatch Dragons is coming to mobile on March 4, 2026 with its magical dragon-breeding sim experience
Hatch Dragons is coming to mobile on March 4, 2026 with its magical dragon-breeding sim experienceRunaway Play, known for Pondlife, Honey Groove, and more, has announced that their upcoming cozy dragon-themed simulation title, Hatch Dragons, is set to launch on both Android and iOS on March 4, 2026. The game previously opened pre-registrations on December 2025. Raise adorable dragons, learn their origins, and revive the forest If you’re unaware, Hatch Dragons is a cozy breeding … The post Hatch Dragons is coming to mobile on March 4, 2026 with its magical dragon-breeding sim experience appeared first on GamingonPhone .
Feb 19
Beast of Reincarnation Arriving in August
Beast of Reincarnation Arriving in August Publisher Fictions and developer Game Freak announced that action RPG Beast of Reincarnation will release worldwide on August 4, 2026. The game will be available for PC, PlayStation 5, and Xbox Series X|S. A new trailer can be viewed below. Beast of Reincarnation  is set in a post-apocalyptic Japan in the year 4026. It follows Emma the Sealer and her canine companion Koo. Emma is born with the blight, which lets her manipulate plants, but lacks memory and emotion, causing others to shun and fear her. Meanwhile, Koo is a malefact, a creature possessing a threat to the world. As a Sealer, Emma is meant to hunt malefacts and absorb the blight into her own body. Their journey ends up taking them to the far west, where they must confront the eponymous Beast of Reincarnation said to be the source of all blight, through blighted forests created by giant malefacts called Nushi. Gameplay sees Emma fighting using her katana in action combat, with Koo able to support her with skills using a command-based system.   The post Beast of Reincarnation Arriving in August appeared first on RPGamer .
Feb 13
Preview: Fatal Frame II Remake Still Prioritizes Mio and Mayu
Preview: Fatal Frame II Remake Still Prioritizes Mio and Mayu Fatal Frame II: Crimson Butterfly has always been a tale of bonds between sisters, specifically twins, with the heroines Mio and Mayu at the forefront of the original and the upcoming remake. After getting to spend some time with the early hours of this new take on the classic horror game, I was delighted to see that seems even more reinforced. From the recreation of classic moments to gameplay choices, it seems like this new take continues to prioritize the two. Fatal Frame II Remake seems to follow the story rather faithfully in its early hours. The Minakami forests where they used to play will be torn down, and the two are spending time there before it happens. While this seems to be a moment of reflection for Mayu, in the case of Mio it is bringing up bad memories. Some time earlier, when the two were exploring, she was running ahead and ignoring her sister’s calls to slow down and wait for her. As a result, Mio wasn’t there when the ground gave way under Mayu, causing her to fall and badly injure her leg. So much so that even now, Mayu’s knee seems affected and she walks more slowly and with a limp. While Mio remembers that, otherworldly crimson butterflies lead Mayu down a path and the two of them to the lost Minakami Village. Once trapped, we not only see the story look at their bond, but that of other tragic siblings that now haunt that town. Images via Koei Tecmo One of the new gameplay features highlighting the connection comes up almost immediately in Fatal Frame II Remake . In this installment, Mio and Mayu can hold hands. While showing a more tangible connection, it also offers gameplay benefits by allowing the one sister to help calm down and heal the other in situations when a ghost might have attacked and affected her mental state. Initially, we’re sort of given this option as a means to see how it works as the two enter the village together and explore a suspicious home. But in these introductory moments, we also get to see how Mayu’s presence can soothe Mio and how we’ll need to reach out to her to help. Something I noticed about this element during the preview is that holding Mayu’s hand isn’t easy or automatic for Mio in Fatal Frame II Remake . It’s a conscious decision that you then need to exert extra effort to maintain by continuing to hold the trigger button, rather than the two remaining together, holding hands without any input on the player’s part. Given themes I remembered from the original and different events, I appreciated the choice and the additional mindsets and elements it can convey.  As for the general experience in these early hours, Fatal Frame II Remake feels both familiar and like it prioritizes Mio’s journey to find Mayu and survive Minakami Village. The Camera Obscura felt quite comfortable in my early encounters, and it felt easy to pull up and use it to snap photos of wraiths. The area and environmental design in these early hours made it possible to notice when things were awry and pick out the ghosts lurking about. At the same time, the photos I would capture and seeing the brief snap in the moment that showed foes in Shutter Chances almost felt artistic even as I was fighting for Mio’s life. Even in this early build, the Camera Obscura seemed snappy and responsive on the PC.  Image via Koei Tecmo But most important is that yes, in these early hours, the connection between Mio and Mayu felt at the forefront. In the earliest moments, the remake seems quite adept at using cinematography, juxtaposition of character positions, and initial quests and motivations to highlight the connection between the two. It seemed like it highlighted the sense of duty and obligation Mio had, which also came through in the English voice acting for the two. (I did notice on PC in this build that sometimes the voice overs came after the action on-screen happened in a cutscene, but this was an early, preview build and I could see that being remedied in a patch.) The connection between Mio and Mayu is of the utmost importance in Fatal Frame II: Crimson Butterfly Remake , and I get the impression this retelling prioritizes that. The early story segments again prioritize the bond between the two and Mio’s complex feelings and journey to reach her sister. The hand-holding mechanic also seems to tie-in to that. Meanwhile, the camera controls seem tight so far and like it will remain simple to take photos of the otherworldly inhabitants of the village. Fatal Frame II: Crimson Butterfly Remake will come to the Switch 2, PS5, Xbox Series X, and PC on March 12, 2026 , and a demo will appear on March 5, 2026.  The post Preview: Fatal Frame II Remake Still Prioritizes Mio and Mayu appeared first on Siliconera .
Feb 13
Game Freak's Beast Of Reincarnation Gets August Release Date
Game Freak's Beast Of Reincarnation Gets August Release Date Game Freak is the studio best known as the primary developer of the Pokémon franchise, so its upcoming fantasy action RPG, Beast of Reincarnation, has turned heads since its reveal last year. After a recent showing during the Xbox Developer Direct , another new trailer appeared during today's PlayStation State of Play to reveal an August 4 launch date. Beast of Reincarnation is set in a post-apocalyptic Japan, and players control a swordswoman named Emma who is joined by her wolf companion, Koo. Billed as a "one person, one dog" action RPG, players engage in stylish melee action against strange robotic enemies and massive plant monsters across lush forests and ruined facilities. Check out the new trailer below.    Beast of Reincarnation is coming to PlayStation 5, Xbox Series X/S, and PC. 
Feb 12
Starsand Island Free Download (v1.0.0.6359.189192)
Starsand Island Free Download (v1.0.0.6359.189192)Starsand Island Direct Download Tired of the city grind? Escape to Starsand Island and embrace the simple joys of country life! Live alongside capybaras, cats, and dogs, reel in a big catch, and explore the enchanting Moonlit Forest. Leave the hustle behind and experience the charm of this seaside paradise. Join the Starsand Island community […] The post Starsand Island Free Download (v1.0.0.6359.189192) first appeared on WorldofPCGames .
Feb 12
Bylina Gets New Publisher, Demo
Bylina Gets New Publisher, Demo Publisher Digital Vortex Entertainment announced that it has signed a deal to publish Far Far Games's action RPG Bylina . The companies have also released a demo for the game, which was previously set to be published by Fulqrum Publishin, which is available now via Steam . The full game is currently planned to release later in 2026 on PC, PlayStation 5, and Xbox Series X|S. Bylina is based on Slavic myths and folklore. It follows Falconet, a young bogatyr (effectively a wandering knight) who is born without heroic powers and shunned by those around him. He finds himself in the Far Far Kingdom, where a mysterious spirit ends up sharing his body. The game sees players exploring various locations, from sunlit forests to gloomy dungeons and castles, that have their own strange inhabitants, challenges, treasures, and puzzles.   The post Bylina Gets New Publisher, Demo appeared first on RPGamer .
Feb 11
Review: Mario Tennis Fever Is Stronger Than Aces
Review: Mario Tennis Fever Is Stronger Than Aces With Mario Tennis Aces , it felt like Nintendo did some experimentation to make the Switch title feel more like a fighting game and go beyond standard expectations of the sport. With Mario Tennis Fever as the first big Switch 2 Super Mario sports spin-off, it feels like a natural evolution of the previous game. Its new rackets feel great! There are a lot of modes, ranging from more traditional style games to Mix It Up ones with stage effects. If the Adventure mode was stronger, perhaps it’d be perfect. Mario Tennis Fever features all of the modes someone would expect from a Super Mario spin-off game. The most traditional types of tennis can be found in areas like the singles and doubles Tournament, the motion-controlled Swing Mode, and the standard Ranked, Local, and GameShare multiplayer matches. Both Trial Towers and Mix It Up involve certain restrictions in matches or special types of matches that could involve power-ups, Wonder Effects, or more unexpected challenges. Finally, the Adventure mode is a story about dealing with an unknown opponent with the power of tennis that feels like a really long tutorial. https://www.youtube.com/watch?v=RSyoMsWRL9I Yes, that’s sadly one of my biggest takeaways from the Adventure story mode in Mario Tennis Fever . Here’s the thing about it. While this is still a Camelot game, the campaign still isn’t as solid as the one we saw in Mario Tennis on the Game Boy Color. The story honestly is pretty entertaining. After going to get a legendary fruit Wario and Waluigi said could heal Daisy from an illness, the expedition Mario, Luigi, Peach, Wario, Waluigi, and Donkey Kong are on leads to them being assaulted by mysterious monsters. (Basically, Wario and Waluigi got greedy and intended to use the journey as an opportunity to steal treasure from the adjacent ruins.) Mario, Luigi, Peach, Wario, and Waluigi are turned into babies in the process. So, the two pairs of brothers head to the tennis academy to regain their strength to go back and fight in the hopes of defeating the foes and returning to normal.  The problem here is while there are eventually some fun matches with unusual situations and setups, so much of Adventure acts as a massive tutorial with tons of handholding. For example, the “singles” part of it just teaching basic shots and tennis skills before Luigi is even assigned to Mario as a doubles partner took me about 40 minutes. And then when Luigi does join up, that means unlocking and being guided through each of these minigame stations designed to grant experience and build up stats related to physical performance and shot strength one at a time. Once you do get past the extended tutorial elements, it’s generally fine, but there constant Talking Flower commentary and directing is a lot. Screenshots by Siliconera Speaking of which, I absolutely abhor the Talking Flower in Mario Tennis Fever . I understand that, as the most recent mainline Super Mario game, there are a lot of elements of it here from courts and rackets to Mix It Up mode elements. But the Talking Flower is somehow even more obnoxious due to how prevalent the commentary is. Moreso because in the Adventure and Tournament modes said jibber-jabber can’t be turned off. (In options, you can turn it off for other modes.) It’s worst in Tournaments, as by the final matches in the brackets I’d likely have my or my partner’s HP down low following so many matches, and every 30-60 seconds the flowery commentator would say, “Oooh, might be running outta steam!”  On the plus side, if you’re not in Adventure mode, the gameplay and features in every other part of Mario Tennis Fever feels pretty great. When it comes to selecting a court, character, and racket, the UI is clear about how you unlock inaccessible things. (And the requirements usually aren’t obscenely tedious or difficult.) There’s a wide range of characters that all feel quite balanced. The Fever Rackets with special Fever Shots are genuinely amazing. And the general match structure is strong with even some generally solid CPU intelligence. (I do wish my NPC allies in doubles tournaments would use their Fever Shots more, though!) Images via Nintendo Really, the Fever Shots feel revolutionary. They really do make Mario Tennis Fever feel special. There are tons of options and, as I mentioned in my preview , each one makes it feel like you’re equipping a fighter to head into a battle. My favorites are the ones that deal HP damage, especially if it makes a part of the course feel “off limits” due to hazards, like the Fire Bar, Volcano, and Fire Fever Rackets. However, the more unusual ones that offer support or negative status effects to the field, like the Shadow one that creates a doppelganger of yourself on the field or Banana one that leaves slippery banana peels can be handy too. It comes down to picking one that suits your playstyle to assist with your assaults, and the fact that they’re optional (unless you pick a mode that requires them or the Racket Factory Mix It Up mode that makes them essentially mandatory) makes it even better. As for the Mario Tennis Fever modes that aren’t the Adventure one, all of them feel mechanically sound in this Super Mario sports game. I felt like Trial Towers ended up being my favorite single-player experience, since it let me get right into different types of matches, though the Tournament is solid too and fantastic for unlocking things. Mix It Up stages, with confounding stage effects that can make things more challenging and end up being free-for-alls with pinball, piranha plants, and Fever Racket elements, are absolutely fantastic if you can get actual people to play with you. I felt like all the multiplayer modes also worked well, though I primarily tested out online multiplayer outside the preview session. There was a little lag in the Wonder Court Match, I think due to the fact that the ton of Trottin’ Piranha Plants were on-field at once, but Ring Shot, Forest Court Match, Pinball Match, and Racket Factory Match all worked wonderfully online. And Free Match is generally solid for customization purposes.  Images via Nintendo While I’m a bit disappointed in the Adventure campaign, Mario Tennis Fever feels generally strong thanks to its Fever Rackets and range of modes. There are a lot of different ways to play tennis packed into this Super Mario sports game spin-off, and they often play with the idea of using special abilities to make things more exciting. Which can mean things like Mix It Up and Trial Towers modes can feel a little extra entertaining. I appreciate what Camelot and Nintendo did here and how it built on Mario Tennis Aces .  Mario Tennis Fever comes to the Switch 2 on February 12, 2026 .  The post Review: Mario Tennis Fever Is Stronger Than Aces appeared first on Siliconera .
Feb 10
Cathedral: Crow’s Curse Playable Demo Now Available on PC
Cathedral: Crow’s Curse Playable Demo Now Available on PCStandalone prequel lets players step into the role of Crow and explore cursed forests, ancient ruins, and fast-paced action Helsinborg, Sweden, February 9th, 2026 – Independent Swedish developer Decemberborn Interactive today announced that a playable demo for Cathedral: Crow’s Curse, a standalone prequel to their acclaimed action-adventure Cathedral, is available now ahead of Steam Next […] The post Cathedral: Crow’s Curse Playable Demo Now Available on PC appeared first on Capsule Computers .
Feb 10
Creature Kitchen Free Download
Creature Kitchen Free DownloadCreature Kitchen Direct Download A creepy-cozy cooking simulator where you befriend local wildlife and feed them their favorite snacks! With a strange house to search and forest to explore, the witching hour has only begun. Creaking footsteps in vacant rooms… Voices whispering beyond the trees… Befriend your local wildlife and feed them their favorite snacks […] The post Creature Kitchen Free Download first appeared on WorldofPCGames .
Feb 9
The ForestAs the lone survivor of a passenger jet crash, you find yourself in a mysterious forest battling to stay alive against a society of cannibalistic mutants. Build, explore, survive in this terrifying first person survival horror simulator.