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Xenogears Retroview
Xenogears Retroview Starry Aspirations The Xeno - games helmed by Tetsuya Takahashi, first at SquareSoft and since then at Monolith Soft, can be best defined by a single word: ambition. This starts right at the outset, as its first title, Xenogears , is infamous for its sky-high aspirations and how they were not fully executed due to development time constraints. But despite this, its narrative is extensive, rich, deep, and layered with heavy, complex, and emotional themes that it tackles and examines masterfully. Its setting, characters, and world are dizzying in their scope. When combined with its solid, entertaining gameplay foundation and gorgeous presentation, the result is a game that, while not perfect, is truly special and deserving of its place among the pantheon of RPG greats. Xenogears opens with a chaotic cinematic: an intergalactic ship traversing the cosmos is suddenly beset with a disastrous malfunction that the ship’s crew desperately tries to contain and control. High-level technobabble echoes in the ship’s cockpit and, suddenly, the crew realizes their control is fully compromised, and their efforts are pointless. The screen becomes covered in a bold, red-colored repetition of an ominous message, “You shall be as gods.” Panic ensues, and an evacuation process begins, but it is too late. The ship explodes, crashing down onto a planet, and a naked, lone purple-haired female rises from the wreckage. [caption id="attachment_182218" align="aligncenter" width="531"] The opening superbly sets the tone and atmosphere for much of what is to come.[/caption] The game then pivots away, briefly explaining its world, setting, and factions. Xenogears takes place on the continent of Ignas, which has been roiled in war between neighboring countries Kislev and Aveh for nearly 500 years. To try to break the back-and-forth stalemate and gain the upper hand, both countries have been excavating Gears, giant mechs that are relics of a civilization from thousands of years ago. With that established, the game pivots once more, away from the conflict, focusing on protagonist Fei Fong Wong, an adopted amnesiac who has spent the last three years living peacefully in the village of Lahan after being left there by a mysterious masked man. However, Lahan is suddenly caught in the crossfire between Aveh and Kislev, with mechs crashing into the village one night. When Fei attempts to pilot an empty mech and defend his friends in the ensuing chaos, he blacks out and causes a massive explosion, killing many and destroying the village. After being exiled, Fei is left to wander throughout Ignas and subsequently must navigate the war, all the while uncovering truths about the continent’s prior civilizations and its current political and religious turmoil. Xenogears gradually reveals its hand at a very deliberate pace. For much of its first disc, it is quite slow pacing-wise, and those looking for quick payoffs could be forgiven for not being immediately enamored in its early going. In bursts, it bombards players with tons of names of organizations, people, places, and concepts. It is a bit hard to follow, but the characters, NPCs, and set pieces along the way are all so fascinating, exciting, and dazzlingly written, and more than just about any other game, Xenogears greatly rewards player attention to its plot elements. While it’s certainly a slow-burning experience, the game progressively erupts in brilliance so often and with increased frequency that it more than makes up for the slow pacing. How Xenogears accomplishes narrative excellence boils down to its outstanding writing and localization, its heavy and deep thematic elements, its tonal consistency and atmosphere, and its sheer creativity and scope. For a game released over 25 years ago, during a time when many contemporaries such as Final Fantasy VII suffered from localization mishaps, Xenogears impresses throughout the entire experience with its sharp, focused, and moving dialogue. While there is an occasional smattering of typos throughout the game’s gargantuan script, they are innocuous in nature, and much credit must be given to translator Richard Honeywood for being able to translate and convey a script of this depth and size so well, while also skirting potential religious sensitivities at the time. [caption id="attachment_182219" align="aligncenter" width="610"] Xenogears never misses a beat with its writing.[/caption] Bolstered by its outstanding script, Xenogears magnificently discusses and navigates incredibly serious topics and themes, ranging from institutional sexual abuse, memory, mental illness, human experimentation, cycles of abuse, trauma, religion and god, and psychological self-realization. So much can be said about each of these themes, but what ultimately makes this a masterpiece in storytelling is one overarching theme that intersects with all others: humanity. Xenogears has so much to say about the human condition: what it means to live, love, cry, hurt, feel, connect, and suffer. Even when the second disc morphs into mostly character narration and cutscenes, the writing stays razor sharp. Though the heartbreaking in-development snippets of unfinished dungeons and the like sadly loom over its second disc, the overarching plot is fully and completely executed, impressively leaving no plot thread unresolved. In some ways, there is even arguably some meta-commentary from the developers, with a later plot thread on the second disc drawing parallels with the emotional pain of a character who is unable to finish a painting. If the Xenogears team were handed a bag of old lemons, they made the sweetest possible lemonade, and it all culminates in a tear-jerker conclusion for the ages. The gameplay of Xenogears doesn’t quite excel to the extent of its other qualities, but it is fundamentally sound and very entertaining. Utilizing a form of the Active Time Battle (ATB) system, combat occurs in two flavors: on foot alongside the cast of characters, and while piloting Gears. Attacking has players utilizing three buttons to perform weak, strong, and fierce attacks. These can be combined to execute learned “Deathblows,” powerful attacks that serve as the primary method of dealing damage both on foot and in Gears. On foot, attacks cost AP, and unused AP can be accrued across turns to eventually unleash combos of Deathblows. In Gears, players gain Attack Levels for each executed attack, up to three levels, and can execute two-button combo Deathblows of increasing power with each level. Aside from the Deathblow system, Xenogears offers magic spells and special character-specific moves in the form of Ether abilities, which allow players to inflict buffs and debuffs and influence combat further. Interestingly, character stats and equipment directly impact the function and utility of their corresponding Gears. While the bedrock of combat is solid, engaging, and generally fun to play, Xenogears suffers from occasionally oblique or non-existent explanation of its stats and mechanics, and less-than-ideal implementation of its mechanical systems. [caption id="attachment_182220" align="aligncenter" width="611"] Gears can be on the field along with characters![/caption] There is a good deal of attention given to each character’s skillset and abilities, and the skeleton of an outstanding combat system is here, but it lacks the full set of tendons and ligaments to hold it all together, never muscling its way into asking much of the player until its second disc. There are only two to three fights in the entire game that ever warrant building AP and using combos, and most fights — even bosses — can be adequately dispatched with Level 1 Deathblows. A decent chunk of the status spells and Ether abilities don’t get to see much use until later, when it becomes ridiculously easy to figure out ways to exploit and pump certain stats. Combat works and does its job well, but most of its entertainment comes from the brilliant gear designs, outstanding attack animations, and visual flair of its presentation. Xenogears nicely implements its explorative elements, and this is one area where the grandiosity of its world really gets to shine. Unlike many RPGs of the time, Fei and company can jump, lending increased verticality to dungeons, towns, and other areas, which does wonders for the game’s scope. In so many areas, seeing Gear or character sprites absolutely dwarfed by technological behemoths inspires a truly remarkable sense of awe. Unfortunately, for whatever reason, Xenogears elects not to utilize analog camera controls, mapping camera rotation to the shoulder buttons. While the camera works fine, it’s a slightly dated aspect that takes some getting used to and isn’t always ideal. Sadly, Xenogears is held back a bit with its other interactive dimensions. It has two primary minigames: a version of the card game Speed and a battle arena for Gears, where players duke it out in full 3D real-time fights against other Gears. The former is unremarkable, but the latter is quite fun, even if it’s a bit sparse. Speaking of sparse, what holds back the interactivity the most is the notable lack of sidequests, and there are several characters, namely Rico, who would have benefited immensely in their development from a sidequest or two. [caption id="attachment_182221" align="aligncenter" width="611"] Gears already dwarf humans, so just imagine how big this dungeon is…[/caption] Xenogears's most unquestionably brilliant element is its presentation, which is jaw-droppingly exquisite from start to finish. Put simply, this is one of the best-looking games on the PlayStation, perhaps only surpassed by 2000’s Vagrant Story . The Gears are strikingly designed and are just plain awesome to see in action. There are so many beautifully crafted massive environments, but Xenogears never sacrifices detail for the grandiosity of its scope, and towns, buildings, and locations are packed to the brim with details. The character sprite animations in battle are particularly extraordinary, and every character has their own swagger or bounce, which does wonders in giving them identity and visual character. Using 2D character sprites against 3D backgrounds is a smart choice, as the real-time dynamism of its action scenes and camerawork allows scenes to flow so smoothly and sets it apart from many of its contemporaries. The only real caveat of Xenogears ’s visuals is that it should ideally be played on a CRT television or with a corresponding filter to appreciate its true beauty. Musically, Yasunori Mitsuda’s talent as a composer is on full display here, and there is a wide selection and range of diverse tracks that elevate every location, scene, and event throughout the entire experience. Plodding bass guitars and finger snaps evoke the monotony of the slums and their enslaved inhabitants' plight, whereas smaller towns have airier or breezier-sounding grooves. The mainstay theme for the world map is exceptionally catchy, but the strongest elements of Mitsuda’s score are the more melancholic tracks, which make much of the late-game drama hit so much harder, be it confessions of love or emotional emptiness faced by much of the conflict-torn world. There is undoubtedly some disappointment that some of Xenogears's ambition goes unrealized, be it everything that is abridged in its second disc or its slow early pacing. But Xenogears is like a wise grandpa telling a grand legend. He may not be spry enough to convey the action, but he has all the knowledge and skills that got him here so far, and picked up the nous for flair in the process. He might even misspeak a word or two and take some time to get his story going, but he’s seen and gathered wisdom, and he intimately knows every detail he's gathered, entrancing his audience. He concludes the tale with riveting aplomb and style while managing to thread everything together in a way only a master of their craft can. For players with the patience to sit down and listen, old man Xenogears offers one of the most special stories ever put to an RPG. The post Xenogears Retroview appeared first on RPGamer .
RPGamerJan 5
Yuma Nest Coming to Steam Early Access in March
Yuma Nest Coming to Steam Early Access in March Developer Piokou announced that its sandbox side-scrolling action RPG Yuma Nest will release on Steam Early Access on March 11, 2026. The announcement comes alongside a new 90-second trailer, viewable below. Yuma Nest  sees players fight against various monsters in a interconnected, Metroidvania-style world. Players complete quests, defeat bosses, and upgrade their gear while building automated structures to help them train or defeat monsters. Other features include a bike mount, a pet that can fight alongside players, cosmetic appearance options obtained through a gacha machine, and fast-travel via the player's home.   The post Yuma Nest Coming to Steam Early Access in March appeared first on RPGamer .
RPGamerJan 5
The Blood of Dawnwalker Marks Release Year with Behind-the-Scenes Video
The Blood of Dawnwalker Marks Release Year with Behind-the-Scenes Video Developer Rebel Wolves and publisher Bandai Namco released a new video marking the start of action RPG The Blood of Dawnwalker ' s release year. The seven-minute video features a look at reveals and events from 2025, before moving to a message from Game Director Konrad Tomaszkiewicz and Global Community Lead Dominika Burza, a performance of the game's main theme music, and finally a thirty-second story tease. The Blood of Dawnwalker is set in an alternative 14th century in the fictional region of Vale Sangora in the Carpathian Mountains, where a clique of powerful vampires has overthrown the feudal lords. Players control Coen, who has thirty days to save his family or get revenge on the sire who turned him into a Dawnwalker. The game is billed as having a focus on its narrative and sandbox elements with plenty of player freedom. Due to Coen’s nature as a Dawnwalker, players will have different skills, abilities, and outcomes available to them based on the time of day. The Blood of Dawnwalker is in development for PC, PlayStation 5, and Xbox Series X|S, and is currently planned to release in 2026.   The post The Blood of Dawnwalker Marks Release Year with Behind-the-Scenes Video appeared first on RPGamer .
RPGamerJan 5
Code Vein II Gets Walkthrough Trailer, Character Creation Demo
Code Vein II Gets Walkthrough Trailer, Character Creation Demo Bandai Namco released a new trailer for action RPG Code Vein II ahead of its release at the end of this month. The eight-minute "walkthrough" trailer shows part of the game where players join Josée Anjou and travel a hundred years into the past to uncover the cause behind pollution in Sunken City. It shows some of the game's combat, new weapons, skills, and partner system, before finishing with a boss encounter. In addition, Bandai Namco announced a character creation demo for the game. It will be released on PC, PlayStation 5, and Xbox Series X|S on January 23, 2026. Players will be able to transfer their created characters to the full game, which launches for the same platforms on January 30, 2026. A follow-up to 2019 action RPG Code Vein , Code Vein II is set in a post-apocalyptic world where humanity’s existence is hanging by a thread. The sudden emergence of a threat known as the Luna Rapacis has seen Revenants — humans with supernatural abilities that come at the cost of severe bloodlust — transformed into creatures called Horrors. It sees the player travel back 100 years to the past with the assistance of a mysterious girl called Lou MagMell to try and rewrite the fate of the world.   The post Code Vein II Gets Walkthrough Trailer, Character Creation Demo appeared first on RPGamer .
RPGamerJan 5
A Game in Chiaroscuro: Looking Back at Expedition 33
A Game in Chiaroscuro: Looking Back at Expedition 33 In April 2025, French studio Sandfall Interactive released its first game, Clair Obscur: Expedition 33 . It quickly exploded in popularity, selling 3.3 million copies in 33 days, garnering huge amounts of acclaim, and earning numerous year-end awards. This game has had a meteoric rise in its young life. Naturally, a question arises: why did Expedition 33 blow up the way it did, and is it really worth all this hype? For me, yes it’s absolutely worth the hype – this game is tight . Despite this simple answer, the reasons why are many and varied. Much of it comes down to this: Expedition 33 addresses many things that mainstream gaming has been lacking for a while. There is a lot to talk about, but the focus here will be narrowed down to a summary of a few things. Otherwise, this might dissolve into an excited stream of consciousness which, while fun to write, is perhaps not fun to read. [caption id="attachment_163173" align="aligncenter" width="640"] A look at the combat UI[/caption] Clair Obscur: Expedition 33 is a turn-based RPG, a genre which one dominated the RPG genre. A personal issue I have with many turn-based games has to do with the enemy’s turn. Sometimes there’s not much reason to pay attention to what your opponent is doing, whether they’re the computer or another player. It's easy to zone out if all you can do is watch animations you've seen before play out. You're taking that damage whether you're paying attention or texting a friend about how hard this boss is. Expedition 33 is one of the few turn-based games I’ve played that experiments with the genre, mixing up the standard pattern of combat. After choosing which attack to use, there are quick time events during the animation, and the outcome of those can add considerable bonus damage. On an enemy’s turn, the player can defend through either dodging or parrying, which adds so much to the half of combat that’s usually a void. Parrying is harder to time correctly than dodging, but if performed perfectly, can be followed up with a damaging counterattack. These feel so good to pull off, the animation and sound combining to say, “you earned this!” Another addition I find notable and enjoyable is something the game calls Free Aim. During a character’s turn, instead of taking a typical action, the player can instead enter a targeting mode and shoot enemies or objects in the environment. This can be used to weaken enemies by attacking weak spots, neutralize dangerous enemy abilities, and add some nice additional interactivity, which spices up the gameplay. These iterations on the typical game loop are a major reason the game garnered so much attention. How often do we get to see this kind of innovation in established genres? In established franchises? How often do more experimental games get this kind of mainstream attention? Will we see more games like these garnering mainstream attention in the future? It will be interesting to see what this game inspires in the coming years. [caption id="attachment_166521" align="aligncenter" width="640"] Expedition 33, the night before they depart[/caption] It’s not a new observation to say that video game stories tend to be a bit thin. Often it boils down to, "here’s your bad guy, here’s why the player character doesn’t like them, here’s some stuff in the way, go do a bunch of murder, earn shiny loot." Not that these stories are automatically bad , but as a young medium, video games lack the history or learnings that film or literature have. Games also have the unique wrinkle that story isn’t often the main draw, the gameplay is. Narrative fulfillment isn’t the only way to find entertainment or joy in games, so a simplistic story isn't necessarily a detriment. But I think there’s a genuine cause to argue that the quality of Expedition 33 's story is on par with any classic movie or novel. It's impossible to go into much detail without discussing major spoilers, but it is layered, thoughtful, compassionate, and allows the player time and space to just feel . This is exactly the kind of narrative nerds like me write books and essays about. An elegant encapsulation of the story is hidden in its title, at least to those of us who don't speak French. Clair obscur is the French version of the Italian word chiaroscuro , referring to a painting style where high contrast between light and dark is used to create shape and mood. It's easy to see where this concept can be applied to Expedition 33 's story. The sharp contrast between moments of darkest tragedy and lightest joys serves to enhance both. The bleakness of the world makes the goofier moments sweeter, which in turn, makes the saddest moments sting more. A brief content warning for this next section, there will be discussions of mourning and suicide as depicted in this game, and if you are uncomfortable with these topics, please skip ahead past the next image. If there is a single, unifying theme to Expedition 33 , it is grief. It touches the lives of every single character, with all having lost someone they love. How they face (or don’t face) the void left behind defines many of their arcs. For many, their grief has destroyed them. For some it might yet destroy them. The game makes no single stance about how to handle grief or what it means, because it's a question with no true answers. Instead, it invites the players to explore how other people feel and to understand why. This isn't the only sensitive topic the game tackles, Expedition 33 has one of the best depictions of suicidal ideation I’ve personally seen. Suicide is often whittled down to a plot device or a sickness. Here, a number of characters think about or attempt to kill themselves, and they all have different reasons for doing so. The game does an excellent job in allowing the player to feel and understand why its characters might make such a choice. It’s not something with a singular cause or a singular solution, but rather is a complicated part of the human experience. The entire topic is handled with care and compassion, something that can be rare to find even in other mediums. It inspires trust in the developers, that they can tackle difficult themes and do so appropriately. [caption id="attachment_181215" align="aligncenter" width="640"] The world of Clair Obsur: Expedition 33 is vibrant and colorful[/caption] The game's music deserves a spotlight. Though not a primary draw of the game, it absolutely helped in the game's rise. A particular standout is the theme of a major boss in Act 2: “Une vie à t’aimer” ("A Life to Love You"). It includes a special twist for this song is that francophone listeners will glean extra meaning. The lyrics foreshadow upcoming events and story reveals, which the rest of us have to wait to discover. The entire soundtrack for this game was composed by an artist named Lorien Testard, in collaboration with Alice Duport-Percier later joining and helping to co-compose many of its vocal tracks, and this was his first major production project. When the game first came out, there was a great deal of hay made on social media about Testard being found on Soundcloud. While it's true that he uploaded much of his music to SoundCloud, it was posting his music to an indie forum that attracted Sandfall's attention. The point is, people seemed surprised that an artist of such talent hadn't been "discovered" before. It's easy to forget that there’s incredible talent everywhere, and always new things to discover. Sometimes you have to go looking for it, but the journey is worth it. [caption id="attachment_163160" align="aligncenter" width="640"] Tomorrow comes[/caption] This is certainly not an exhaustive discussion of the merits of this game. Three of the nominations for the Game Awards were for Best Performance, with Jennifer English winning for her performance as Maelle. I could talk about the art direction, enemy design, the silly costumes, the baguettes, and any number of things. I’m not claiming this is a perfect game either, because nothing is. If I were feeling nitpicky, I could point out pacing issues in game progression, the inability to save and easily swap loadouts, story moments that didn’t quite work for me, frustrating enemies, and other things of this kind. None of this detracts from what makes this game great, or why it's gotten so much deserved attention and love. Clair Obscur: Expedition 33 is a breath of fresh air, a rare gem in a medium that can be so often steered by corporate interest rather than artistic ambition. Sandfall Interactive has already said it will not be making a sequel to Expedition 33 , and I am content with that. As much as I would like to explore the world more, the story stands strong on its own, and leaving it that way is a brave choice in an era which has so much emphasis on franchises. We will all just have to wait and see what Sandfall, and the developers they inspire, will do next. The post A Game in Chiaroscuro: Looking Back at Expedition 33 appeared first on RPGamer .
RPGamerJan 4
RPGamer Round-Up: December 21 – January 4
RPGamer Round-Up: December 21 – January 4 Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.       Editorial Content RPGamer’s Most Anticipated Games: 2026 Edition As we enter 2026, it’s time for RPGamer to look ahead at what awaits us in the next year. Our team has picked out nearly thirty titles that are on the horizon. Kingdoms of the Dump Review Dive into a landfill inspired magical kingdom with Roach Games’ Kingdoms of the Dump . Ryan Costa discovers that the turn-based RPG has a lot of ambition that holds itself together despite some gameplay quibbles. Potions: A Curious Tale Review Potions: A Curious Tale is a puzzle-adventure game from indie developer Stumbling Cat that is now out on consoles after launching for PC last year. Amaan Bhimani reports that it offers a soothing but shallow experience mostly held up by its cozy vibes. Adventure Corner ~ Dispatch AdHoc Studio’s superhero tale Dispatch hearkens back to peak Telltale Games narrative adventures. Alex Fuller finds its great writing, stellar presentation, and highly enjoyable gameplay makes for a standout experience. Adventure Corner ~ 1000xRESIST A sheltered society of clones is shaken to its core when one of them begins unearthing the truth of its formation and origins. 1000xRESIST has a lot to say for Jordan McClain with an infectiously creative and daring sci-fi story packed with meaning and intrigue. Backloggin’ the Year – Sam’s Sojourn, Year End Wrap-Up It’s time to wrap up the last chunk of games Sam played for Backloggin’ the Year. Check out if she completed her personal challenges and which games for the Fall months were her favourites.         Major News Fantasy Life i: The Girl Who Steals Time’s Free DLC Out Now Fantasy Life i: The Girl Who Steals Time ’s latest major update is out now. The update adds the free The Sinister Broker Bazario’s Schemes DLC to the game. Granblue Fantasy Steam Release Announced Cygames has announced a new Steam release for free-to-play RPG Granblue Fantasy . Releasing in March, the Steam version will be separate to its current mobile and browser versions. Sword and Fairy 4 Remake Announced Publisher CubeGame announced a remake of Sword and Fairy 4 . The remake of the 2007 entry in the long running Chinese-language RPG series is in development for PC and consoles, with an English version of the trailer stated to be coming soon. The Relic: First Guardian Launching in May Action RPG The Relic: First Guardian received a May release date. The title, which draws inspiration from Korean myths, will launch on PC and consoles. Tribe Nine's Neo Neon Tribe Web Story Translation Announced The web story Neo Neon Tribe , a continuation to free-to-play RPG Tribe Nine ’s story, is receiving an English translation. The translation effort is led by publisher Aksys Games and the game’s original creators. Gachiakuta: The Game Announced Com2uS announced an action RPG based on the Gachiakuta manga and anime series. Currently under the working title of Gachiakuta: The Game , it is in development for PC and consoles. Stardew Valley Dedicated Switch 2 Version Released in North America ConcernedApe has given Stardew Valley ’s dedicated Switch 2 version a surprise release in North America. However, the developer has noted some issues with the version, which will be addressed as soon as possible.         Other News and Media Front Mission 3: Remake Releasing on PC, PlayStation, Xbox in January Latest Dragon Quest X Expansion Announced for Japan Exist Archive: The Other Side of the Sky Being Delisted in Japan Duel-Focused Turn-Based RPG Neidfyre Announced Neverness to Everness Co-Ex Test Announced Digimon Story Time Stranger’s Second Season Pass DLC Arriving Next Month Eldegarde Releasing in January Tenshi no Uta: The Angel Verse Collection Getting International Physical Release Daemon X Machina: Titanic Scion Update Adds New Bosses VIractal: World of Viractalia Receives New Early Access Update Persona 5: The Phantom X Version 2.7 Update to Celebrate Half-Year Anniversary Genshin Impact Version Luna IV Arriving January 14 Monstre Waltz Switch Port Available in Japan, Releasing on PC Later Bloodgrounds Welcomes Masters of the Arena Update Next Titan Quest II Update Takes on the Centaurs Yakuza Kiwami 3 & Dark Ties Direct Trailer Showcases Game Content Exodus Developer Video Examines Latest Trailer Code Vein II Gives Center Stage to Valentin Voda The Legend of Heroes: Trails through Daybreak II Gets Recap Ahead of Trails Beyond the Horizon The post RPGamer Round-Up: December 21 – January 4 appeared first on RPGamer .
RPGamerJan 4
Jimmy and the Pulsating Mass Coming to Consoles in February
Jimmy and the Pulsating Mass Coming to Consoles in February Electric Airship and Starseed Games announced that they are bringing Kasey Ozymy's Jimmy and the Pulsating Mass to consoles. The turn-based RPG, which released for PC in 2018, will release on PlayStation 4, PlayStation 5, Xbox Series X|S, and Nintendo Switch on February 5, 2026. The console versions will include a new difficulty mode and new enemies to take on. Jimmy and the Pulsating Mass features 16-bit graphics and horror elements. It follows a young boy named Jimmy, who lives in an idyllic world. After an entity called the Pulsating Mass threatens his family and the dream world, Jimmy sets out on an adventure to defeat the threat. It features a heavy focus on exploration, with Jimmy able to imagine himself as many of the monsters he meets and use those forms to interact with the world in different ways. Those looking to read more about Jimmy and the Pulsating Mass can check out Zach Welhouse's review of its PC release. Developer Starseed Games, which includes Kasey Ozymy, is also currently working on a new title, Hymn to the Earless God .   The post Jimmy and the Pulsating Mass Coming to Consoles in February appeared first on RPGamer .
RPGamerJan 4
The Legend of Heroes: Trails through Daybreak II Gets Recap Ahead of Trails Beyond the Horizon
The Legend of Heroes: Trails through Daybreak II Gets Recap Ahead of Trails Beyond the Horizon NIS America released a new video ahead of the release of Nihon Falcom's The Legend of Heroes: Trails Beyond the Horizon later this month. The new video provides a story recap of the previous title in the series, The Legend of Heroes: Trails Through Daybreak II . Trails Beyond the Horizon sees Van Arkride, protagonist of Trails through Daybreak  and Trails through Daybreak II , return as one of three main protagonists alongside  Trails from Cold Steel’ s protagonist Rean Schwarzer and  Trails in the Sky the 3rd’ s  Kevin Graham . Its events revolve around the Republic of Calvard’s launch of an Orbal rocket to explore space, while the protagonists are brought together through an invitation from Marduk to cooperate in a high-tech training exercise. The Legend of Heroes: Trails Beyond the Horizon will release on January 15, 2026, for PC, PlayStation 4, PlayStation 5, Nintendo Switch, and Nintendo Switch 2. A Story Demo is currently available on all platforms, while a Battle Demo is also available on PlayStation 4 and PlayStation 5. Those looking to read more about The Legend of Heroes series can check out RPGamer’s Where to Start? feature , updated in 2025.   The post The Legend of Heroes: Trails through Daybreak II Gets Recap Ahead of Trails Beyond the Horizon appeared first on RPGamer .
RPGamerJan 2
Genshin Impact Version Luna IV Arriving January 14
Genshin Impact Version Luna IV Arriving January 14 HoYoverse announced its latest update for free-to-play action RPG Genshin Impact . The Luna IV update, titled "A Traveler on a Winter's Night", will release for PC, PlayStation 5, Xbox Series X|S, iOS, and Android on January 14, 2026. The update sees players enter the climax of the "Song of the Welkin Moon" main story chapter in Nod-Krai as they face off against Il Dottore. It will add three new playable characters: five-star Hydro Catalyst wielder Columbia -- also known as the Moon Maiden -- as well as five-star Geo Sword wielder Zibai and four-star Geo Lightkeeper Illuga. The update expands the region, with players able to travel northward to Piramida, the headquarters of the Lightkeepers that overlooks the western Pillar of Embla and the Kipumaki Cliff, while its new World Quest sees them will join the Lightkeepers and Illuga in their fight against the Wild Hunt. It also sees the return of the annual Lantern Rite with new seasonal events, a new Classic Mode added to the Miliastra Wonderland, and more. Genshin Impact originally released in September 2020. Players control a character in the world of Teyvat known as “the Traveler” and must embark on a journey to find their missing sibling. They are joined by NPC companion Paimon, travelling in a party of up to four active members.       The post Genshin Impact Version Luna IV Arriving January 14 appeared first on RPGamer .
RPGamerJan 2
Kingdoms of the Dump Review
Kingdoms of the Dump Review The Dump Promises, The Dump Taketh Away Varied premises are one of the highlights of RPGs.  With Roach Games' Kingdoms of the Dump , there's a take on cleanliness with a dose of struggling to survive against an overwhelming foe.  This heroic tale is set with interesting backdrops and charming characters against an inspired and nostalgic backing soundtrack.  However, while the premise is definitely sound, the execution is unbalanced, as the tone fluctuates wildly between serious and comedic, while gameplay feels undercooked at times.  Though some parts drag it down, the charming characters and nostalgic presentation make up for it to leave an enjoyable experience overall. The Lands of Fill found peace nearly a full generation ago due to the heroics of Garbamesh, the king who united the kingdoms of Garbagia, Mammolon, Insectia, Tabletop, and the Laundromancers to defeat the evil Grimelins that pooled out from the Waste to threaten everyone.  However, peace is threatened again as King Globespin of Garbagia is kidnapped during apprentice knight Dustin Binsley’s watch.  Sleeping off a hangover at the time, Dustin must venture forth to clear his name and save the king. A simple sense of wordplay is ingrained into character and place names of Kingdoms of the Dump that makes it tough to take the title seriously.  Sometimes, when the game leans into the puns, they elicit a wry chuckle, other times, it draws out the type groan that could only come from an unamused teen rolling their eyes at yet another dad joke.  Having a sense of humour is not a bad thing, and when the balance works, it really showcases the best of both worlds.  However, the shift is often jarringly quick, especially when conversing with the common citizen, who seem to only exist to further the puns.  This makes all the betrayal, political intrigue, and heroic deeds feel a bit hollow when they often just set up another joke. [caption id="attachment_182120" align="aligncenter" width="640"] Really!? There's just no suitable expression for this word choice.[/caption] Dustin Binsley is a garbage can knight.  That is a sentence not found in a typical RPG, and neither are the primary party members that tag along.  Joining him is his best friend Ratavia, a rat thief with a hidden past, and the pair also stumble upon Walker Jacket, a librarian and Garmentian (a race of sentient robes) investigating the kidnapping as a member of the librarians of Book’s End that maintain neutrality in global affairs, and his young wooden instrument apprentice Lute.  With the mystical Garmentian Laundromancer Cerulean and a nonchalant shapeshifting sting bug called Musk rounding out the roster, it makes for an unusual party of characters derived from the richly designed races of Kingdoms of the Dump .  They fit into the typical party roles well and each undergo a journey of self reflection and growth that, when it gets the chance to shine between all the puns, can make the world feel grounded. Moving from town to town, the party travels through a nostalgic SNES-styled Mode 7 overworld map.  This overworld shines in how it captures the past so eloquently, though there are still some bugs, with areas that look like they could be travelled ending up being hidden walls, including colourful entry points that go nowhere.  There isn't any combat during this traversal, so players can just move around looking for treasure chests, or if they're lucky, a hidden area.  Most of these areas go to side quests or quick spots with treasure, but sometimes players can gain access to the dungeons before intended and bypass parts of the story. [caption id="attachment_182121" align="aligncenter" width="640"] Time to take out the laundry! Oh no, the puns are invading here too![/caption] The dungeons of Kingdoms of the Dump consist of interconnected isometric set pieces containing visible encounters, obstacles to get past, and platforms to jump between.  When progression focuses on their character-specific abilities, overcoming these obstacles can be fun, but there's a visual quirk where the character cuts into the background or unintuitive ways to progress that take a bit of getting used to.  Some of the more basic abilities include: Dustin rusting metallic objects for a source of metals (magic points) or breaking gates that bar the way forward, Ratavia climbing vines and pipes, Lute shooting out a chord to connect to posts farther away, and Musk transforming into another character during stealth segments of the main story.  There's an "unstuck" option in the menu at all times if players jump themselves into a corner, which is helpful, but still quite telling that it needs to exist at all. The Garmentians are the biggest source of fun and frustration for traversal, as Walker's floatiness makes it easier to manage jumps, is immune to hazards on the ground, and can shoot enemies to temporarily stun them.  Cerulean's bubbles are the bane to this platforming, as they create a bounce that's needed to climb a lot of walls.  The basic jumps are easy, but stacking them close together or pushing one out to time a bounce to another platform is just an exercise in frustration to those uninitiated with platforming.  Since every platform is at an angle and jumps are not always in a straight line, there can be a lot of trial and error trying to master it. Kingdoms of the Dump utilizes a three-member active party, occasionally joined by a computer-controlled guest.  Guests act as additional meat shields to soak up damage while the party does the real fighting.  Fights take place on two connected three-by-three grids. While turns are individual for each combatant, the player's turns are usually grouped together before or after the enemy's.  Magic points and healing are hard to acquire, meaning fast enemies are particularly frustrating to deal with.  Timed presses of the action button when attacking or defending grant some slight benefits that grow throughout the game.  Typically, though, it's just a bit of extra damage or in the case of defending, an occasional miss.  Getting the timing down takes a few tries and, if successful, is signified by a “wow” on screen. [caption id="attachment_182122" align="aligncenter" width="640"] Okay, time to get a nice hot iron massage...wait a minute.[/caption] Positions affect combat; being on the frontline results in more damage compared to the middle or back rows, though this aspect rarely changes the trajectory of a fight.  Where positioning in combat does become a more significant factor is in avoiding debuffs, which affect the square and not the character.  If the tile underneath turns to water, oil, or mold, players should use the free move action to shift off that tile immediately to avoid danger, such as water being struck with lightning to cause extra damage.  Players have a harder time using this to their advantage, as enemies just wander around every turn, so its hard to tie them down to make it worthwhile.  Mold tiles, particularly confusion mold, feel broken.  While in a confused state, any action is available, including wasting the shared magic point pool.  Even if the character breaks the confusion, as long as the mold is on the tile, they will just start their next turn confused again anyways. Both the timed-buttons and movement mechanics keep the player engaged in each fight, but eventually, combat quickly becomes routine and formulaic.  The only time this is shaken up is with party members' Boiling Point skills.  Taking damage or using an item are the only way each character's boil bar fills.  When maxed, the attack prompt is replaced with Boiling Point, which gives a strong ability that follows its own input mechanic.  For example, Dustin has to rapidly press the directional pad to get the most out of his attacks. The party utilizes metals as shared magic points for using special character abilities.  Unfortunately, there's only three ways to regain metals once they are used.  The first is from Dustin rusting giant nails and screws found in dungeons, the second is from rare items, and the third is from one of two characters that can MP drain with one of their abilities.  Draining ends up used frequently to make sure healing spells are available due to no regular source of healing items, and to make magic users retain their usefulness.  Luckily, the return on a drain is more than that used by single spells, allowing players to develop a routine.  Ultimately, there are a lot of interesting aspects to the combat system that do not get full utilization in a worthwhile way, making it feel like busy work to accomplish something normal instead of something special. [caption id="attachment_182123" align="aligncenter" width="640"] Can't even grab a drink in peace.[/caption] The Lands of Fill are colourful and interesting to behold.  From the landfills of Garbagia and the deserts of Insectia to the pillowy clouds that the Laundromancers inhabit and the wooden sections of the Tabletop, every town and dungeon has lovely backdrops.  The expressive character designs are fun to see move around, fight against, or yes, even use in platforming if the spot isn't too difficult.  The soundtrack is expansive, filled with tracks that follow a sense of playfulness that ties them to the wonderfully weird world, and a few are homages to classic tracks from the SNES era that bring a smile when they pipe in.  Two of the constants, the battle themes and flight music, stand out, with the fanfare from the heightening trumpet, synth, and entire orchestra combining into a delightful symphony. Kingdoms of the Dump displays plenty of effort and ideas stemming from a unique premise.  Combat tries something new, but ultimately feels like a complicated way of doing something routine, and the platforming bugs can irritate quickly.  However, the heartwarming and remarkably designed party members and its world, with something new to see around every corner, make that irritation disappear quickly.  Tone shifts between jokes that don't always land and serious stakes of world altering proportions make the story feel too disjointed to be a win, but the passion is clear and there is still enough quaint charm to give this quirky title a worthwhile look. The post Kingdoms of the Dump Review appeared first on RPGamer .
RPGamerJan 1