RPG Game News
RPG Game News
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Immerse yourself in the world of RPGs. Stay updated with the latest news, updates, and reviews of the best RPG games. Dive into epic adventures and create your own story!
Final Fantasy VII Rebirth Demo Available on Switch 2, Xbox Series X|S
Final Fantasy VII Rebirth Demo Available on Switch 2, Xbox Series X|S Square Enix has released a free demo for Final Fantasy VII Rebirth on Nintendo Switch 2 and Xbox Series X|S ahead of the game's release on the consoles. The demo (also available on Xbox for PC) lets players go through the first two chapters of the game, with save progress able to be transferred to the full release. Those who play the demo will receive the in-game Kupo Charm and Survival Set items as bonuses in the full game, which launches on June 2, 2026. Final Fantasy VII Rebirth  released on PlayStation 5 in February 2024, with a PC version following in January 2025. The second part in the  Final Fantasy VII Remake  trilogy, it picks up immediately after the events of  Remake  and the party’s escape from Midgar. The Nintendo Switch 2 and Xbox Series X|S versions of  Final Fantasy VII Rebirth  will come with the same Streamline Progression options added to  Final Fantasy VII Remake . Those looking to read more about  Final Fantasy VII Rebirth  can check out  Paul Shkreli’s review  of the game.   The post Final Fantasy VII Rebirth Demo Available on Switch 2, Xbox Series X|S appeared first on RPGamer .
RPGamerApr 28
River City Saga: Journey to the West Releasing in June
River City Saga: Journey to the West Releasing in June Arc System Works announced that  River City Saga: Journey to the West will release on June 4, 2026, for PC, PlayStation 5, and Nintendo Switch, priced at $19.99. The latest game in the  Kunio-kun  series,  River City Saga: Journey to the West  sees the series offer its own comedic beat-’em-up take on Chinese novel  Journey to the West . It sees Kunio as all four of the main characters with additional Kunio-kun characters in other roles: Kunio as Sun Wukong Kunio as Zhu Bajie Kunio as Sha Wujing Kunio as Tang Sanzang Goda as Erlang Shen Nishimura as Maitreya Mami as Chang'e Hasebe as Avalokiteśvara Riki as Nezha Kamijo as the Golden Horned King Yamamoto as the Silver Horned King Misuzu as Buddha Yamada as the Bull Demon King River City Saga: Journey to the West sees players utilise three different fighting styles through Sun Wukong’s focus on speed, Zhu Baije’s emphasis on power, and Sha Wuijing’s long-range attacks. The game will feature roguelite elements, with players obtaining 80 different Secret Skills from gods who randomly appear as players progress through stages.   The post River City Saga: Journey to the West Releasing in June appeared first on RPGamer .
RPGamerApr 28
Axe Cop Coming to Consoles Next Week
Axe Cop Coming to Consoles Next Week Electric Airship announced that it will be releasing Red Triangle Games's turn-based RPG Axe Cop on consoles. Based on the 2009 webcomic created by brothers Malachai (then aged 5) and Ethan (then aged 29) Nicolle, the game originally released on PC via Steam in 2020. The console versions -- ported by Penguin Pop Games -- will be available on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2 from May 4, 2026, priced at $9.99. Axe Cop follows the eponymous hero and his allies after he discovers his axe at the scene of a mysterious fire. Events see them discover a machine, capable of turning any bad guy into a good guy provided they can find the three magic gems needed to power it. During their quest, they encounter various foes including Bad Santa Claus, Dr. Stinkyhead, Dr. Doo Doo, and more, while partaking in missions that take them to locations including a volcano full of dinosaurs, the inside of a giant monster, and London.   [foogallery id="190364"]   The post Axe Cop Coming to Consoles Next Week appeared first on RPGamer .
RPGamerApr 28
Monster Crown: Sin Eater Review
Monster Crown: Sin Eater Review A Monstrous World of Sin and Oppression From Dragon Quest V to Pokémon to various flavors of the Megami Tensei , monster taming has always had a special allure in an RPG. Catching, training, and controlling the world’s various beasts and demons, and becoming an arbiter of their power, creates a special bond between player and monster. Following up on 2021’s Monster Crown , Monster Crown: Sin Eater confidently encapsulates the best elements of the monster taming genre while also carving out its own distinct identity. Boosted by its robust and diverse roster of monsters, Sin Eater features outstanding presentation, excellent breeding and fusion mechanics, and solid turn-based combat, although there are some scattered issues with balance that hold it back from reaching its ceiling. Sin Eater takes place in the Crown Nation, an island with four provinces centered on Meru Spire, a gigantic tower that looms over the surrounding country. The story starts with Asur, a young farm boy in the southern and grassy Windy Province, being woken up by Dyeus, his older brother, who hasn’t been seen for a year. As an accomplished monster tamer, Dyeus takes him outside to show him the ropes of monster taming before going out camping with him. At the campfire, he informs Asur that a great threat is upon the Crown Nation and that all its inhabitants face extermination. Not even Lord Taishakuten, who resides atop Meru Spire, and his corrupt, tyrannical, and detached Holy Order of the Four Heavenly Kings are powerful enough to stop this threat. However, before they can act together on it, tragedy strikes, and Asur sets out on a mission of vengeance. [caption id="attachment_190272" align="aligncenter" width="640"] The arrogant Zojoten handwaves his brutality with some Orwellian doublespeak.[/caption] Sin Eater ’s plot sets itself up quite intensely, immediately establishing sky-high stakes. The game establishes a pervasive, oppressive atmosphere quite early, with Asur encountering the ruins of settlements overrun and destroyed by monsters. From the Beastman Corps to the wildlife itself, there’s relentless pressure and hostility throughout the world. The Heavenly Kings clearly care very little about governing, leaving their Inquisitors to cruelly reign over a backward, suffering society. As Asur explores, there’s plenty of mystery and lore spread throughout the provinces that effectively paint the Crown Nation as a civilization caught in cyclical violence and decay, with very few areas of progress and even fewer people looking to improve it. The primary agents of change include Deckard, a high-roller and militia leader; Mycroft XIV, a ruthless scientist; and Sabahat, the exiled architect of the Beastmen Project and personal doctor to Lord Taishakuten. Players can choose their alliances freely, which provides interesting, divergent storytelling and lore for the world, as well as appreciable replay value. Asur is also a compelling protagonist, with a no-nonsense attitude coupled with a generally inquisitive personality. Sin Eater ’s only real story drawback is that, when the game becomes non-linear after the Windy Province, the lore and story details can feel a bit choppy in their spread and pacing, though thorough exploration of the world results in all the details coming together quite nicely by the end. Any good monster taming game should have a great roster of monsters, and Sin Eater is no slouch in this regard. Featuring over 200 base monsters to tame in the field, there are actually over 1,000 different monster variations. Each monster can be one of five types, and almost every monster in the game has a form for each. Players can either breed or fuse monsters, which combine the statistical and visual traits of the parent monsters as well as their moves and abilities. Breeding is cheaper and produces a new monster at level 1, whereas fusion is more expensive and averages the level of the two parents, producing a battle-ready monster at the cost of losing the parents. The degree of customization players have in crafting their team of monsters is truly dizzying and quite impressive, and most of the monsters are well-designed to boot. [caption id="attachment_190273" align="aligncenter" width="640"] Sin Eater 's five types and their interactions.[/caption] Combat has Asur sending one monster from a team of up to eight at any given time, with the battle mechanics centering around monster types and their interactions. Will-type attacks are strong against Brute-type enemies, with Brute-type attacks in turn strong against Malicious-type foes, and so on. Each monster has various abilities, split into physical and magical attacks, with every move having move points (MP). A monster’s MP pool depends on the lineup of skills, with a move granting a certain number of MP, though the returns diminish by half for each additional move of the same type. Some moves can inflict various status effects, and all monsters have their own Synergy Bar. Using moves with good matchups or making timely switches against opponents will cause the bar to build faster, whereas poor moves will make it grow more slowly. Synergy can be used to “Crown” an attack, making it more powerful or granting it a new effect, and at 100 percent, monsters can shift into a powerful Crowned Transformation. Overall, combat is engaging and effective, with plenty of diverse situations to consider, especially early on. To tackle these, players will need to constantly consider new monsters and breed and fuse them for different situations. Knowing how to balance genes, traits, and especially combining different moves, makes a huge difference in combat. This is especially apparent when fighting the game’s premier bosses, especially some of the Heavenly Kings and Inquisitors, who have some standout and thrilling fights that will fully test the player's knowledge of its systems and reflect the combat in its best, most challenging form. Despite its general relentlessness, Sin Eater feels very responsive, and the more that players put into the system, the more they’ll get out of it, meaning every challenge can be overcome with enough effort and determination. That said, Sin Eater has one fundamental flaw in its combat: its balancing. Once players conquer the Windy Province, the game opens most of the rest of the world map, giving a non-linear experience. While this does wonders for its atmosphere and the feel of its world, and is appreciable in its design intent, it’s less kind to gameplay balance. It’s quite easy to quickly become overleveled for most wild monster encounters, and for some boss fights as well, especially if players have a decently competent understanding of fusion and breeding. While the Monster Crown difficulty — the toughest of the three available — ameliorates this to a degree, and ultimately feels like the intended experience, wild encounters would have benefited from some degree of level scaling, like the already level-scaled (and far too uncommon) tamer battles. [caption id="attachment_190275" align="aligncenter" width="640"] Note the prominence of Meru Spire in the background.[/caption] Sin Eater ’s overworld is filled with monsters that skulk and traverse the field. There’s noticeable attention to detail in monster behavior, with herbivore prey animals having wider fields of vision and fleeing the player. On the other hand, predators not only move quicker, but will also actively stalk the player. There’s a neat interactive system with monsters too, which lets players use different items to bait them depending on whether they’re a carnivore, herbivore, or omnivore. It helps keep the world feeling alive, although it’s very rare that the bait system feels necessary, especially after the Windy Province. As players defeat each Heavenly King, they also gain new abilities that unlock some interesting traversal methods for Asur that allow him to access new areas of the world or dungeons. Aside from its functional aspects, the overworld is quite pretty, and Sin Eater excels visually not just here, but across the board. With graphics reminiscent of the Game Boy Color, the game features some truly excellent, thorough, and colorful spritework. Environments are lush with detail, be it the creeping vines and vegetation in dungeons or the varying lived-in details inside of a town’s houses, while the day-night cycle and weather help make Sin Eater ’s world feel dynamic and alive. Monster sprites come in a wide variety of wild and harrowing designs, and while a small few sometimes suffer from some incomprehensible details, it’s just so impressive how high-quality most are, considering the sheer quantity. As a testament to the game’s details, the variety of battlefield graphics provides some nice immersion as well, with the omnipresent Meru Spire towering in the background of many overworld battles. [caption id="attachment_190277" align="aligncenter" width="640"] Environments are absolutely teeming with detail.[/caption] Sin Eater ’s sound is its strongest element, with some great and punchy sound effects, but, more importantly, an atmospheric and terrific soundtrack. The battle themes are fast-paced and well-composed, elevating the excitement of every encounter. Overworld and town themes are rife with fitting and remarkable instrumental choices, making each of the Crown Nation’s four provinces and towns distinct and memorable. For example, Hewston, an isolated island of scientists, has a lovely regal-sounding waltz with flutes, harpsichords, and strings that really help establish its high status and technological superiority over the rest of the Crown Nation. One other fascinating element is how town music is a neat variation on a province’s theme. For example, the Desperado Province features guitars, heavy slap bass, and harmonica, but the marshy town of Siltstone has the drums and bass take a backseat to a mellower tune that incorporates the harmonica with a more acoustic guitar and some Hammond organ flourishes. On the whole, Monster Crown: Sin  Eater  is  a shining addition to the monster taming genre. With its diverse array of monsters at the forefront, it features a truly harrowing, cruelly immersive world full of violence and sin. While its scope and non-linear design can sometimes lead to some odd pacing and gameplay imbalance, it largely remains engaging due to its atmospheric, well-designed world, strong writing and lore, and excellent audiovisual experience. From Asur’s humble farm beginnings all the way to the heights of Meru Spire, Sin Eater provides a monstrously oppressive adventure, top-to-bottom. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Monster Crown: Sin Eater Review appeared first on RPGamer .
RPGamerApr 28
G-MODE Archives+ Xenosaga: Pied Piper Arriving on PC, Switch This Week
G-MODE Archives+ Xenosaga: Pied Piper Arriving on PC, Switch This Week Publisher G-MODE announced that its PC and Nintendo Switch release Namco’s 2004 mobile title Xenosaga: Pied Piper is set for April 30, 2026. The Nintendo Switch version of the games will only be available in Japan, while the PC version will be available on Steam internationally, but will only have Japanese language support. Xenosaga: Pied Piper  is a spin-off prequel to Monolith Soft’s  Xenosaga Episode I: Der Wille zur Macht . Set a century earlier than  Episode I and written by series creators Tetsuya Takahashi and Soraya Saga, the game follows Ziggy as he serves in the Federal Police under the name Jan Sauer and attempts to stop a brutal killer codenamed Voyager. The game features turn-based battles, with its narrative told through a combination of conversations and cinematic cutscenes. Those looking to read more about the Xeno- series can check out RPGamer's recent Where to Start? feature . Source: Gematsu   [foogallery id="189218"] The post G-MODE Archives+ Xenosaga: Pied Piper Arriving on PC, Switch This Week appeared first on RPGamer .
RPGamerApr 28
HellSlave II: Judgement of the Archon Announced
HellSlave II: Judgement of the Archon Announced Developer Ars Goetia and publisher Dear Villagers have announced dungeon-crawling RPG HellSlave II: Judgement of the Archon . The game, a follow-up to 2022 title Hellslave , is planned to release for PC via Steam in Q3 2026. HellSlave II: Judgement of the Archon  is set after thousands of years of warfare between the six Demon Lords have brought ruin to the world. Tired of the chaos, the heavens have called down the unstoppable Archon of Judgment to destroy everything, but have given players one last chance to bring their own salvation by estroying the demons themselves. Players create a character from six classes, mixing and matching skills and powers from flexible talent trees as well as potentially obtaining new Demonic Powers from the corruption of the Demon Lords. They explore a top-down overworld, finding dungeons, ruined villages, and sanctuaries to explore while completing quests, engaging in turn-based battles, finding loot, and discovering secrets.   [foogallery id="190339"]   The post HellSlave II: Judgement of the Archon Announced appeared first on RPGamer .
RPGamerApr 28
Genshin Impact Reveals New Snezhnaya Region
Genshin Impact Reveals New Snezhnaya Region HoYoverse announced the next region for free-to-play action RPG Genshin Impact . The new Snezhnaya region will arrive through a major update launching on August 12, 2026. The Nation of Cryo is said to be the site for the culmination of plot lines starting at the game's launch, which will reveal the Tsaritsa's agenda and the fate of the six Gnoses. The region makes use of trains for transport and features inspiration from Slavic culture. Genshin Impact originally released in September 2020 and is available on PC, PlayStation 5, Xbox Series X|S, iOS, and Android. 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 Reveals New Snezhnaya Region appeared first on RPGamer .
RPGamerApr 27
Chronoscript: The Endless End Receives New Trailer
Chronoscript: The Endless End Receives New Trailer Publisher Shueisha Games released a new trailer for Deskworks's action adventure RPG Chronoscript: The Endless End . The minute-long video shows the 2D exploration and combat in the "Age of Discovery" stage of the game, which is planned to release for PC and PlayStation 5 later this year. The latest title from the RPG Time: The Legend of Wright developer, Chronoscript: The Endless End puts players in the role of an editor in 2026 who accepts a mysterious assignment at a mountain manor. After arriving, they black out due to a mosquito bite, awakening to discover themselves trapped within a cursed manuscript of an unending tale. To break its cycle, players must explore and find secrets within, while dealing with the corrupted being inside. The game features a 2D world based on pen-and-ink artwork, with 3D elements used for cinematic impact.   The post Chronoscript: The Endless End Receives New Trailer appeared first on RPGamer .
RPGamerApr 27
Adventure Corner ~ OPUS: Prism Peak
Adventure Corner ~ OPUS: Prism Peak 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 OPUS: Prism Peak , the fourth narrative adventure title in the OPUS series focusing on the journey of a lost ex-photojournalist and a young girl in the mysterious, spirit-inhabited Dusklands. OPUS: Prism Peak Platform: Nintendo Switch 2 (also available on PC, Nintendo Switch) Release Date: 04.16.2026 Publisher: SHUEISHA GAMES Developer: SIGONO INC. Official Site   There are adventure games that are played as an escape from everyday life, and then there are those that are played for introspection. OPUS: Prism Peak falls into the latter, inviting players to ponder deeply about what gives life meaning. It is a game that serves as a poignant reminder of the many ways to live, and that going through life alone and with regrets shouldn't be one of those ways. Players are introduced to Eugene, a man in his 40s who has led a less-than-remarkable life. Through flashbacks, the story opens with innocent childhood memories of young Eugene being taught photography by his grandpa, as an escape from family conflicts. This then transitions to a jaded monologue where players see where the trajectory of Eugene's key life decisions lands decades later. Events that have left him astray in life are brought into focus, such as his short-lived pursuit of photojournalism in the city, a failed café venture shortly after, and falling-outs with his wife and other loved ones. While driving home towards the mountains in thick fog, Eugene loses sight of the road in a dark tunnel and crashes. When he comes to, he sees he has hit a strange statue, and something feels off. The tunnel loops eerily, words are replaced by symbols in another language, and random objects appear and reappear in different places. Eventually, players make their way out and find a young girl who later calls herself Ren. Approaching Ren attracts a dangerous figure who gives chase. When the two make it to safety, the child reveals that she has amnesia and only remembers that she must get to the mountain in the distance. With no leads on how to get home, other than a camera gifted by a sambar deer spirit, Eugene escorts the girl towards the mountain, and thus their journey in the Dusklands begins. [caption id="attachment_189810" align="aligncenter" width="640"] What does the deer want?[/caption] OPUS: Prism Peak is a game heavily driven by the player's choices. Players must learn to truly understand Eugene, who is more than the resigned failure he believes himself to be. Ren is an enigma to Eugene, and while he needs to get home, he decides to help her despite being lost himself. The spirits he meets along the way are whimsical and fascinating, providing clues and insights on the journey. There are plenty of instances where players have to make an interpretation of a character's circumstances, leading to many satisfying "aha" moments. The player's choices, be it in their actions or dialogue, are scored and ultimately result in different endings. In the style of an interactive movie, OPUS: Prism Peak challenges players to observe their surroundings closely, interpret nuances accurately, and find clarity in ambiguity. The world has a dreamlike quality, where communing with spirits and sifting through memories blur the past and present. The use of metaphors is fitting in this game overall, adding intrigue, although the camera metaphors about "seeing clearly" and "capturing moments to make them stay" may be too cliché for some. The characters, flawed and genuine, are intricately woven into the narrative. Their motives, feelings, and coping strategies are credible, given their differing outlooks on life. There is a sense of awe when players uncover a character's innermost thoughts and truly see them. OPUS: Prism Peak isn't afraid to show a character's fear of their most painful memories through haunting palettes, atmospheric tracks, or powerful dialogue. Many games can struggle to deliver emotional impact where it counts; however, SIGONO and Shueisha Games peel characters back layer by layer in an extremely delicate and effective manner. [caption id="attachment_189811" align="aligncenter" width="640"] Nice and steady.[/caption] The photography system in OPUS: Prism Peak is simple, requiring no advanced camera knowledge from players. The mechanics include cleaning the lens, changing filter lenses, and adjusting the focus and light exposure. Photos are not assessed on how aesthetic they are, but on whether they capture the right information and if they are taken in adequate light. Information is easily accessible, with important photos automatically added to the Key Photos album, and progress on findings kept in the Field Notes journal. There are plenty of verbal cues provided in OPUS: Prism Peak , and while they can be helpful, sometimes the incessant commentary and barrage of rhetorical questions, particularly by Ren, are distracting for a player in deep immersion. The game switches between first- and third-person, with the latter used for most of the exploration, and the former for flashbacks and taking photos. Level design is strictly linear, where players explore an area by interacting with objects, taking photos, and using them to solve puzzles to progress. There is no time pressure to progress aside from action sequences; however, once players decide to move on, they are unable to return to a previous area. There is a cost for not being thorough, as OPUS: Prism Peak makes sure players feel the weight of missed interactions through verbal and visual feedback. Light action sequences are scattered in OPUS: Prism Peak, ensuring big moments have a chance to shine throughout the game. Unlike how dialogue choices affect the game's ending, failing an action sequence simply means players are elegantly brought back (without a game over screen) to the sequence to try again. Considering that the Nintendo Switch 2 handles many games with more intensive gameplay than OPUS: Prism Peak , it is disappointing to see frame drops on the Nintendo Switch 2 during these critical moments. Additionally, the low resolution in dark areas makes it difficult to play through. [caption id="attachment_189812" align="aligncenter" width="640"] Let the fire guide you.[/caption] The score is incredibly cohesive and carries on the legacy of the series. Implementing feedback from previous titles, OPUS: Prism Peak's ambitious soundtrack is wonderfully immersive, with beautiful motifs and live orchestration. It's the kind of soundtrack that will leave players feeling sentimental, like a Makoto Shinkai or Hayao Miyazaki film. Players may prepare themselves for the emotional journey ahead, but as soon as the soundtrack peaks, they'll end up crying anyway. The sound experience is consistent throughout and not impacted by performance issues. From the incredible voice work that drives the resolve of the characters, to the soft whirs and clicks of the camera, the contemplative scribbling of notes, and the gentle crackling of fire, each moment is elevated in its own way. The lens one views life through determines how they live. Players who are feeling lost in life need to "see" OPUS: Prism Peak for themselves. With alternative endings and approximately a dozen or so hours of story, OPUS: Prism Peak is a captivating, cinematic journey where the view from the summit is extraordinary, but it's the perspective gained along the way that allows one to truly see it.   Disclosure: This article is based on a free copy of the game provided by the publisher. The post Adventure Corner ~ OPUS: Prism Peak appeared first on RPGamer .
RPGamerApr 27
The Twisted Tales of Spike McFang Retroview
The Twisted Tales of Spike McFang Retroview A Tame Twist What happens when you mix gothic-style horrors with a child-like aesthetic? You get The Twisted Tales of Spike McFang , a unique RPG that blends colorful sprites into a world centered around vampires and other creatures of the night. I remember seeing this game in Nintendo Power, and the art and graphics really called out to me as a kid. I even have a drawing of Rudy, one of the game's characters. For whatever reason, I never got around to playing it back then, but I recently corrected that oversight. My time with this twisted tale is mixed, with lots of annoying aspects getting in the way of what otherwise might have been an enjoyable experience. The Twisted Tales of Spike McFang is an action RPG that revolves around Spike, a young vampire and son of Lord Dracuman, the ruler of the kingdom of Vladamasco. Spike has yet to mature into the blood-sucking ways of his adult peers. Instead, he enjoys consuming tomatoes, which both act as a health bar for the young protagonist and as a means to heal himself in a pinch. The game tones down all the creepiness associated with the many monsters Spike encounters throughout his journey, settling for a cutesy art style that is kid-friendly. As such, the story is very lighthearted and silly in nature. While Spike's sprite is slightly goofy in design, he and the rest of the gang look crisp as they explore the different areas. Most locations have mild platforming puzzles for players to tackle, but there are no real brain-teasers in this game. [caption id="attachment_190248" align="aligncenter" width="480"] Don't wave the white flag yet, professor![/caption] Spike gets news that his parents have been kidnapped, but he has already put a down payment to train at Fighter Island, so he opts to go through a tutorial course before actually helping out the kingdom. This area acts as a good tutorial of the game's basic mechanics. Spike can jump over objects, use his cape to spin attack enemies nearby, and also charge up his hat to use a ranged attack. The top hat move will serve as Spike's main source of damage for most of the game. The drawback to the ranged attack is that it takes a second to charge, and it also locks Spike in place. Spike can pick a direction he wants to fling his hat at, and depending on the equipped hat, it will fly in a unique pattern before returning to his head. The spin move feels poorly implemented. The close proximity of its range never makes it feel truly safe to use as a reliable source of damage, and if the player spams the move, Spike will get dizzy and become uncontrollable for a few seconds. This happens way too often and leaves the young vampire vulnerable for what feels like an eternity. It's pretty frustrating watching Spike get dizzy in the middle of a fracas, especially with how quickly the status takes root and immobilizes the player. While combat can be a drag, the visuals surrounding it are top-notch for an SNES title. There is a lot of variety with monster designs, and all the bosses look great. Spike is even joined by one of his two companions as he makes his way through the game. These NPCs are very helpful in battle, as they do not have any hit points to manage and can deal decent damage to enemies. On the flip side, enemy health bars are represented by garlic cloves. Spike and the enemy he is facing will have their hit points represented in the top right and left sides of the screen. At least players are able to track how long a battle might take, even if some bosses circumvent this system with a new meter once they change forms. There are a few items to collect in this game. Spike can purchase new hats, which provide better damage and some new flying patterns to tinker with in fights. There are also cards to purchase, and they have a myriad of uses, such as casting magic against the enemies on screen, or ones that can heal the young hero. Unfortunately, most of the offensive spells do not seem as useful as the ability to heal Spike. There is also a teleport spell that will send Spike out of dungeons back to Professor Steam, who will also provide a full recovery. The issue lies in the grind required to gain experience and collect the money for all these items. Luckily, there are not a lot of hats to purchase, and the max level for Spike is sixteen. [caption id="attachment_190250" align="aligncenter" width="640"] Hat, you missed the target![/caption] The music in Spike McFang fits the carefree atmosphere the game presents to the player. Most tracks are whimsical in nature and really reflect the overall happy-go-lucky demeanor of the game. Even most dungeon themes offer little sense of dread and despair. That's not to say the soundtrack is bad. There are lovely blends of jazz and other upbeat songs found throughout. Overall, The Twisted Tales of Spike McFang is more tame than twisted. I did not enjoy the amount of grinding needed to level up, and the fact that I also was not a fan of the battle system made the grind a twofold irritation. Still, the game is very pleasant to look at, with the characters and locations all popping off the screen. If it weren't for the annoying combat issues, this is a game I would definitely replay. If I had played this game as a kid, I would have more leeway with some of the setbacks, but as is, I would rather replay games that were less tedious. Disclosure: This review is purely comparing this game to other SNES RPGs. Nintendo Power issue 61 has an article for this game. The post The Twisted Tales of Spike McFang Retroview appeared first on RPGamer .
RPGamerApr 26