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Military Conflict: Vietnam Free Download (Build 19753672)Military Conflict: Vietnam Direct Download: It’s 1968 in Vietnam, the time to ‘Make War Not Love’. Side with the Viet Cong or U.S. Army in this intense, fast-paced FPS set in the Vietnam War. Choose from over 200+ weapons of destruction. Kill or be killed! Rainbow Herbicides – The horrors of the deforestation chemicals like […]
The post Military Conflict: Vietnam Free Download (Build 19753672) first appeared on WorldofPCGames .
Sep 3

Sword Hero Has Released Its Combat Arena Demo on SteamCrytivo and ForestWare have released the Sword Hero Combat Arena demo on Steam as part of the Sword Celebration event.
The post Sword Hero Has Released Its Combat Arena Demo on Steam appeared first on COGconnected .
Sep 2

How to solve the Senedra Forest Door Puzzle in Hell Is Us?
Right after you start playing Hell Is Us, you’re going to face puzzles to progress the game. In the Senedra Forest, you’ll find a door to ruins with an injured soldier outside. If you’re having trouble opening it up, we’ve created this guide for you. Additionally, we’ve also put the solution for the second door […]
This post belongs to FandomWire and first appeared on FandomWire
Sep 1

Prop Haunt Has Brought Its Horror on Steam Early AccessSilent Forest Games has officially launched Prop Haunt, a 4v1 psychological horror game, in Steam Early Access.
The post Prop Haunt Has Brought Its Horror on Steam Early Access appeared first on COGconnected .
Aug 30

How to Use the Frog Keys in Roblox 99 Nights in the Forest?
The Frog Keys in 99 Nights in the Forest can open gates to one of the richest caves on the entire map. We are talking about the Frog Cave that exists on the other side of the whirlpool, where the Frog King spawns. Unlocking the said cave will require you to use a total of […]
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Aug 29

Shadowverse: Worlds Beyond: How to contact the customer support serviceShadowverse: Worlds Beyond is a gorgeous, strategy-packed collectible card game by Cygames with an expansive deckbuilding experience. Whether you’re crafting a hyper-aggressive Forestcraft deck, exploring the story mode, or climbing PvP ranks, there’s always something to do. But even in a finely-tuned game like this, bugs, connection hiccups, or missing rewards can happen. Table Of …
The post Shadowverse: Worlds Beyond: How to contact the customer support service appeared first on GamingonPhone .
Aug 25

Enter The House of Mists to fight a boss in Stygian: Outer GodsA new content update for Stygian: Outer Gods opens the door to something new – literally. Currently in Early Access, this update adds the House of Mists with its surrounding Blood Forest area for players, with new characters and enemies to survive. Obviously this also means items, quests, and so forth have been added. But in more bloodchilling news, this update means Stygian: Outer Gods has its first boss fight! Some quality of life updates complete the picture. To celebrate, you can currently get Stygian: Outer Gods for 20% off on Steam, so check that out if you’ve been wanting to get the game.
Aug 24

Funguys Swarm Free Download (v0.1)Funguys Swarm Direct Download: Funguys Swarm is a survivor-style roguelite where you play as forest weirdos fighting the Fire King’s flaming minions. Level up, unlock new heroes, pets, skills—even mechas—and rescue creatures to grow your Forest Sanctuary for permanent upgrades. Perfect for both newcomers and seasoned survivors! Choose from a cast of silly funguys, each […]
The post Funguys Swarm Free Download (v0.1) first appeared on WorldofPCGames .
Aug 23

Mad Skills BMX 2 – ReviewBack in 2018, Turborilla launched Mad Skills BMX 2 on Android and iOS. Although the free-to-play title was undoubtedly successful, racking up over 50 million downloads over the course of seven years, we didn’t have a 2025 Switch port of the game on our bingo card. Stranger things have happened though, and Switch owners can now indulge in portable BMX races on their hybrid handhelds. Mad Skills BMX 2 is an unexpected port, but is it a good one? Story There is no story to be found in Mad Skills BMX 2. While the game does boast a Career Mode where you race across different environments and even face off against bosses, there is no backstory given here. The game is purely about racing, improving your skills, unlocking gear, and competing. While the addition of some kind of narrative structure definitely would have been appreciated here, Mad Skills BMX 2 is still a port of a mobile game, of course, and those aren’t particularly well-known for including gripping stories. Graphics Prioritizing functionality and readability over realism, Mad Skills BMX 2’s 2D graphics are clean and stylized, but lacking in detail. To its credit, the game is varied when it comes to the different environments that the race tracks are set in, ranging from forests to deserts and urban areas. However, those very same environments, as well as the rest of Mad Skills BMX 2’s visuals, come across as uninspired and generic. Mad Skills BMX 2 lacks a visual identity of its own. The benefit of the inherent simplicity of the graphics is that the game doesn’t push the hardware. Mad Skills BMX 2 is a technically competent port that runs at a consistent 60 FPS, which is a claim that many other ported games can’t make on the ageing, underpowered hardware. Sound Mobile games typically don’t tend to put a lot of effort into their soundscapes, as most people play them with the sound off. That’s the case with Mad Skills BMX 2 as well, with the audio leaning more towards functionality than immersion. Music in particular is bland and forgettable. Sound effects fare better. The way your bike interacts with the environment is emphasized through noise, reinforcing a sense of momentum as you jump, stunt, and land across the tracks. Unsurprisingly, Mad Skills BMX 2’s soundscape doesn’t include any voice acting. Gameplay Before we get to the nitty-gritty of Mad Skills BMX 2’s gameplay, it’s important to note that we’re specifically looking at the Switch port of the game instead of the original mobile version. While the port is by and large the same game, there are some fundamental differences between both versions of the game, mainly concerning the game’s pacing and sense of progression. At the core of Mad Skills BMX 2 lies a simple 2D side-scrolling BMX racer, where you race 1v1 on tracks filled with ramps, slopes, and jumps. Momentum and physics are the heart of the gameplay. Landing smoothly and timing jumps properly is critical here, since bad landings slow you down. Races are designed for quick, pick-up-and-play sessions. Controls are intuitive and accessible. The original game was designed to be played with a touch screen, but the Switch port implements button controls instead, and these are seamlessly integrated. The controller’s shoulder buttons control jumping and momentum, and there are dedicated buttons for performing backflips or using rockets. Speaking of rockets, these act as consumable speed boosts. Although Mad Skills BMX 2 is a very accessible game, it does ramp up the difficulty, and rockets can really turn the tide in some of the game’s tougher races. Even though Mad Skills BMX 2 purports to be an accessible game at its core, it has a fairly high difficulty level. While things like rockets and different unlockable bike types can help with overcoming spikes, the real key to progressing is familiarizing yourself with the tracks. Each of these feels like a self-contained puzzle where timing and precision are key. The game really nails that “skill” requirement from its title. The Career Mode is fairly meaty, but anyone looking to test their mettle beyond that can get stuck in additional Challenges, including time attacks and blackflip contests, as well as so-called Pro Zones, which feature expert-level tracks. Beyond those, the game offers local 1v1 multiplayer, although the online component present in the mobile version of the game has been removed. For the most part, the transition of Mad Skills BMX 2’s core game to the Switch was handled well, but there are some areas where the game’s mobile roots are still showing. In the mobile version of the game, players could speed up game progress through microtransactions, enabling faster access to better bikes or more rockets. Microtransactions have been removed entirely here, with a one-time €9.99 payment giving you access to the full game. Unfortunately, Mad Skills BMX 2’s in-game costs weren’t adjusted accordingly (or at least, not enough), resulting in a poorly paced game where progression can feel grindy as bike costs inflate, and difficulty spikes push you to revisit old tracks over and over again. The game ends up keeping a freemium feel, even though this is a paid console version. Conclusion There is a genuinely good game hiding somewhere in Mad Skills BMX 2’s mechanics, but it doesn’t completely shine through here. While the fast-paced core experience is as accessible as it is skill-based, the Switch port could’ve done with some rebalancing to even out the removal of microtransactions. The game’s presentation didn’t wow us either, but given that the simplicity of the visuals allowed the game to run more smoothly on the Switch than most other games, this is something that can be overlooked. As it stands, Mad Skills BMX 2 is a decent and serviceable title, but not an outstanding one.
Aug 23

Fire Country Season 4: Release Date, Cast, Plot, and All You Need to Know
Fire Country has been turning up the heat ever since it blazed onto screens in 2022, and it’s showing no signs of cooling off. Co-created by Max Thieriot, Tony Phelan, and Joan Rater, the series doesn’t just chase flames in the forests—it chases the sparks, burns, and bruises in its characters’ lives, too. Front and […]
This post belongs to FandomWire and first appeared on FandomWire
Aug 13

Support the RZSS with STORY OF SEASONS’ upcoming DLCMarvelous Europe has announced a special DLC set for the upcoming STORY OF SEASONS: Grand Bazaar. The so-called Pine Hoverfly Outfit Set includes a sweater, beanie, and glider for in-game use, with all net proceeds going directly to the Royal Zoological Society of Scotland (RZSS) to support invertebrate conservation. This initiative continues a partnership that began in 2020 between Marvelous Europe, RZSS, and Jellymedia, aimed at protecting the critically endangered pine hoverfly. Once restricted to a single forest patch in Scotland, the species plays an important ecological role as both pollinator and waste recycler. Funding from that previous collaboration allowed the RZSS to expand its breeding programme from 170 to 8,000 individuals annually, resulting in the first sightings of adult pine hoverflies reproducing in the wild in eight years. STORY OF SEASONS: Grand Bazaar is the latest entry in the long-running farming life simulation series, set in the mountainside town of Zephyr. Players will raise animals, grow crops, and sell goods at the weekly open-air market to restore the town’s prosperity. The game features wind-powered gliding for easy travel, scenic landscapes, and a variety of characters to befriend or romance. The Pine Hoverfly Outfit Set DLC will be available worldwide at launch, with 100% of proceeds going to RZSS to further conservation work. STORY OF SEASONS: Grand Bazaar and its charity DLC will be available globally on 27 August 2025 for Nintendo Switch, Nintendo Switch 2, and Windows PC via Steam.
Aug 12

Fantastic Four: First Steps Post-Credits Theory Hints It Wasn’t Doctor Doom With Franklin Richards
The Fantastic Four post-credits scene involved a sneaky cameo that pleased the whole fandom, but a new theory suggests that not all that meets the eye may be true. In fact, the iconic forest green hood, cape, and silver mask that are (undoubtedly) associated with Doctor Doom might only be a misdirection to swerve our […]
This post belongs to FandomWire and first appeared on FandomWire
Aug 10

Top Hat Studios and Crypt Custodian Developer Reveal WELL DWELLER, out 2026AUGUST 8th, PHILADELPHIA: Deep within the forest, at the bottom of a well, lives the only creature brave enough to challenge the Queen. Top Hat Studios, Inc. is pleased to announce WELL DWELLER, a new dark, bizarre, twisted fairy-tale metroidvania by Kyle Thompson (Crypt Custodian, Islets). Play as Glimmer – a tiny bird armed with […]
The post Top Hat Studios and Crypt Custodian Developer Reveal WELL DWELLER, out 2026 appeared first on Capsule Computers .
Aug 8

Wuchang: Fallen Feathers Review – Facing A Familiar Demon
Reviewed on:
PlayStation 5
Platform:
PlayStation 5, Xbox Series X/S, PC
Publisher:
505 Games
Developer:
Leenzee Games
Release:
July 24, 2025
Rating:
Mature
The Soulslike subgenre is becoming oversaturated, so it’s difficult for new takes to stand out. Wuchang: Fallen Feathers doesn’t reach the upper echelon of its stronger contemporaries, but it is a generally well-executed checklist of genre tropes with inventive ideas for combat customization and a unique form of dynamic difficulty scaling. As Bai Wuchang, you’re a battle-hardened pirate infected with a supernatural plague called the Feathering, which causes victims to transform into mindless, bloodthirsty beasts. However, Wuchang was somehow spared this fate, but she has lost her memory. As the Feathering sweeps across a well-realized Ming Dynasty-era China, it’s up to you to channel your newfound demonic powers, locate the source of this scourge and eradicate it, find a cure, and recover your memories. The story is middling and, in my specific case, wraps up in an abrupt and unsatisfying conclusion, unlocked from a pool of possible endings. While the art direction is strong, Wuchang suffered fluctuating graphical fidelity and performance (playing on a base PS5) that sometimes bordered on unacceptably bad, hampering the experience. Combat shines most in this adventure by drawing inspiration from Bloodborne. Battles are an often-entertaining dance of aggressively attacking foes while evading damage to stay within reach. Well-timed evades reward mana points called Skybound Might, used to cast spells. I love how Wuchang incentivizes skillful evasion in this way, and winning a fight only by dodging and retaliating with spells, such as lobbing a crimson spear or a fiery skull, is a viable (and sometimes wise) strategy. Wuchang gives players a near-overwhelming number of systems to tailor their playstyle through various weapons (including large skill trees for each one), augments, and passive perks. You can equip weapons with three perk-granting stones, which in themselves come in various types. Slotting up to four “needles” into Bai Wuchang’s demonically feathered arm bestows weapon “tempering” effects, like increasing fire damage or adding a health-leeching effect to attacks. A neat weapon-swapping mechanic unleashes a unique special attack depending on the tools equipped, adding another wrinkle to consider when choosing which two weapons to equip. It’s a lot to take in, and while I wish Wuchang didn’t throw all of its features at players in relative short order – firmly grasping everything took a while – I like how the game encourages multiple playstyles and tougher encounters often require shaking up your loadout or strategy.
Weapon classes, including long swords, spears, and axes, sport unique special attacks and traits. For example, Wuchang can’t block inherently, but axes grant this ability for more defensive-minded players. Those who would rather rely on spells should lean on magic-centric short swords. By sparingly introducing new weapons, Wuchang allows players to become intimately familiar with what they have, and progression revolves around improving proficiency with chosen arms; I much prefer this to regularly cycling through new loot. However, the massive, Path of Exile-inspired skill trees mean you can’t freely improve crucial traits, like stamina and health, since you can only unlock stat buffs in a predetermined order. This feels more restrictive than I’d like, and I didn’t like spending thousands of skill points unlocking a special move I didn’t want/need just to grab as many +1 stamina upgrades as possible along the way.
Repeatedly dying builds a meter called Madness that raises your attack while increasing damage taken. Failing essentially makes you a glass cannon, and I like how Madness dynamically changes the stakes of encounters by giving me an edge while forcing me to sharpen my evasion/counter skills to nullify my weakened defense. When Madness peaks, a mini-boss spawns in the form of an “Inner Demon” in place of fallen XP; beat her, and then you get your points back. This is a fun and devious punishment that adds even more tension and excitement to the exercise of XP retrieval, though the Inner Demon became less threatening as I grew stronger. Wuchang’s neat ideas are wrapped around an otherwise familiar, if unremarkable, design core. Exploring the often corridor-like biomes, from a snowy palace to a hellish forest, and cutting down foes is a paint-by-numbers exercise of unlocking shortcuts and finding hidden items off the beaten path, with some annoyingly unfair level hazards sprinkled about. While tough in the way you’d expect from the genre, Wuchang is what I’d describe as “comfortably difficult:” hard enough to feel some sense of reward, but never overwhelmingly so. Most boss encounters took me fewer than five or six attempts to topple, and greater challenges were defeated through a combination of pure finesse and light level grinding. As a Souls enthusiast, it’s almost cozy how manageable Wuchang ultimately is (comparatively speaking), but that does make its bigger clashes less remarkable or memorable.
That last point is my biggest takeaway from Wuchang. It’s very competent and enjoyable, but much of it feels like Soulslike junk food; tasty with a few neat ideas, but nothing will stick with me compared to more substantial offerings. Wuchang: Fallen Feathers may not revolutionize the genre, but it’s a good rendition of a favorite song.
Score:
7.75
About Game Informer's review system
Aug 8

Ride a Giant Cat Mount in FFXIV With Shagcoat Cat
Square Enix updated the Final Fantasy XIV Online Store to add a Shagcat mount that lets someone ride a giant Shagcoat Cat with unique animations throughout the lands and skies. It costs $24 , and that gets you a whistle you can use to summon it.
As is common for these more expensive mounts, it is an account-wide purchase. So every character you own will get a Shagcoat Cat Whistle in their inventory. It basically resembles a Maine Coon or Norwegian Forest Cat with a blue bow around the neck as a collar. Three mount actions are available when riding it. One features the cat stretching, another shows it cleaning its paw, and the last one makes it hiss.
Square Enix shared a trailer with us, so we can see all three of those mount actions and what it’s like to ride it on the ground and through the sky.
https://www.youtube.com/watch?v=17DelmDhGT8
Here are the official screenshots:
Images via Square Enix
While the Shagcoat Cat is a feline mount in FFXIV , it isn’t the only one available. A number of others also appeared ahead of it. Fatter Cat is another one based on the existing Fat Cat mascot character that also appeared as a minion. It’s also another cat mount sold in the Final Fantasy XIV Online Store for $24 . A Coeurl appeared in the A Realm Reborn Collector’s Edition as a bonus. Dark Knights can earn a War Panther too.
Final Fantasy XIV is available for the PS4, PS5, Xbox Series X, and PC, and the Shagcat mount Shagcoat Cat Whistle is available in the FFXIV Online Store alongside the 7.3 update .
The post Ride a Giant Cat Mount in FFXIV With Shagcoat Cat appeared first on Siliconera .
Aug 5

‘Princess Mononoke’ Hid Studio Ghibli’s Future Mascot in Plain Sight
So you’ve seen Totoro showing up on t-shirts, posters, plushies, and even on the logo of Studio Ghibli, right? Well, here’s a surprise: his origins actually started in Princess Mononoke! Yep, hidden in plain sight within the original concept for the 1997 fantasy epic was a strange, grinning forest spirit called a mononoke. And here’s […]
This post belongs to FandomWire and first appeared on FandomWire
Aug 5

SCUM – ReviewSCUM is a raw, challenging, and deeply immersive survival experience that drops you into a hostile open world with the objective to stay alive if you can. With its crafting mechanics, item-layered systems, and atmospheric world, the game also wants you to adapt to its many challenges, explore new areas, all while having the “freedom” to do what you want. From environmental storytelling to brutal combat, SCUM places you in full control. Whether you’re exploring ruins and crumbled buildings, fighting off zombies, or finding somewhere to hide by building a base in the wilderness, everything you do feels part of a larger, unscripted journey. Story SCUM doesn’t offer a traditional, linear story. You, the player, are what looks to be a convict dropped off on a remote island, while having a constant sense of being watched. You drop in and are met with environmental hazards, dangerous NPCs, and signs of a broken society. There’s no hand-holding outside of tutorial prompts, but a mysterious “Secure Communication Established” message pops up as you enter the game, hinting at something larger behind the scenes. The storytelling is mostly environmental. It’s hidden in old buildings, broken and barely useful equipment, strange communications, and the behaviors of NPCs. You’re not forced through scripted scenes; you’re encouraged to uncover the secrets and story by exploring and paying attention to the details. What’s really happening on this island is a mystery and up to you to explore and come to a conclusion, building tension and intrigue. Graphics SCUM delivers a visually vibrant and immersive world that feels handcrafted and alive. The island is filled with dense forests that are easy enough to get lost in, seemingly abandoned towns, industrial zones that have seen better days, and vast open landscapes. The entire island is packed with atmosphere, from the thick underbrush you can use for stealth to abandoned homes full of quiet, unsettling details. The lighting effects are great in SCUM. The sunlight filters through trees, the weather shifts realistically, and shadows clearly change based on the time of day. The different biomes have clearly defined themes, and the rain and fog effects are also handled nicely. Textures and models across the game world are sharp and detailed, including your character model, even if you choose not to wear anything but your underwear. The developers clearly had an eye for detail, with water dripping from rusty pipes, debris being scattered around, and even visible changes in the foliage due to the wind. Points of interest (POI) are carefully built, and even places you’ve seen before feel new thanks to their visual depth. Performance is stable across the board. In both single-player, known as the sandbox mode, and online server-based modes, the game runs smoothly, allowing for uninterrupted immersion during even the most intense encounters. Sound SCUM’s sound design might be one of its most immersive components. The atmosphere can go from tranquil to a more violent one in mere seconds. For example, you’ll hear zombies before you see them, the wind rustling through trees, birds chirping in the distance, and the mechanical clanking of a distant mech. Keeping track of what happens around you via the various audio cues is essential here. Combat sounds hit hard. Gunfire has echo effects, along with each weapon having its own unique sound. Melee impacts are visceral. Arrows fly with a satisfying whoosh, and successful hits land with distinct, “thud” audio feedback. The sounds even have a depth of direction to them, so you can know what your enemy has waiting for you before you even see them. Even basic player actions like crafting, eating, and looting have satisfying, textured sound design that adds to the immersion or intensity based on your actions. A surprising and unique addition to the game world is playable musical instruments. Stumbling upon a guitar and playing a few notes in an abandoned farmhouse adds moments of surreal calm in an otherwise brutal environment. You almost feel like Ellie from The Last of US Part II. Gameplay SCUM has all the right components of a survival game, offering combat, crafting, and exploration that are all tightly connected, giving players the freedom to approach the game however they want. The mechanics are deep but accessible, and the inventory systems offer plenty of room for experimentation. Crafting is smooth and satisfying. From clothes and tools to complex base structures and electronics like solar panels or ventilation units, there’s a lot to build and discover. Recipes are clearly laid out, making it easy to know what gathering materials are needed, and everything feels balanced, so you’re not spending too much time on one craft. Scavenging is rewarding, with plenty of new items and gear spread throughout the island, making it simple enough to find what you need to survive. Combat is intense and tactical. Weapons behave differently and require practice, such as adjusting to a recoil or measuring distance to hit a foe with an arrow. Melee is up close and brutal, using anything from your fist to a makeshift knife. Firearms feel powerful, with real feedback. Archery takes skill and patience, but it’s deeply satisfying when mastered. Zombies are dangerous, react to sound and movement, and shouldn’t be underestimated. Wildlife also poses challenges, such as bears, donkeys, and others, bringing a sense of unpredictability to roaming the wilderness. NPCs now occupy parts of the world, adding both life and danger. Their behavior can be impressive, fighting off enemies or patrolling areas, but it’s also inconsistent. Sometimes NPCs stand still, glitch, or fail to react entirely. It’s not game-breaking, but it does break immersion, and it can be rather hilarious sometimes when it happens. Server hosts have control over NPC spawns, difficulty, and loot mechanics, offering great flexibility for customizing the gameplay experience. Base building is solid, but some limitations remain. You can’t build inside existing structures, which has been a common point of feedback according to the community. Crouching while crafting is also not available, which feels like a small restriction but would be a nice addition. Despite these minor frustrations, the building process is otherwise smooth, intuitive, and customizable. Conclusion SCUM is a raw and immersive survival game that challenges players to adapt, explore, and overcome. It doesn’t force a story or define how you should play and gives you the tools to survive in a hostile environment, while you define the journey yourself. You’ll have to keep your wits about you, as every misstep can lead to a fight, causing your untimely demise. With its immensely detailed world, strong sound design, responsive combat, and deep survival mechanics, SCUM delivers an experience that feels alive and constantly shifting around you. While there are still issues such as buggy NPCs and certain building limitations, that’s not enough to sway away from the experience, thanks to the solid foundation and engaging gameplay loop. We’d go as far as to say that SCUM is one of the best experiences the genre currently has to offer.
Aug 4

Wild Hearts S – ReviewBack in 2023, EA and Koei Tecmo teamed up to unleash Wild Hearts on an unsuspecting public. The game was an ambitious undertaking, aiming to offer an answer to Capcom’s long-running Monster Hunter series. Wild Hearts proved to be a solid, but not outstanding game, and after the initial splash, things quieted down around it. Fast forward two years, and Wild Hearts is aiming to catch a second wind on the Switch 2. Don’t let the addition of an S to its title fool you: this is by and large the same game that we saw on PC, PS5, and Xbox X|S back in 2023. Is the Switch 2 the right home for Wild Hearts’ second lease on life? Story Set in the mythical land of Azuma, Wild Hearts S tells a tale of Kemono, massive monsters that embody natural disasters, and a lone hunter who has to deal with these creatures. The world is in turmoil as the Kemono are freezing rivers and decimating forests. Unable to deal with this onslaught themselves, the citizens of the town of Minato turn to the aforementioned hunter for help. Wild Hearts S’ premise is used more as a tool for worldbuilding and to contextualize the game, as it isn’t exactly a narrative powerhouse. That’s perfectly fine for what the game wants to be. What the story lacks in depth, it makes up for in atmosphere and immersion. Graphics Let’s start with the good: Wild Hearts S’ art direction is top-notch. The Japanese-inspired environments are gorgeous, with cherry blossom slopes, frozen tundras, and volcanic landscapes. The different Kemono are visually distinct and thematically linked to the disasters they embody. Wild Hearts S also boasts an elaborate character creation tool, allowing you to create a unique-looking hunter. In terms of visual performance, however, it’s a different story. We never had the pleasure of playing the original Wild Hearts, so we can’t outright contrast and compare the visuals of that version with this new port, but by just comparing specs on paper, it’s clear that the newer version has taken a hit here. Textures and resolution have been downgraded, with the Switch 2 only reaching 1080p even when docked, and with less visible detail compared to the game on other platforms. Wild Hearts S can’t keep up a stable frame rate either, especially when there is a lot of action happening on screen. We don’t know if this is an example of poor optimization or if the game is just more than the Switch 2 can handle, but for all intents and purposes, Wild Hearts S is a step down in terms of graphics. Sound Contrasting with the visual compromises, Wild Hearts S’ soundscape is nothing short of fantastic. Final Fantasy XIII composer Masashi Hamauzu’s soundtrack leads the charge here, with a set of tracks that effortlessly switch between ambient exploration pieces and intense dramatic scores when facing off against Kemono bosses. Speaking of Kemono, the roars, calls, and grunts made by these creatures further define their identities and even tie into their attack patterns. Voice acting is also present, but Wild Hearts S isn’t a game that is very heavy on dialogue, and the voice work feels functional rather than immersive. Gameplay In terms of gameplay, Wild Hearts S occupies a similar niche to the Monster Hunter series, although the game doesn’t serve up a carbon copy of Capcom’s successful formula. The core gameplay still involves hunting monsters and crafting new gear from materials gathered from these creatures, but there are several unique mechanics here that give Wild Hearts S a distinct identity. Chief among these is the so-called Karakuri system, a real-time building mechanic that lets you construct objects like springs, walls, towers, traps, or healing items using a resource called Thread. You can build on the fly, both in real-time combat or while exploring Azuma. There is a wide variety of Karakuri, ranging from walls that block monster charges to launch pads and zip lines. Eventually, you’ll even unlock Fusion Karakuri, which lets you combine multiple objects to create things like spinning traps. The Karakuri system fundamentally changes how you explore the world and approach combat, making both environmental obstacles and boss battles feel more like strategic puzzles than encounters that you can brute-force your way through. The boss battles themselves are challenging affairs, requiring not just a well-thought-out strategy but patience and good timing as well. Each Kemono boss has a distinct attack pattern that requires figuring out. Being the embodiments of natural disasters, there are also elemental factors to consider: an ice wolf Kemono calls for a different approach than a volcanic boar Kemono. You’ll need to tailor your equipment to deal with specific Kemono, although that often means grinding for materials. It’s a loop that’s all too familiar for anyone who has experience with the Monster Hunter games, although we’re happy to say that there is a strong sense of both progression and mastery here. Wild Heart S doesn’t implement a traditional XP system. Instead, that sense of progress comes from crafting better gear and learning new Karakuri, both of which are tied to exploring as much of the world as possible and dealing with any Kemono you encounter in the far corners. Where Monster Hunter’s focus, especially in recent games, has been on teaming up with others to take down massive monsters, Wild Hearts S offers a more well-rounded single-player experience. This ties into the game’s narrative of a single, lone hunter saving the world. Wild Hearts S does support co-op for up to 4 players, but with no cross-play with other platforms, the potential player base is limited, and we couldn’t get an online game up and running. In terms of content, there is nothing new in Wild Hearts S, so unless you’re desperate to be able to play the game on the go, there is no reason to double-dip if you already have a copy on another platform. If you can overlook the game’s visual downgrades, then the Switch 2’s version is still worth considering though, especially since its €49.99 RRP is significantly lower than the €69.99 RRP of the game on other platforms. Conclusion A serviceable port of a solid game, Wild Hearts S is a decent, if unremarkable, addition to the current Switch 2 lineup. Compromises had to be made here in order to fit Koei Tecmo’s Monster Hunter challenger on the handheld, with a step back when it comes to the game’s visual performance as a result. This means that it’s not worth double-dipping if you already own the game elsewhere. If this isn’t the case, however, then the game’s budget pricing and portability factor may just be enough reasons to still get it on Switch 2. It may have some rough edges, but there is still plenty of fun to be had here with the genre shakeup that the Karakuri system provides.
Aug 3

Infinity Nikki 2.0 Will Add Elderwood Forest and Spira City
Infold Games announced some details about the 2.0 update for Infinity Nikki, confirming the two new regions added in it will be Elderwood Forest and Spira City. However, there will be quite a wait until it arrives. The 1.8 patch will launch on July 29, 2025, and patches 1.9, 1.10, and 1.11 will follow it. This means we might not see 2.0 until December 2025, which would mark the one-year anniversary of the 1.0 launch.
The Elderwood Forest and Spira City locations are two of the only definite gameplay elements and additions confirmed for Infinity Nikki 2.0. We also know there will be the ability to ride both a raft or a snail. Additional Ability Outfits will be introduced, but we don’t know what their traits or skills will be. It is unknown if the main story quests will return then or sometime before it.
The rest of the update concerned things we can expect to see in each of the updates leading up to Infinity Nikki 2.0. Here’s a list of some of the additions:
1.8: Danqing Season will be available until September 2, 2025, and it will add Danqing Island and its Ink-Woven Tales event, a Danqing Craft Ability Outfit, and the five-star Clouded Loong and Forever Bond sets. A free four-star Lifetime Yin Yuan outfit will appear.
1.9: Bibcoon’s Chuckle Club quests will appear and we’ll be able to set up our own Home spaces.
1.10: No teasers appeared.
1.11: Individual clothing piece dying will appear.
The Miraland Round Table did bring up some other coming additions. More “mix-and-match” pieces of clothing are in development. Alternate detail options will be added to past five-star outfits. Outfit grouping in the wardrobe will appear. Finally, cooking will be added after the Home feature launches. General bug fixes will also come up.
Infinity Nikki is available for the PS5, PC, and mobile devices.
The post Infinity Nikki 2.0 Will Add Elderwood Forest and Spira City appeared first on Siliconera .
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