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Adventure Corner ~ Resident Evil Requiem
Adventure Corner ~ Resident Evil Requiem Welcome to Adventure Corner, a column where members of the RPGamer staff can give their thoughts, impressions, and pseudo-reviews for various adventure titles that don't come under our usual coverage. Adventure Corner is aimed at delivering opinions on a wide range of titles, including visual novels, point-and-click adventures, investigative mysteries, and so forth. In this edition of the column, we take a look at Resident Evil Requiem , the latest entry in Capcom's long-running survival horror series. Resident Evil Requiem Platform: PS5 (also available on Nintendo Switch 2, Xbox Series X|S, and PC) Release Date: 02.27.2026 Publisher: Capcom Developer: Capcom Official Site   Growing up in the 2000s, Capcom’s Resident Evil was a series my mother forbade, but I couldn’t help absorbing at least some information through cultural osmosis. Alongside Silent Hill , not only did its earlier entries define the survival horror genre, but  Resident Evil 4 carried a wide, lasting influence on third-person action-adventure titles and solidified Leon S. Kennedy as one of gaming’s most iconic characters. When I finally got old enough to try the series out, I picked up Resident Evil 5 , and my lofty expectations were hugely let down; at that point, it became sort of an afterthought for me, until Resident Evil Requiem caught my eye, and I decided to give it another go. Featuring survival horror, action combat, and, yes, the return of Leon, it seemed like a good bet to see what Resident Evil and the horror genre are all about. Fortunately, Requiem delivers on every front. Requiem opens with Grace Ashcroft, an FBI agent, owl-perched on her office chair in a messy cubicle. Titter-tattering at her keyboard, she is drafting up an investigative report on a series of murders while also researching a seeming connection to bioweapons and a massive mass-casualty incident in Raccoon City. Suddenly, her boss strolls up, calls her to his office, and explains that there has been another body found – this one at the Wrenwood Hotel, where Grace witnessed the murder of her mother, Alyssa, just eight years ago as a teenager. He tells her it might just be time to face the past, but that he also won’t force her to go. Noticeably apprehensive, she stands stiffly, avoiding eye contact, but she eventually acquiesces and sets off. The opening juncture at the Wrenwood Hotel immediately and brilliantly establishes Requiem ’s stakes and its survival-horror atmosphere, primarily through Grace’s character. She’s quite thin and wiry, speaks with an audible stutter, and is clearly not well-adjusted to either socialization or combat. These elements seep into the gameplay experience extraordinarily well; for example, when creeping around in the dark, she breathes with a quiet, pathetic, and obviously terrified shudder, and it’s details like this that keep the tension sky-high. Near the end of the hotel, she discovers antagonist Victor Gideon, a large, scarred man in a trenchcoat and mechanical mask, who speaks ominously of her being some sort of "chosen one," before strangling her unconscious. [caption id="attachment_185982" align="aligncenter" width="640"] Victor Gideon, the hulking evil scientist with a mechanical headpiece.[/caption] Just as this happens, the perspective shifts to Leon S. Kennedy, the iconic protagonist of Resident Evil 2 and 4, who is conversing with a woman over the phone. They talk about bioweapons, viruses, and Raccoon City, but it’s also clear that Leon is after Victor, who is somehow tied to all this. Pulling up outside the hotel, he sees Victor whisking Grace away, and Victor begins shooting random civilians with syringes, turning them into zombies and causing mass chaos. It’s here where Requiem quickly and firmly establishes Leon as the complete antithesis of Grace: he pulls up in a fast, sporty Porsche and instantly begins kicking ass and taking names. He’s got a pistol, a hatchet, and a big gun named Requiem, and he mows down zombies like nobody’s business, doing so all the way until he finds where Grace is being held: the Rhodes Hill Care Center. Rhodes Hill is easily the scene for Requiem 's highest points. Focusing mostly on Grace and survival horror gameplay, it sees her attempt to escape the center largely through evasion and wits, scavenging every item she can find and solving puzzles along the way. While she has a pistol and combat is an option, it is never the best option, and there are several large, skulking mutant zombies who will terrify, punish, and kill impatient players. Instead, Requiem offers many interesting opportunities and rewards players for diligent searching, smart crafting, and astute observation of the environment. For instance, there are some zombies who have particular fixations – be it to sound, light, or objects – and Requiem greatly rewards players for observing and manipulating these. Item management is also key, and Requiem does an excellent job at terrifying the player by making them feel weak, but it gives them sufficient tools to survive by interacting with the environment. For example, Grace can craft hemolytic injectors by collecting infected blood and scraps, which can instantly kill and permanently remove almost any zombie. Additionally, after briefly meeting Leon upon his arrival at Rhodes Hill, she also gets to borrow Requiem, her only reliable source of potent offense in an emergency. However, players must think long and hard about where to strategically use these, as injectors and Requiem bullets are extraordinarily limited and hard to craft. When paired with her limited inventory, this creates a palpable, heightened, and constant sense of apprehension and thrill. Thorough exploration gradually gives additional tools, including buffs and inventory slots, that ensure a satisfying sense of progression, but it never overextends and staunchly refuses to let players breathe easy or feel too comfortable. [caption id="attachment_185983" align="aligncenter" width="640"] A clash of wills? Nay, a clash of chainsaws![/caption] While Leon gets a few fast-paced moments at Rhodes Hill, his action sequences dominate the latter half of the game, where he returns to Raccoon City of Resident Evil 2 and 3 fame. Though item management is still somewhat important, Leon is a grizzled veteran at this point, and his gameplay segments see him utilizing his wide arsenal of firearms and his trusty hatchet to combat zombie hordes. Even though combat is more of a focus in Leon's segments, Requiem does a fantastic job at maintaining pressure on players, as overly aggressive play will quickly lead to ammo shortages or, more importantly, running out of healing. Because gunplay is so calculated and deliberate, Requiem encourages slower and methodical approaches to its fights. Raccoon City, in all its ruination, has plenty of tight corridors and dark alleys, and the environment does a phenomenal job of making players feel claustrophobic pressure at every turn. Unlike Grace, Leon has a decidedly more empowering progression, earning points for each enemy killed that he can exchange for more weapons or upgrades to his existing arsenal. Nevertheless, the game's reluctance to provide adequate health items prevents haphazardly rushing into combat or shooting with reckless abandon. As a package, Requiem ’s identity is rooted in this contrast of ideas and gameplay: on one hand, Grace and survival horror, on the other, Leon and action horror. Whereas players may find themselves scampering away in heart-pumping terror in Rhodes Hill, the gradually building anxiety of being backed down a Raccoon City alley by a horde of zombies and dodging tackles is also fantastic. That said, because these two modes are so different, players may experience whiplash and find it difficult to adjust between them, as they are essentially two different games and operate as such. On the whole, though, the contrast does wonders for elucidating their individual traits and driving home some of the game's best themes, especially later in the plot, when they cross paths more often. [caption id="attachment_185984" align="aligncenter" width="640"] The outward splendor of Rhodes Hill belies darker secrets…[/caption] Requiem 's plot is quite easy to follow for most of its fifteen-to-twenty-hour runtime, especially early on in Rhodes Hill, when most of the focus is on escaping the care center. There is an eerie air of conspiracy, and Victor serves as an enigmatic, imposing antagonist. Once players get to the latter half of the game, Leon’s segments delve a bit more into Resident Evil series nostalgia and overarching plot threads, which may not be to everyone’s taste, though it still mostly makes sense in a vacuum and remains engaging and interesting. If there are points of contention throughout the plot, they are likely to be from Grace’s decision-making in the prologue and motivations in the latter half. Some of these are classic tropes of horror media, and with some generous suspension of disbelief, it's somewhat ignorable, but the writing and plot's coherence at times struggle to stand out against many other games. Any good horror game would be thoroughly incomplete without sonically amplifying its most terrifying moments, and Requiem ’s voice acting, music, and sound effects are top-notch. Angela Sant'Alban’s performance as Grace exudes sheer nervousness, and her breathy whimpers, stuttering, and generally timid delivery are enough to make any player feel on edge by extension. Nick Apostolides delivers plenty of Leon’s snarky 2000s-esque one-liners with punch, and Antony Byrne gives a remarkably imposing performance as Victor. Requiem, especially during the survival horror segments, uses silence in perfect contrast to sudden, sharp sound effects, be it crashing thunder or the shattering of glass as it falls off a shelf. When it is present, usually when spotted by an enemy, the music is startlingly great as well, with plenty of orchestral hits and blaring, screeching, out-of-tune clarinets magnifying the terror to incredible heights. [caption id="attachment_185985" align="aligncenter" width="640"] Raccoon City’s fallen Willis Tower makes Leon battle precariously atop the windowpanes.[/caption] Requiem ’s visual strength lies mainly in its spectacular set design. Rhodes Hill has all the offerings of a care center and medical research facility, but with the ornateness of a mansion that belies its deeper, more sinister machinations. Leon’s section in Raccoon City is even more visually impressive, with a truly harrowing, dilapidated, and decimated cityscape, with collapsed streets, fallen towers, and rusted architecture abound as far as the eye can see. Scattered across the landscape are missile craters from the city being bombarded after the outbreak from earlier games, giving the city a post-war, apocalyptic, and deeply somber mood. On the whole, Resident Evil Requiem is a game of contrasts: Grace vs. Leon, panicky rookie vs. grizzled veteran, micro trauma vs. macro trauma, survival vs. action, but all of these contrasts serve one overarching purpose: fear. Whether I was fleeing some horrific mutant or perilously being pushed against the wall by zombie hordes, Requiem scared the daylights out of me. Each is fantastic on its own merits, but put in the same game, the contrast works not only as an homage to the series but as a culmination of its best elements, and I walked away not only having experienced a disturbing, adrenaline-rush of an adventure, but also wanting to learn more about the grander story and roots of the genre. For any RPGamers interested in getting into Resident Evil , horror games, or those who love being terrified, look no further than Resident Evil Requiem . Disclosure: This article is based on a free copy of the game provided by the publisher. The post Adventure Corner ~ Resident Evil Requiem appeared first on RPGamer .
RPGamerMar 3
Moonlighter 2: The Endless Vault Switch 2 Version Announced
Moonlighter 2: The Endless Vault Switch 2 Version Announced Publisher 11 bit studios and developer Digital Sun Games have announced a Nintendo Switch 2 version for Moonlighter 2: The Endless Vault . The Nintendo Switch 2 version of the game, currently in Early Access for PC on Steam and the Microsoft Store , will release later this year alongside its full 1.0 PC version and previously announced PlayStation 5 and Xbox Series X|S versions. A sequel to 2018 action RPG Moonlighter , Moonlighter 2: The Endless Vault continues its predecessor’s mix of shopkeeping and dungeon-crawling, with returning protagonist Will and his companions stranded in a mysterious dimension. Players are able to select from an array of melee and ranged weapons as Will explores the eponymous vault, where both riches and danger await. Between runs, Will aims to haggle and charm his customers into purchasing the items he finds on his explorations. Players can customise Will’s shop to help gain more sales as well as invest in the village’s local businesses to help upgrade gear and unlock other opportunities.   The post Moonlighter 2: The Endless Vault Switch 2 Version Announced appeared first on RPGamer .
RPGamerMar 3
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 .
RPGamerMar 3
Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review
Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review Art Attack! As the primary reviewer of Atelier games for the site for a decade plus, perhaps it was inevitable that one day I'd hit a wall and burn out on them. That wall appeared in 2018. I was meant to review Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings back when it released, but I couldn't muster the energy to play it. With Atelier Firis leaving a bad taste in my mouth, I had newfound trepidations that perhaps the series and I were going through an awkward breakup. I went through a brief period when I had no excitement for the series until Atelier Ryza came along and renewed my faith. However, not reviewing Lydie & Suelle back when it came out still lingered in my mind, and I decided it was time to boot it up and see if it was me not appreciating it, or burnout. At fourteen years old, twins Lydie and Suelle have a passion for alchemy and a useless father who struggles to pay the bills. When the girls realize how much they are financially struggling, they decide to build their alchemy skills in hopes of not only bettering themselves but also putting food on the table. While practicing their alchemy, the girls stumble upon a mysterious painting in their basement and are transported to a new world, finding rare materials that could help create wondrous items and build their atelier's reputation. As Lydie and Suelle move up the alchemy ranking system, they soon learn there may be more mysterious paintings than the one they discovered in their father's basement. The Mysterious subseries focuses heavily on slice-of-life narratives, where there isn't an overarching evil to be slain, choosing instead to detail the day-to-day lives of the heroines. Lydie & Suelle 's story is one of the twins attempting to find themselves and where their skills lie in alchemy. They have also had the hardship of losing their mother at a young age and having to parent their father, who may, in fact, be withholding information from them. The main narrative is very thoughtful and sweet, as it shows how Lydie and Suelle want to help their family, friends, and community, while also recognizing the challenges that come with such a goal. The story involving their mother is simple, yet heartfelt, drawing the player into the grand mystery surrounding her and the mysterious paintings. [caption id="attachment_18758" align="aligncenter" width="640"] Lydie and Sue are going to knock you down![/caption] While the main narrative is sweet and straightforward, the game struggles with the direction it wishes to take. The issue with slice-of-life stories is that when too many stories are present, it can detract from the main story that the writer wishes to tell. That is apparent here, as there are a ton of pacing issues that leave the player meandering between the various characters’ plotlines, with no clear guidance on how to move them forward. While many favourite characters return, such as Sophie, Firis, and Plachta, their stories showcase their growth; while new characters like Mathias are not given equal treatment, as his story, in particular, ends not with a bang, but a fizzle. It's not that the stories are bad; it's more that characters lack equal treatment in their importance, meaning one has to slog through the characters they don't care about to get the juicy stories for the ones they do. A large part of Lydie and Suelle is about their personal growth and their relationship to their community. The twins can build their reputation by completing specific tasks in their Ambitions Journal, which then helps move their rank up so that they can achieve the goal they promised their mother: to run the best atelier in the kingdom. These tasks can range from defeating specific monsters, crafting items, to simply visiting certain areas on the map. While the girls are given a stipend at the beginning of each new rank, money is surprisingly difficult to come by in the game, as the main way to collect it is through completing the very repetitive notice board tasks. Many of the unique Ambition tasks are easy to complete, though as the girls move up in rank, it becomes more challenging, and not in a good way. The game does not do a good job of explaining how to inherit specific, unique traits for crafting, or even just finding items with the trait in question. There is a lot of guesswork that sometimes can feel super rewarding, but often it's more of an exercise in frustration. Despite some questionable explanations of mechanics, the alchemy system in Lydie and Suelle is quite robust, building off of its predecessors. Atelier Tetris is back, as players gather ingredients from different locations to synthesize them by flipping and rotating components to create a final product. Players select the item they wish to make from the discovered recipes and are presented with a grid in which each ingredient has its own effects, colour components, and properties. Players can mix and match ingredients to create powerful items, and sometimes even craft new recipes through the experimentation process. Players can also add catalysts to the item they are crafting, which offer fantastic boons such as better quality and quantity of items and more unique effects. [caption id="attachment_19914" align="aligncenter" width="640"] We are! We are! On Backen's Crew! We are![/caption] Recipes can be learned from books, though players will also get new recipe hints through item creation. Still, sometimes the information can be difficult to decipher. Ingredients often end up with randomized properties, and making new items transfers those properties over. However, the game doesn't make it easy to figure out how to obtain some of the more unique traits, leaving the player to filter through all the traits in hopes that perhaps they can find the correct one. The alchemy system is addictive as always, and even with some of the flaws in item creation, there is still a constant desire to keep trying, failing, and trying again. While alchemy is the core of an Atelier game, the series has absolutely upped its battle systems over the years. Unfortunately, Lydie & Suelle fall in the middle of the pack, as it's very serviceable, but not all of its ideas are fresh. Players will have three Attackers and three Supports. When a character attacks, uses a skill, or uses an item, there is always a chance that a character in the back row will use a support ability. New to the series is the Extra Mix ability, which can only be used by Lydie & Suelle , where the girls can transform an item into something grander, such as taking a basic bomb and making it more explosive, or having a heal item that can only heal one person become something that heals many. Extra Mix is a great concept, but it often feels random, so the player cannot exploit it. The other added ability is the Combination Attack, which is obtained by completing different character sidestories. Once the characters have unlocked the Combination Attack, the Attack and Support character can build the gauge, and once it’s at 100%, players can perform the attack. Where this fails is that not all combinations feel equal: pairing Sophie and Lydie can make the gauge move quickly, while pairing Firis and Sue can feel much slower. It's a decent battle system overall; it's just hard not to compare it to the Ryza trilogy or even the older Dusk games, where speed was a big part of the battle system's design. Though decent, Lydie & Suelle 's combat overall just feels so much slower than other games in the series. [caption id="attachment_19924" align="aligncenter" width="640"] Who doesn't love Atelier Tetris?![/caption] One area where Lydie & Suelle falter is the amount of backtracking that really pads the overall game time. While the concept of walking around paintings is novel, not being able to fast travel to different areas, especially in the late game, is such a hassle and makes for a lot of wasted time. Since the game's story already has pacing issues, the constant backtracking makes certain chapters feel more like a slog than others. The graphics in Lydie & Suelle are colourful and pleasant to look at, with every Mysterious Painting popping with its own personality. From the Spooky Woods' having pumpkin lanterns to light the way to wandering around under the sea, every inch of the game visually shines, making it a joy to explore. The PS4 version, unfortunately, had some cases of oddly placed invisible walls, and there is some stiffness in some character cutscenes, though these issues do not fully detract from the experience. The soundtrack is a lovely mixture of lo-fi sounds that match the aesthetic of the area that the twins are exploring, with the last few areas having the most memorable tracks. All of the game's voice acting is in Japanese, and the actors do a great job of bringing their characters to life. The concept of traveling through paintings is such a unique concept, and the game highlights this through its audiovisuals, just how original everything in Lydie & Suelle 's world is. Despite all of the above problems, I can't fault Lydie & Suelle for "The Great Atelier Burnout of 2018." While I absolutely needed space from the series, I truly believe playing the game years later has given me a fond appreciation for it, as it's definitely up there with Sophie 2 as being one of the better games in the Mysterious subseries. While the perfect product wasn't synthesized, Lydie & Suelle was a step in the right direction for the series, blemishes and all. The post Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review appeared first on RPGamer .
RPGamerMar 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 .
RPGamerMar 3
Story of Seasons: Grand Bazaar Heading to PS5, Xbox Series X|S
Story of Seasons: Grand Bazaar Heading to PS5, Xbox Series X|S Marvelous announced that farming sim Story of Seasons: Grand Bazaar is coming to PlayStation 5 and Xbox Series X|S. The game -- which is currently available on PC, Nintendo Switch, and Nintendo Switch 2 -- will release for the consoles on May 28, 2026. A digital standard edition will be available for $49.99; a Digital Deluxe Edition including the "Trunk of Transformation" cosmetic DLC will be available for $59.99; and a Super Digital Deluxe Edition including the "Trunk of Transformation" cosmetic DLC, a digital art book, and a digital soundtrack will be available for $69.99. A $49.99 physical edition for PlayStation 5 will also be available through Amazon. Story of Seasons: Grand Bazaar is a remake of the Nintendo DS farming sim released in the west as Harvest Moon DS: Grand Bazaar . It is set in Zephyr Town, the bazaar of which previously attracted visitors from all across the world, but has fallen on lean times. As the town’s newest resident, it is up to players to help revitalise its fortunes. Those looking to read more about the game can check out Michael Apps’s impression of its Nintendo Switch 2 version.   [foogallery id="186141"]   The post Story of Seasons: Grand Bazaar Heading to PS5, Xbox Series X|S appeared first on RPGamer .
RPGamerMar 3
EvoCreo 2 Releasing for PC in April
EvoCreo 2 Releasing for PC in April Ilmfinity Studios announced that its monster-catching RPG EvoCreo 2 will release for PC on Steam on April 6, 2026. The game is a follow-up to EvoCreo , which originally released on iOS and Android in 2015 before coming to PC in January 2026. It will be available for $19.99 with English, French, Italian, German, Spanish, Indonesian, Japanese, Korean, Brazilian Portuguese, Simplified Chinese, Swedish, Thai, and Turkish language support. Heavily inspired by Pokémon , EvoCreo 2 is set on the land of Shoru, with players controlling a new police academy cadet. They are tasked with helping to investigate the mysterious disappearance of the capturable creatures called Creo. The game features over 300 species of Creo, which can be captured, trained, and evolved. Players can customise their Creo with over 100 traits, various equippable items, and over 200 different moves used in its turn-based combat. Players can compete with others in online ranked battles as well as in casual battles with friends.   [foogallery id="186060"]   The post EvoCreo 2 Releasing for PC in April appeared first on RPGamer .
RPGamerMar 2
Aether & Iron Dev Diary Discusses Its Setting
Aether & Iron Dev Diary Discusses Its Setting Seismic Squirrel released the first entry in a new developer diary video series for Aether & Iron . The four-minute video sees Narrative Lead Tyler Whitney talking about the creation of the game's decopunk alternate 1930s New York setting and story. Aether & Iron will release for PC and Mac via Steam on March 31, 2026. The game puts players in the role of Gia, a smuggler in an alternate 1930s New York. The city has been transformed after the discovery of an anti-gravitational technology called aether. As they become drawn into a deep conspiracy, players must build a crew while upgrading their car to be outfitted to survive turn-based vehicular battles.   The post Aether & Iron Dev Diary Discusses Its Setting appeared first on RPGamer .
RPGamerMar 2
Episode 431: Questions Strike Back – Q&A Quest
Episode 431: Questions Strike Back – Q&A Quest This week in Q&A Quest, we cover the major RPG news since our last episode. We also answer a fresh swathe of questions. The post Episode 431: Questions Strike Back – Q&A Quest appeared first on RPGamer .
RPGamerMar 2
Gothic Life Sim Moonlight Peaks Releasing in July
Gothic Life Sim Moonlight Peaks Releasing in July XSEED Games and Marvelous Europe announced that Chicken Game Company's gothic life sim Moonlight Peaks will release on July 7, 2026. The game will be available on PC, Nintendo Switch, Nintendo Switch 2, and Android. Pricing details will be revealed at a later date. Moonlight Peaks  sees puts players in the role of the offspring of Count Dracula, but with dreams of creativity and farming rather than carrying on their father's legacy. Arriving at the Dracula family's abandoned homestead in supernatural Moonlight Peaks, players look to restore the homestead while bonding with the werewolves, witches, mermaids, and more living in the town. The game sees players learn more about the secrets of the seven families living in the town while potentially finding love among the game's two-dozen romanceable characters. Players can customise their cottage while engaging in farming, fishing, foraging, potion crafting, embroidering, flower arranging, and more. They can also use their powers to shapeshift into other forms, as well as study witchcraft to learn spells that help with farming and gathering resources.   [foogallery id="186042"]   The post Gothic Life Sim Moonlight Peaks Releasing in July appeared first on RPGamer .
RPGamerMar 2