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First 2026 Nintendo Direct Partner Showcase Looks at Switch 1 and 2 Games
First 2026 Nintendo Direct Partner Showcase Looks at Switch 1 and 2 Games Nintendo confirmed that it will hold a Partner Showcase Direct at 6am PT/9am ET/3pm CET on February 5, 2026, and it also noted this will be all about Switch 1 and 2 games. It will only focus on third-party titles from partners like Capcom and Square Enix. Also, it will be a worldwide affair, with English and Japanese placeholders live. Here is the English presentation placeholder. This will be a 30 minute video. No titles are confirmed yet. However, some Switch 1 and 2 games without release windows include The Adventures of Elliot: The Millennium Tales, Trails in the Sky 2nd Chapter, Final Fantasy VII Rebirth, Mina the Hollower and Professor Layton and the New World of Steam.  https://www.youtube.com/live/BJ5lNP7cJHA You can also find the placeholder for the Japanese Nintendo Direct Partner Showcase below that will highlight Switch 1 and 2 games. These tend to include some different or additional games. https://www.youtube.com/watch?v=bHNz10LGs-E This isn’t the first Nintendo Direct of the year. We saw ones for The Super Mario Galaxy Movie and for Tomodachi Life: Living the Dream . However, there’s no date for the first first-party one of 2026 yet. The Switch 1 and 2 game Nintendo Partner Showcase Direct will air on YouTube worldwide at 6am PT/9am ET/3pm CET on February 5, 2026. The post First 2026 Nintendo Direct Partner Showcase Looks at Switch 1 and 2 Games appeared first on Siliconera .
SiliconeraFeb 4
Review: Nioh 3 Is Accessible and Ferocious
Review: Nioh 3 Is Accessible and Ferocious I’ve been a fan of the Nioh series since its inception, but I was nervous when Team Ninja said Nioh 3 would involve big changes to a formula that I loved. With this sequel, the developer added open-world elements and completely reworked foundational mechanics. While I enjoyed Rise of the Ronin a lot, its open-world level design and direction aren't exactly what I want out of a Nioh game. Fortunately, any comparisons end there. Nioh 3 takes the essence of the series, fine-tunes all its systems, and builds new and interesting mechanics in ways that feel laser targeted at fans. Nioh 3 puts the player in the role of Takechiyo Tokugawa, the eldest grandchild of Ieyasu Tokugawa, during the early Edo Period. As you are about to be appointed Shogun, your younger brother Kunimatsu betrays you. This sets you on a time-traveling path through different eras of Japan’s history to learn the strength and values needed to become Shogun. Similar to Nioh 2 , it has you play as a defined character , but allows you to fully customize their look. Twofold in this case, as you can completely change how your character looks between its Samurai and Ninja styles, with armor sets also being split. It's a small addition, but a really cool one, especially considering how deep and varied Koei Tecmo’s character creators always are. While the time-traveling element is fun from a historical perspective, I didn’t find Takechiyo’s journey is as compelling as Hide and Tokichiro’s was in Nioh 2 . The interpersonal drama and stakes in the previous game felt more moving to me. Images via Team Ninja Mechanically speaking, Nioh 3 starts in a peculiar manner. By default, Samurai style is incomplete, having only access to medium stance (don’t worry, that gets remedied very fast). On the flipside, Ninja style has access to all its basic mechanics from the get go. I found the first tutorial boss to be exceedingly tricky in Samurai style, until I tried in Ninja style and understood that the game was trying to teach me to appreciate both, and to change accordingly to the situation. In that sense, Nioh 3 is not necessarily an easier game than its predecessors, but it feels more approachable. Compared to previous entries, I didn’t feel like I had to commit to one weapon class, I was encouraged to experiment and swap freely. The name of the game is still all Koei Tecmo’s signature “masocore” challenge, but the new open-field structure, and the division between Samurai and Ninja styles introduces a deep level of choice and flexibility. These open-fields are composed of various regions, each one designed like various traditional Nioh missions, but adjoined and seamless. This means that the way you enter, discover, and approach some regions can be different on a player-by-player base. Oftentimes the game will set you on a linear path, but when you have the freedom to approach missions, it’s an interesting twist. The second region in particular is especially good at doing this with its main objective. Screenshot by Siliconera During my 70 hours with the game, I tried dual swords, odachi, and switchglaive for Samurai, and dual ninja swords, talons, and hatchets for Ninja style. I never ran out of weapon points and in fact had a surplus at all times. Being able to fully respec your character at almost any time is an amazing addition, but feels so necessary in retrospect. I feel like the new Ninja style is going to be divisive among Nioh veterans, depending on your preferred weapons. Nioh 3 is all about tradeoffs and compromises. Almost every mechanic has been reworked and expanded in some way. Ninja weapons don’t have access to stances, but are faster and deal more damage to enemies from the back. This lends Nioh 3 an almost Ninja Gaiden feeling that really clicked with me. In turn, this means that Ninjutsu is now an essential part of your kit. I was never a fan of Ninjutsu in previous games—preferring Onmyo magic—but I loved how it has been implemented here, especially the way you recharge your Ninjutsu by fighting. Meanwhile, Onmyo has been reworked to be attached to yokai Soul Cores. I understand why Team Ninja didn’t make a dedicated Onmyo tree this time around, and I actually appreciate it. Having so many options available doesn’t mean you’re overpowered. I still died a lot, but I feel like Nioh 3 reduces frustration by giving new ways to approach fights. As I played, I took a much more aggressive role in fights, going in to deflect, evade, and position myself in the most advantageous way to unleash combos, Ninjutsu, and magic. Screenshots by Siliconera Team Ninja has leveraged the studio’s years of experience to make Nioh 3 feel the most interesting out of any game in the series. Being accessible doesn’t mean that the game makes compromises with its intended audience. Nioh 3 can also be the studio’s most devilish endeavor. The inclusion of so many options and flexibility, both in combat and exploration, means that frustration is kept at a minimum in a genre known for its challenge, while maintaining the friction necessary for triumph to taste oh so sweet. Nioh 3 will come to PlayStation 5 and PC via Steam on February 6, 2026. The post Review: Nioh 3 Is Accessible and Ferocious appeared first on Siliconera .
SiliconeraFeb 4
Preview: Resident Evil Requiem Grace Sections Feel Thoughtful
Preview: Resident Evil Requiem Grace Sections Feel Thoughtful Capcom’s talked a lot about how the Grace Ashcroft segments in Resident Evil Requiem are designed to feel like more classic installments’ experiences and, I’d say that feels accurate after some hands-on time with the Switch 2 version . I got a chance to step into her shoes as she started to explore the Rhodes Hill Chronic Care Center. Even in these earliest moments, it felt like caution and thoughtful exploration proved critical to my survival. My demo session began with Grace strapped upside-down into bed in a room at the Rhodes Hill Chronic Care Center, with her blood being drained for an unknown reason. After she managed to free herself in a cinematic, I was thrust right into the unknown. The space seemed dilapidated and dated, with the initial spaces offering little answers. She was trapped in part of a floor with no immediate details about how to get forward beyond needing a fuse to open a gate. There were areas that seemed wrecked, but is that due to age or something else?  As with older Resident Evil games, these initial moments in Requiem meant exploration and constant checking rewarded me with insight. One door with cherubs on it was locked. Exploring around led to a key. While there was a fuse in one room, I’d need a tool to get it. However, there was a lighter in that room that made it possible to proceed further into an area that was previously too dark to explore.  https://www.youtube.com/watch?v=6a8gK0YdUpY Getting there led to the revelation that yes, even in these early moments Grace is in danger in Resident Evil Requiem . After opening that door, a dead, infected doctor’s corpse falls. It’s immediately eaten by a hulking, monstrous beast that then turns its attention to Grace. Running leads to the revelation that those holes in the ceiling from earlier would allow that entity to “fast travel” to surprise my avatar. After running a bit, I got away. However, that hulking menace remained on the floor, and that room I hadn’t gotten to explore yet held the screwdriver I’d need (and a helpful green herb) to get by. This early experience offered a chance to see the sort of level design Capcom put into Resident Evil Requiem. The creature stalking Grace pays attention to light and sound. Using the lighter? Dangerous! Moving a cart to reach the toolbox with the screwdriver I need that’s on top of a cabinet? It will make noise and the things on top of it will fall! However, there are things to help give Grace an advantage. There’s a window directly beside the area where I’d need to move the cart to reach the toolbox, so I could see if my enemy was moving down the hallway to reach me in that dead-end space. Both that room and the one in which this segment started out involve spots where I could put furniture between Grace and her opponent, so a dead-end would turn into a place where I could outmaneuver it.  More importantly, this slice gave me a chance to really see how Resident Evil Requiem runs on the Switch 2. It performed so well. It was fluid, with no delays or lag. Which is critical, considering how responsiveness is the key to keeping Grace alive when she’s being stalked. It looked fantastic, with the high level of detail allowing me to really appreciate how grotesque the hulking behemoth tracking my character was. The haptic feedback also felt quite appropriate. I would say that during this part, the third-person perspective felt most helpful since it was more helpful when keeping track of my enemy. But first-person view also looked good on the Switch 2.  From what I experienced, the Resident Evil Requiem Grace sections feel true to form and felt great on the Switch 2. It really makes you think and explore an area’s nooks and crannies for useful items, then follow certain steps to successfully escape and progress. Meanwhile, the level design also feels executed in a way to help you stay aware of what might be around you and evade opponents. Not to mention it seemed quite responsive on Nintendo’s console. Her segments seem like they could be a highlight.  Resident Evil Requiem will come to the Switch 2, PS5, Xbox Series X, and PC via Steam and Epic Game Store on February 27, 2026.  The post Preview: Resident Evil Requiem Grace Sections Feel Thoughtful appeared first on Siliconera .
SiliconeraFeb 3
Starsand Island Early Access Starts Next Week
Starsand Island Early Access Starts Next Week Starsand Island, a new farming and life sim from Sparkle Lab, is about to enter early access on two platforms. People on PC and the Xbox Series X will get to start playing it on February 11, 2026. Others will need to wait until Summer 2026, as the 1.0 launch that includes the Switch 2 and PS5 won’t happen until then.  Ahead of the reveal, Seed Sparkle Lab did explain what will be part of early access on Steam . All four seasons will be present. People will be able to go through the professions’ beginner and expert tasks, which will include 100 kinds of crops, 10 species of animals for ranching, over 100 kinds of marine life, 15 NPCs in town, bows as weapons, and the ability to craft machines and tools for farming, logging, and mining. More parts of the island are available, which includes three new spots to live. However, things like dating and multiplayer won’t be present until 1.0. It is unknown if the My Time at Portia crossover will be present in early access. There’s also a Starsand Island early access trailer , and that highlights some of the things we can expect from the initial PC and Xbox Series X launch. https://www.youtube.com/watch?v=8G7ps4PEp_M Here are the exact launch times for Starsand Island early access worldwide. Image via Seed Sparkle Lab Starsand Island will enter early access for the PC and Xbox Series X on February 11, 2026. A full launch that also includes Switch 2 and PS5 versions is set for Summer 2026. The post Starsand Island Early Access Starts Next Week appeared first on Siliconera .
SiliconeraFeb 2
Review: Dragon Quest VII Reimagined Shakes Up a Classic
Review: Dragon Quest VII Reimagined Shakes Up a Classic While the wait for Dragon Quest XII continues, Square Enix has kept the fires burning for the Dragon Quest series by remaking some of the earlier entries. First, the legendary Dragon Quest III was given the HD-2D treatment while largely retaining its original structure. Next, Dragon Quest I & II underwent a similar process while also dramatically expanding on the sparser bones of those pioneering RPGs. While one might have expected Dragon Quest IV to be the next game to be reissued, Square Enix decided to hop ahead to the PlayStation Dragon Quest game, Dragon Quest VII . We've had plenty of time to spend with Dragon Quest VII Reimagined to see what its new take has to offer players both returning and new. At the time Dragon Quest VII first released on the original PlayStation back in 2000, its five-year development time seemed quite lengthy. In Japan, expectations and anticipation ran equally high. The game met and exceeded that hype by most measures, going on to become the highest-selling PlayStation game in the region. When the game arrived in North America just over a year later, it was facing a very different situation. With Enix's original American offices having closed early in the 16-bit era, the mainline series hadn't seen a localized release since 1992. Dubbed Dragon Warrior VII for the West, the game struggled with being a humble-looking PlayStation RPG in a post-PlayStation 2 world. Screenshot via Siliconera Those who tackled the game came away with varying thoughts on it. Dragon Quest VII is a lengthy game relative to other RPGs of its era, with a slow initial build-up and lots of ways to get hopelessly far off-track. Its focus on a series of smaller vignettes over a strong over-arching plot ran against the popular grain of the genre at the time, and its systems could be rather complex. Some people loved these aspects, while others found themselves bouncing off of the game. When Square Enix made its first attempt at remaking the game via Dragon Quest VII for Nintendo 3DS, it attempted to address some of these issues. While preserving virtually all of the same events and most of the systems from the original, it was a brisker affair due to various additions and tweaks. Dragon Quest VII Reimagined goes further, and it's a very different game from the source material. It subtracts almost as much as it adds, and at times it feels like the opposite of what we saw with Dragon Quest I & II HD-2D Remake . It's a take that wants you to get lost less often and get to the exciting bits faster. Instead of the humble look of the original or using a throwback style, Dragon Quest VII Reimagined opts for a more modern presentation with diorama-like visuals. Its glasses are off, its hair has been styled up, and it's in the best threads it could find. Can it finally be the star of the prom? Screenshot by Siliconera It's a smoother experience than the previous versions of Dragon Quest VII . Many rough edges have been significantly sanded off, and a strong effort was made to reduce friction as much as possible. Getting lost is nearly impossible, as the game will always point you to where you need to go next. Important items will be marked on your map. You'll have your first battle much sooner. The job system is functioning right from the start of the game, though it still takes a little while before you can fully play around with it. Chunks of the world and the scenarios that go with them have been omitted. As an exchange, some things have been added to the story too. This is a version of Dragon Quest VII trying its hardest to please the crowd. Stepping back from my own personal feelings, Dragon Quest VII Reimagined is without question a good RPG. It's very smooth to play, and I think its snappier pace makes for a more immediately appealing adventure. Yet I can't help but feel it has sacrificed a lot of its original identity to achieve all of this. Newcomers will likely enjoy what they find here, and the fact that it's so different from the previous versions means that returning players have a reason to play it as well. It's an abridged take on the game, for better or worse, but it's certainly a well-made one. Dragon Quest VII Reimagined will come to Switch , Switch 2 , PlayStation 5 , Xbox Series S/X , and PC via Steam on February 5, 2026, 2026. The post Review: Dragon Quest VII Reimagined Shakes Up a Classic appeared first on Siliconera .
SiliconeraFeb 2
Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim
Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim There are games out there that serve as a means to step away from real life for a few hours and enjoy existing in a pleasant space, and the Animal Crossing -like Cozy Caravan is exactly that. It’s a life sim with the lowest possible stakes and cutest possible appearances. There’s no possible way to fail. However, as a result of that simplicity and relaxed approach, it can get a little repetitive and feel like there’s no real thought necessary to spread kindness in a community. That, combined with Apple Arcade exclusive content, means that Cozy Caravan can be fun, but might be best on certain platforms at the start. Cozy Caravan begins in the player’s hometown of Fellowood Acres, following a pretty extensive character creator that involves a variety of animal species. You’re a member of a Guild that goes from town to town, assisting people in different villages around Harvestvale to spread happiness and make their lives easier. This could involve cooking, crafting, finding folks who are lost, aiding farmers with crop care, and of course selling food at the weekly markets in different towns. By helping out, you get Guild Tokens to advance through the ranks and improve your caravan, increasing the range of things you can do. You also get to do things like dress up, customizing your avatar’s appearance. https://www.youtube.com/watch?v=eXs_ZwnT0vo Now, while Animal Crossing will probably be the first thing that springs to mind when it comes to Cozy Caravan , it’s only sort of like Nintendo’s famous life sim series. The priority here really does feel like traveling around the world, taking on quests, and heading to the weekly market. In a way, the gameplay loop almost reminds me of a mix between some older Atelier games and Story of Seasons: Grand Bazaar . People will ask for your assistance with an array of different type of tasks, leaning into a more quest-like situation. However, since there is also the sense of gathering food for the market and making NPCs happy, it brings Story of Seasons to mind too. Since personal caravan growth is tied to making the effort to cook things up and assist folks, there is a sense of accomplishment.  However, since there aren’t things like demanding material requests or stringent timelines, there isn’t really any challenge to Cozy Caravan . The only trouble I had sometimes involved occasionally finding out what to do next. But even then, it’s such a freeform and relaxed game, the answer usually comes from taking the time to explore and talk to more characters. Said folks are generally all adorable. The downside is, while the character designs are fantastic, they aren’t terribly deep. In that way, Cozy Caravan can feel a bit like Animal Crossing . I’m sure you’ll find favorite friends while on the road. But while they do make it clear they know your avatar and like them, it feels superficial and not a more deep friendship (or more) as in Story of Seasons .  Speaking of presentation, there is a Switch issue that I noticed comes up and is exacerbated by the stop-motion design direction in Cozy Caravan. It can feel like there’s a bit of lag when moving around and exploring the world. I did notice this is alleviated a tad by choosing to turn it off in the accessibility settings, making it run a bit better. However, I also saw that it performed a bit better and more smoothly on my Switch 2.  Images via 5 Lives Studio But there’s another way in which the Switch doesn’t feel like the ideal Cozy Caravan platform, and I brought that up earlier. There is Apple Arcade-exclusive content in the game. This adds the Pawcific Islands region to Harvestvale. In turn, it means new characters, quests, and spots to visit. 5 Lives Studio did confirm on the Steam Discussions forum for the game that it is a timed exclusive element. Which means if you have an iPad, that’s with a subscription is probably the best way to play at the moment.  Cozy Caravan is a very relaxed approach to a life sim that is never taxing, but an exclusivity arrangement means the Switch might not be the best way to play it right now. After that deal with Apple expires and some patches release, that could change! It is pleasant, but know going in that the relationships with characters never get too deep and, while rewarding, the daily routine is quite simple. Cozy Caravan is available on the Switch, PC, and mobile devices via Apple Arcade.  The post Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim appeared first on Siliconera .
SiliconeraJan 31
Preview: Hungry Horrors Cooks up a New Deck-Building Recipe
Preview: Hungry Horrors Cooks up a New Deck-Building Recipe Another week, another deck-building roguelike. At least, that is how it can seem sometimes. Hungry Horrors, which just entered early access, is the latest installment in the genre. While it is, at its core, about crafting the right kind of deck of cards to ensure attacks compliment each other and eliminate enemies, the execution is different due to the premise of a princess using meals she cooked to fill up opponents rather than eat her. At the moment, the result is an experience that feels more controlled than some similar titles. Hungry Horrors begins with a princess alone in a dungeon. She encounters a cat named Lady Catherine, who instructs her to feed various dishes like pottage, salted potatoes, and pickled eggs to fill up a Red Cap enough that it doesn’t eat her. While the tutorial experience doesn’t go too well, her highness survives and learns that in order to stay alive and save the kingdom, she’ll need to feed foes before they reach her and eat her. https://www.youtube.com/watch?v=w14rGjLoEAQ The novel part is how this actually works in the preparation phase. You’ll have a set number of certain types of ingredients available based on what’s set on certain pillars in your kitchen. (So you could always guarantee a number of potatoes are available, for example.) You then can select certain types of Cookware that provide a general buff during the fight. For example, I selected a Frying Pan and, as a result, all of the sour dishes (liked Pickled Eggs) would make the monster less hungry. You then go through your recipes to craft the cards in your deck, potentially also adding seasonings (such as vinegar to impart sourness) to affect the cards. Your deck is then the 20 recipes you select.  It’s incredibly novel, since runs mean you’ll get new recipes and ingredients that alter your options. Each type of monster will have their own tastes, which you’ll need to discover to help ensure you’re prepared for certain bosses. But you’ll also notice that certain combinations could trigger different types of hankerings. And meeting those combos by ensuring your recipes are well organized means you’ll deal more damage with fewer tosses, keeping opponents away. So if salty Roast Parsnips leave a foe wanting something sweet next, you could go with Jellied Eels. Combine that with each of these food cards also being able to restore the princess’ own stamina to varying degrees, and you can also factor in her own energy needs when drafting.   Images via Clumsy Bear Studio Fights themselves in Hungry Horrors feel a bit typical in the build available at launch. They almost remind me of Peglin a bit, both in terms of the art direction and the organization. Enemies move toward the princess, with a gauge at the bottom noting how many footsteps they are away and how much of their stomach needs to be filled before they’ll just… leave you alone. You play a card per turn. It can be a bit easy to be defeated early on, but that’s part of the learning curve from what I’ve seen. Falling means learning what enemies like, getting more recipes and ingredients, and really being in a stronger position for the next turn.  The recipe cooking, deck-building premise in Hungry Horrors seems like it could turn into its strongest feature. The idea of cooking up recipes to ensure there’s proper synergy and you’re prepared for certain types of foes gets really interesting. Setbacks also don’t feel devastating as a result, as I felt I was constantly learning. The actual battles feel totally fine, though I didn’t find them the most exciting part of this early build. As long as the recipe diversity keeps up and there are some tricky situations, I could see this staying strong. Hungry Horrors is now in early access for the PC via Steam .  The post Preview: Hungry Horrors Cooks up a New Deck-Building Recipe appeared first on Siliconera .
SiliconeraJan 23
Project Salon Beastfolk Barber Game Gets a Steam Page
Project Salon Beastfolk Barber Game Gets a Steam Page Sigono , Safe Flight Games, GameWorks Ventures and Shueisha shared an update on Project Salon , an upcoming pixel art and beastfolk barber adventure game about running a salon for furry characters. This is the first time Signono is tied to the title as a publisher. The Steam page is live for the PC title and there are now three screenshots offering looks at the title. [Thanks, 4Gamer !] In Project Salon, players act as a barber who cuts the hair (or fur) of certain customers that can include humans or the furry style beastfolk. The three initial screenshots show two potential customers, with one possibly being an orc-like character with horns and bear ears and the other a dragon with two heads. The official art also shows the player character, who seems to be human, working on a cat-like person while a bear, mouse, and unicorn wait their turn.  The three screenshots hint at how gameplay might work in the title. In one, we see the two-headed dragon Varo speaking. This seems to be a phase in which the customer tells us what type of haircut they might want. The two dragons both have long hair as they look at us from the barber mirror. This hints at the atmosphere in the game, as Varo’s quote reads, “Under current laws, only I count as a person. My brother is considered an organ.” A follow-up screenshot for them shows them both with shorter hair and a zoomed-in section of a knot being cut out of their hair. In another, we see us helping with the other customer and getting to choose what the front and back of her hair will look like. There are three options for each and the hint suggests what her response could be and said, “She should be happy with any of these… if she even has a preference.” It also shows there are up to three preview options or someone could just cut. Here are the three screenshots: Images via Sigono, Safe Flight Games, GameWorks Ventures and Shueisha Project Salon is currently in development for PCs, though there’s no release date or official name for the beastfolk barber game yet. The post Project Salon Beastfolk Barber Game Gets a Steam Page appeared first on Siliconera .
SiliconeraJan 22
Kenny Omega Worked on Alex Street Fighter 6 Moves
Kenny Omega Worked on Alex Street Fighter 6 Moves Capcom announced a March 17, 2026 release date for the Alex DLC in Street Fighter 6, and it also confirmed wrestler Kenny Omega was involved in his Super Art special move development. The company also shared a new trailer, which features some of the JAM Project character theme song. Capcom also noted he’s not a “charge character” in the Steam reveal . Kenny Omega was involved with the Alex Level 2 Super Art Omega Wing Buster. It is a variant of his Level 2 Super Art, since the standard one is Sledgecross Hammer. Capcom noted it only triggers if an OD Power Drop is performed on his opponent. Omega also shared photos of himself performing the motion capture for this move at Capcom’s studio on social media . Here are those official photos. Images via Capcom and Kenny Omega Kenny Omega also appeared in the Street Fighter 6 Year 3 DLC character trailer commercial , during which he cosplayed as characters like Alex, Ingrid, and Sagat. You can see the “Alex Gameplay Trailer” below. At about the 30 second mark, you can hear some of JAM Project’s “GO! ALEX! Hope is Born.” https://www.youtube.com/watch?v=i1fqbyMXt1Y Street Fighter 6  is available for the PS5, PS4, Xbox Series X, Switch 2, and PC, and Alex will debut as DLC on March 17, 2026. The post Kenny Omega Worked on Alex Street Fighter 6 Moves appeared first on Siliconera .
SiliconeraJan 22
Yakuza Kiwami 3 & Dark Ties Demo Debuts Today
Yakuza Kiwami 3 & Dark Ties Demo Debuts Today Sega teased a Yakuza Kiwami 3 & Dark Ties demo earlier in January 2026, and that is already rolling out on different platforms. It is available on the PC via Steam now, and the console version will show up at 9pm PT/12am ET tonight. There will also be an RGG RoundUp stream ahead of the console demo release on YouTube at 10am PT/1pm ET today.  We do already know what will be in this Yakuza Kiwami 3 & Dark Ties demo ahead of its launch. Both of the storylines will be vailable to sample. During the Kazuma Kiryu portion, you’ll get to see part of the story and wander around Ryukyu, Okinawa, where he’s running the orphanage. For the Yoshitaka Mine entirely new part, we’ll be back in Kamurocho to find out more about the antagonist’s background. Both of these will be isolated slices, so playing through this trial won’t allow you to make saves that can be used in the full game. Here’s the official placeholder for the stream: https://www.youtube.com/watch?v=ZIMV_o8c9Eg As a reminder, the other most recent Like a Dragon release also features a demo to try. Someone could test out Like a Dragon: Pirate Yakuza in Hawaii . That’s a spin-off that takes place about the same time as the eighth installment.   Yakuza Kiwami 3 and Dark Ties  will come to the Switch 2, PS4, PS5, Xbox Series X, and PC on February 12, 2026, and the demo is out on January 21, 2026. The original game is on the PS3, PS4, Xbox One, and PC.  The post Yakuza Kiwami 3 & Dark Ties Demo Debuts Today appeared first on Siliconera .
SiliconeraJan 21