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Tactical RPG Hibera, Requiem for the Forgotten Announced
Tactical RPG Hibera, Requiem for the Forgotten Announced Solo developer Bad Juice Games announced its debut title. Hibera, Requiem for the Forgotten is a strategy RPG inspired by the GBA Fire Emblem titles. It is in development for PC, Mac, and Linux, and is available to wishlist on Steam . Hibera, Requiem for the Forgotten follows two bands of friends and warriors on opposing sides of a continent-spanning war. The game is set in the fractious Tri-Kingdom Alliance of Atha, Lundale, and Cathebria, which narrowly holds against the overseas empire of Quiretia. One of the main protagonists is Maebh, who lives on the streets of Tnbher. In exchange for her brother's freedom after he is caught stealing from a noble, she agrees to hunt down a valuable relic. The other main protagonist is Alto, a soldier in the Quiretian army involved in the siege of Carraig Donn. After luck puts him at the centre of a pivotal moment in the city's fall, he finds himself in command for the first time. Hibera, Requiem for the Forgotten features grid-based combat with weapon triangle mechanics, permadeath, and randomised stat gains. It also includes fog-of-war and terrain-based bonuses.   [foogallery id="188010"]   The post Tactical RPG Hibera, Requiem for the Forgotten Announced appeared first on RPGamer .
RPGamerMar 30
The Elder Scrolls: Blades Shutting Down End of June
The Elder Scrolls: Blades Shutting Down End of June Bethesda announced that free-to-play title The Elder Scrolls: Blades will end service on June 30, 2026. The game is already delisted for new players on Nintendo Switch, iOS, and Android. All in-game store items are reduced in price to 1 Gem or 1 Sigil each until the game is shut down, with all players receiving a free bundle of Gems and Sigils. The Elder Scrolls: Blades released in an Early Access state on iOS and Android in 2019, before fully releasing and also arriving on Nintendo Switch in 2020. The game features a single-player story were players control a member of the Blades, the Empire’s top agents, who is forced into exile and finds their hometown destroyed. Players can rebuild their hometown, fight in one-on-one arena battles, and challenge a never-ending dungeon called the Abyss. The post The Elder Scrolls: Blades Shutting Down End of June appeared first on RPGamer .
RPGamerMar 30
Gachiakuta: The Game Shows Character Combat Skills
Gachiakuta: The Game Shows Character Combat Skills Com2uS released some brief gameplay videos for its Gachiakuta action RPG. Based on the manga and anime series and currently known as Gachiakuta: The Game , it is in development for PC, PlayStation 5, and Xbox Series X|S. The new videos show some of the combat abilities for characters Enjin, Riyo, Rudo, and Zanka. Created by Kei Urana, Gachiakuta is set in a dystopian world where a floating upper-class city is surrounded by slums, and all things considered trash, including criminals, are tossed into the Pit. It follows a young boy named Rudo, who is thrown into the Pit after being falsely accused of murdering his foster father. After being rescued from trash monsters in the Pit, he joins a group called the Cleaners, who wield special powers to take on the monsters, while seeking revenge against the populace above. Neither a release window or details on how the game connects to the original series have been announced. Source: Gematsu           The post Gachiakuta: The Game Shows Character Combat Skills appeared first on RPGamer .
RPGamerMar 30
Robot Recycler Ryn Interview
Robot Recycler Ryn Interview Who doesn't love building robots and seeing how they'd fare in combat situations? Robot Recycler Ryn from Rablo Games makes building robots an intimate part of the game creation, as every part is built with time and consideration, while creating the party for players to take on the Recycler Rumble League and go exploring a post-apocalyptic world. Joining RPGamer today is Pablo Coma, the Founder of Rablo Games, to talk about the game and how its mechanics will work, before it releases on Steam with a Q4 2026 release window. Ryan Costa (RPGamer): Robot Recycler Ryn mixes an intriguing action-based combat and an intricate crafting system. Which part of the gameplay game first, or were the two always meant to be in tandem? Pablo Coma : The base idea for the project was to create a spiritual successor to Healer’s Quest , but instead of healing people, the player would repair robots. So, initially it was the combat system that came first in my head. But after letting the idea mature for a few months, it became clear to me that construction gameplay would fit perfectly with the combat we intended to create. I started designing how the game idea could evolve in that direction, even visiting a machining school to get a real grasp of how everything could work together while staying as close as possible to real world materials and machining. The construction aspect ended up becoming increasingly important in the gameplay throughout development, up to the point where we decided to include a construction mode in addition to the classical story mode. RPGamer: Combat has the option for active or auto. What would be the best recommendation for how to utilize either style for new players? PC : The active battle mode is the way we originally wanted the game to be played. I also believe it’s more innovative than the auto-battler mode. In active mode, you directly control the character, you can run around the battlefield, avoiding enemy shots and explosions, while taking cover behind your robots to repair them. If you repair them from the front side, you repair twice as fast, but you are much more exposed to enemy shots. You can also kick grenades back to the enemy team, perform maintenance on your robots and use various gadgets allowing you to keep your robots up and running. The auto-battle mode removes most of the interactivity. It is designed for players who like to be hands-off while watching your team do all of the hard work for you. It also works very well because it gives a lot of importance to the care you put into the construction phase and your strategy in assembling the different robotic limbs. For players who prefer a strategic approach, I would recommend the auto-battle mode, otherwise I suggest you try the active battle mode. But you can switch between the two modes at any point during your game if you want to try the other option. RPGamer: Crafting has a lot of visual variety. How lenient is the game when it comes to design decisions for robot parts? Does understanding the mechanics play an important role in ensuring players get the benefits from them? PC : The base rule is that every robotic limb can be combined. We do not restrict anything, but there are definitely some aspects that the player needs to take into consideration when creating their robots. For example, if you put a very heavy body and gigantic machinegun arms on top of small legs, the stability of the robot will be impacted, which will give you a debuff in combat or even prevent your robot from being able to fight. If you really want to use that huge body on those tiny legs, nothing prevents you from doing it, but you may have to build it using lighter materials, like aluminium instead of zinc, or include something like a helicopter head, which allows for heavier robots to work properly by increasing the mass supported. Material will also have an impact on how fast your robot overheats during combat, so picking the right material is definitely an important decision when starting the construction of new limbs. RPGamer: Does the world revolve around the Recycler Rumble League, or are there other forces at work as well? PC : In this devastated world, leaders are elected through a combat robot league named Recycler Rumble League. You play as Ryn, a girl whose sister defied the current leader in the League and lost under weird circumstances. To rescue her, Ryn will have to follow in her footsteps, learning the way of being a Recycler (the only people capable of creating machines in this world) and climbing the ladder of the League. This is the common thread which drives the story, but Ryn will also have to complete her training with Master Ten, the mentor who taught her sister to be a Recycler. So she will also have to explore various dangerous places, like the abandoned metro station and the metal forest, where she will have unexpected encounters. RPGamer: Will players be able to obtain new methods of crafting a larger variety of mechanical limbs? PC : By progressing through the story, the player will discover blueprints and acquire new materials, so the amount of different limbs you can craft and their capabilities will constantly evolve as the player progresses into the story. Crafting robotic limbs also increases your Recycler level, allowing you to upgrade your tools. For example, it will be possible to display the blueprint directly on the piece you’re sculpting using the lathe, the rotating saw could evolve into a band saw and the soldering iron can become more precise. Some of these upgrades will be necessary for crafting advanced limbs. RPGamer: How many different steps will there be while creating the parts for the mechanical limbs? PC : The construction part of the game is divided into 3 phases. In the first phase, you build the frame, the structure of the limb by assembling, welding and connecting different spare parts you found while exploring the world. Once this is done, the second phase consists of creating the shell of the robotic limb. This is the most important phase, as you get to choose the material you would like to use, and to create every part of the shell piece by piece, using all the tools in your workshop. This phase is itself divided into different workshops, as the player will have to use the blowtorch, saw, soldering iron, hammer, bench, lathe and more. At the end of the second phase, a score is given to the limb and its statistics are affected proportionally. A limb crafted with care will be more effective in combat than one that has been rushed. In the third phase, you assemble the limbs into powerful combat robots. That’s the point where you should pay attention to each limb’s mass, stability and other aspects to make sure your robots are working properly. Once everything is set up, name your robots and pick up to three of them to add to your team. RPGamer: The previous games in your developer catalogue ( Healer's Quest and Necro Story ) had a penchant for comedy. Will that tradition continue with Robot Recycler Ryn ? PC : We’ve included some humor in Robot Recycler Ryn too, but not as much as in our previous games. The overall atmosphere is more serious in Robot Recycler Ryn , even though you can expect to meet some funny characters. But we definitely plan to come back to crazy comedy-focused games in the future. RPGamer: What happens when the player's party of robots lose in combat? PC : You will be brought back to your village, where you build robots, and your team will be automatically repaired. If you were exploring a dangerous area - a dungeon - you will have to restart the exploration of that area from the last checkpoint. But you will keep all materials and spare parts you found during your exploration, so you can use them to craft new robots before trying again. RPGamer: How creative can players get within the combat system if they play in active mode? For example, how can Ryn deal with debuffs such as the icicle one of the robots finds themselves in during the trailer? PC : To deal with debuffs and customize their combat experience, players can equip multiple gadgets. Some of them are a bit similar to spells in Healer’s Quest , like an auto-repair device which will repair a robot over time for a few seconds, or having your mini-robot Kinshoo call its friends for help. Other gadgets give you ways to deal with debuffs, like a fire extinguisher for burning robots, or an anti-aerial beacon which will cancel all mortar shots currently threatening your team. You also have access to a skill tree where you can customize various skills and abilities, such as increasing the repair speed from the front side of a robot, increasing your character’s armor (Ryn can also die!) or giving new abilities to your mini-robot, Kinshoo, so that it can help you during combat. There’s a whole part of the skill tree dedicated to Kinshoo. RPGamer: How will exploration work during Ryn's journey in story mode? PC : The player will use a world map to select the destination they want to explore. Once there, there will likely be rogue machines ready to attack you, so the player should explore carefully while avoiding encounters, unless they seek them out to gather new materials. By exploring carefully, you can also find chests containing materials and blueprints for new robotic limbs. There are different levels of difficulty available for every location, with bigger rewards if a harder difficulty is selected. RPGamer: What is something that you would love to share about the game not discussed above? PC : Up to now I’ve always worked on game projects alone or in a team of two. This is our most ambitious project so far, as there were three of us working full time on it. We wrote a full story based on this post-apocalyptic world and the work of Recyclers, and we hope players will enjoy it. But for players who are less interested in the story and exploration and just want to create wacky robots, we also made a Construction mode. It removes all the story and exploration from the game and simply lets you build robots, then test them in optional combat for fun. With that, and the choice between active battle and auto-battle modes, we tried to make a game you can enjoy in the way that suits you best. Thank you for reading, and a big thanks to RPGamer for the interview. RPGamer would like to thank Pablo Coma for their time in answering these questions about Robot Recycler Ryn , as well as Sarah Blackwell and Stride PR for making it possible. Those looking to build and maintain robots won't have long to wait, as it is aiming to release in Q4 2026 on Steam . RPGamers can also take a look at an impression of an early demo build here . The post Robot Recycler Ryn Interview appeared first on RPGamer .
RPGamerMar 30
Final Fantasy Mystic Quest Retroview
Final Fantasy Mystic Quest Retroview A Mediocre Fantasy It eventually happened. During my retro streams, I finally beat a game I had played before. Considering I never owned the game, Final Fantasy Mystic Quest is a game I played a decent amount. Many consider this "baby's first RPG", and Square released it as such. Believing that an assumed difficulty of console RPGs was hindering their appeal in North America, Mystic Quest was created as a dumbed-down version intended to act as an introduction to the genre. While Final Fantasy Mystic Quest has its flaws, it is a completely welcoming RPG, even if it holds the player's hand. Calling Final Fantasy Mystic Quest's plot basic would be generous. The game begins by introducing players to Benjamin, the destined hero who will save the world. Ben needs to collect four crystals that have been scattered around the world. That's it. Beyond Ben's shrug emotion, the character is bland and unremarkable as far as character development goes. He is joined by a few different characters, and while each character is colorful and has decent sprite work, no one really stands out other than maybe Tristam, who loves adventure, treasure, and eventually gives the player a neat grapple-claw tool. The game limits the party to two members, with the current companion usually leaving Ben shortly before the next one joins. The new characters join at a higher level than Ben, who needs to grind in dungeons or on the overworld monster panels in order to catch up to his new comrade. The companion characters cannot level up themselves, effectively joining at the strength they need to be to complete the objective at hand. Mystic Quest opts to forgo a fully explorable RPG overworld map for something akin to Super Mario World, where Ben can move around to access towns, dungeons, and monster panels. Monster panels are ten-fight gauntlets that sometimes reward players with interesting items, but usually only offer money, which isn’t that useful in the game, in addition to experience. Most consumables can be found in brown boxes that reset every time players enter a location, so there is not a pressing need to purchase items. Actual red treasure chests are what players want to actively hunt for, as they contain equipment and spells. [caption id="attachment_187952" align="aligncenter" width="521"] I'm melting! Melting![/caption] Battles are turn-based and simplistic in nature, but the game makes them more interesting by giving every monster in this game has a gradually-evolving sprite that shows how badly they are roughed up. Some bosses have multiple renditions showing how thrashed they are, which is an innovative way to demonstrate to players they are dealing damage and inching closer to victory. Otherwise, the combat has little to write about, with enemies rarely providing an active threat. Most of the challenge appears to come from the player's lack of accuracy, with attacks frequently missing. If a player does get beaten by an enemy, they can instantly start the fight over, which immediately nullifies the challenge if there is no punishment for losing fights. There are a few different weapons and armor pieces to stockpile in the game, and each one is better overall than the previous. Some monsters are weak to certain weapons, so there is at least some strategy involved with what weapon to use in battles. Luckily, players can swap between the strongest versions of each weapon type mid-battle without penalty. The different weapons also perform unique field actions in the game. Swords can trigger switches, axes can cut down trees, bombs can open up passages, and claws can cling onto walls. Ben can also jump, which adds a tiny amount of platforming to dungeons. The armor in the game also improves as new pieces are acquired. Not only do they provide better defense against attacks, but they also add slight elemental and status prevention with each upgrade. [caption id="attachment_187965" align="aligncenter" width="411"] Ah. The Dark Lord's only weakness.[/caption] The magic system uses the same implementation as the original Final Fantasy . Gone are magic points, and instead, each type of magic has a certain number of uses until players rests to restore them. As Ben levels up, he gains the ability to sling more spells. Certain spells can make others redundant, such as Life offering revival and full hit point restoration, whether the characters are alive or not. Also, whether it was intentional or an unintended bug, the final boss can be killed by casting Cure on it. The best part of Mystic Quest is the music. Each melody is charming in its own way. The town themes are warm and cozy, whereas the battle and dungeon beats are more upbeat and energetic. There are tons of tracks that will stick with players long after finishing the game. Ultimately, Final Fantasy Mystic Quest does not do a good job of distinguishing itself from the rest of the RPGs on the SNES. Replaying the game had me remembering my younger years for sure, as my brother and I would rent and play this game during our weekend romps. Still, fun music aside, there is not a lot going for this game. If I had no nostalgic feelings for Mystic Quest , it would not be worth replaying. Still, it is short and easy enough to complete, so it is at least not a hassle to play through. RPG enthusiasts might find Final Fantasy Mystic Quest fascinating to examine, but compared to the great RPGs on the system, it is lacking. Disclosure: This review is purely comparing this game to other SNES RPGs. Nintendo Power issue 42 has an article for this game. The post Final Fantasy Mystic Quest Retroview appeared first on RPGamer .
RPGamerMar 30
RPGamer Round-Up: March 22 – March 29
RPGamer Round-Up: March 22 – March 29 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 WiZman’s World Re;Try Review Sixteen years after its initial launch in Japan, WiZman's World finally gets an English release through its Re;Try remaster. Michael Baker reports that while it has a simple plot, the dense monster fusion system make it worth a look. Ariana and the Elder Codex Review The magically talented Ariana Virellis must dive into the Seven Hero Codices to bring magic back to the world. Jordan McClain reports that while Ariana and the Elder Codex isn’t as worth diving into as a codex, it’s a serviceable sidescrolling action RPG with some nice charm. Wyldheart Impression Wayfinder Studios, a new developer founded by industry veterans, unveiled its debut game, Wyldheart . Alex Fuller was able to get an early look at the game, which looks to offer co-op adventurers across multiple, less exhaustive campaigns. Robot Recycler Ryn Demo Impression Robot Recycler Ryn is the latest from ambitous indie studio Rablo Games. Ryan Costa had an opportunity to take a look at how its crafting and auto-battling combat systems are taking shape. Backloggin’ the Year – Sam’s Sojourn, January to March 2026 It’s a new year of backlog busting, and this gal has some big goals! January to March offered an interesting variety of completed titles, but were they good? Let’s find out.     Major News Hunter: The Reckoning – Deathwish Announced for Next Year NACON announced another first-person RPG set in the World of Darkness universe. Hunter: The Reckoning – Deathwish is planned to release on PC and consoles next summer. NIS America Releasing Village in the Shade This Fall NIS America is releasing farming sim Honogurashi no Niwa in the west as Village in the Shade . The game sees players decide whether to follow the rules of its Japanese mountain village. Blue Reflection Quartet Announced Koei Tecmo and Gust announced Blue Reflection Quartet . The title is a collection of four titles in the Blue Reflection series, and is set to release in July. Pokémon Champions Hitting Switch on April 8 The Pokémon Company announced that Pokémon Champions will release on Switch in a couple of weeks. The free-to-start competitive battle game will also come to iOS and Android later this year. Wayfinder Studios Announces Wyldheart Wayfinder Studios announced Wyldheart . The game is a co-op action RPG built around smaller campaigns and is in development for PC. Sci-Fi Tactical RPG Vaunted Announced Hooded Horse and Lost Lake Games revealed Vaunted . The sci-fi tactical RPG is set to release on PC later this year. Hades II Coming to PS5, Xbox Series X|S in April Supergiant Games revealed that Hades II is coming to more platforms. The action RPG will hit PS5 and Xbox Series X|S in a few weeks. The Expanse: Osiris Reborn Gets Closed Beta, Spring 2027 Release Window Owlcat Games announced that The Expanse: Osiris Reborn will be getting a closed beta next month. The developer also released the game’s first gameplay trailer and announced a release window.         Other News Capcom Gives Monster Hunter Stories 3: Twisted Reflection Free Update, DLC Update Ascend to ZERO Releasing in July Minecraft Dungeons II Announced Spellcrafting RPG Foundlings Announced 2D Turn-Based RPG Toada Brava Announced Co-op Roguelite Dungeon Crawler Strength & Sorcery Announced Digimon Story Time Stranger Expansion in Development, Free-to-Play Digimon UP Announced Inazuma Eleven: Victory Road’s The Rising Bond Free DLC Update Arriving Next Week EverQuest Legends Set for July Wuthering Waves Coming to Xbox Series X|S in July Pocket Mirror ~ GoldenerTraum Coming to PS4, PS5 New RPG Maker Project Revealed Keylocker Physical Release Announced Wartales Newest DLC, Contract: Fires in the Capital, Releasing End of April Aniimo Adds PS5 Version War of the Visions: Final Fantasy Brave Exvius Shutting Down in Japan Media and New Releases Exodus Gets New Combat Gameplay Clip Lords of the Fallen II Shows Some Alpha Gameplay Fifth Aether & Iron Dev Diary Discusses Visual Evolution Mamon King Released on PS5 Teenage Mutant Ninja Turtles: Splintered Fate Gold Edition Bundle Released DeckLand Released on Steam Early Access New Release Round-Up (March 26, 2026) Podcasts Episode 434: Rambling – Q&A Quest Episode 435: Remnant – Q&A Quest After one episode of rambling, your Q&A Quest hosts prepare for the next with a new deluge of questions. We also discuss Capcom games. RPG Cast – Episode 806: “Save Scummed For The Cow” Andi ponders throwing a bunch of genre styles into a Scrabble bag. Kelley is a big fan of gender affirming animals. Matt is battling Steamboat Willie in M. Night Shyamalan’s The Village . Chris couldn’t make it this week, but we expect he’s staying with his cow. The post RPGamer Round-Up: March 22 – March 29 appeared first on RPGamer .
RPGamerMar 29
Reptilian Rising Set for April Release
Reptilian Rising Set for April Release Publisher Numskull Games and developers Gregarious Games and Robot Circus announced that turn-based roguelite tactical RPG Reptilian Rising will release on April 23, 2026. The game will be available on PC (via Steam ) and Nintendo Switch. It will be available digitally on both platforms for $29.99/£24.99/€27.99. In addition, a bundle containing the game, OST download code, and a visual novel e-book will be available on PC for $39.99/£29.99/€34.99. Reptilian Rising is inspired by ’80s tabletop adventures and features claymation-style visuals. The game sees the timeline under siege by the Reptilian menace, with players commanding a team of legendary historical figures as they aim to stop them. Players take on foes such as Manborgs, Lazer Raptors, Tri-Cannon, and Dictatorsaur in turn-based combat where attacks provoke reactions from enemies.   The post Reptilian Rising Set for April Release appeared first on RPGamer .
RPGamerMar 29
Aether & Iron’s Sixth Developer Diary Focuses on Player Choices
Aether & Iron’s Sixth Developer Diary Focuses on Player Choices Seismic Squirrel released its sixth developer diary video for Aether & Iron . The latest video, running for just over four minutes, sees Narrative Director Tyler Whitney discuss the development of the game's story and its approach to player choice in both its storytelling and gameplay. Aether & Iron  will release for PC and Mac via  Steam on March 31, 2026. The game puts players in the role of Gia, a smuggler in an alternate 1930s New York. The city has been transformed after the discovery of an anti-gravitational technology called aether. As they become drawn into a deep conspiracy, players must build a crew while upgrading their car to be outfitted to survive turn-based vehicular battles.   The post Aether & Iron’s Sixth Developer Diary Focuses on Player Choices appeared first on RPGamer .
RPGamerMar 29
RPG Cast – Episode 806: “Save Scummed For The Cow”
RPG Cast – Episode 806: “Save Scummed For The Cow” Andi ponders throwing a bunch of genre styles into a Scrabble bag. Kelley is a big fan of gender affirming animals. Matt is battling Steamboat Willie in M. Night Shyamalan’s The Village. Chris couldn't make it this week, but we expect he's staying with his cow. Question of the Week Your thoughts on AI / GenAI in games (NPCs powered by AI chat, art, etc)? Check out the show notes here! The post RPG Cast – Episode 806: “Save Scummed For The Cow” appeared first on RPGamer .
RPGamerMar 29
Backloggin’ the Year – Sam’s Sojourn, January to March 2026
Backloggin’ the Year – Sam’s Sojourn, January to March 2026 I feel like with Spring arriving, I've slowed down a bit. I find in winter, because of the cold, I don't want to go out unless I absolutely have to, so I get sucked into my cozy hobbies. Mainly, reading and video games. Life has been calm and good, but spring means hiking season and a variety of festivals and events coming up. I am beyond fortunate to live in a city that constantly has so much life and vibrancy when it comes to events, and I plan on taking advantage of that. Currently, though, I'm plotting my first hiking trip for the year, but in the meantime, the slowness in things has been wonderful. [caption id="attachment_187549" align="aligncenter" width="215"] Sharon and Randi came to my work for a fun-filled morning![/caption] One event that sticks out from the last three months was having the pleasure of doing a storytime with Sharon and Randi. Sharon Hampson is from the famed Canadian kids' musical group, Sharon, Lois, and Bram. They were a huge part of my childhood, as they were for many kids who woke up early to watch The Elephant Show or The Sharon, Lois, and Bram Show . It was such a joy to see so many people my age bring their kids in and share all the joy and happiness in the moment. Sharon is also over 80 years old, and she has the energy of a teenager! Watching her made me want to add even more to my performance skills, and I'm still a little starstruck, as silly as that sounds. But you're not here to listen to me ramble. You're here to read about me completing games from my backlog and sharing long-form content where I ramble about games I played. If you would like to read more of my in-depth thoughts on some of these titles, check out the following: Adventure Corner ~ Temirana: The Lucky Princess and the Tragic Knights Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review  Escape from Ever After Review Jimmy and the Pulsating Mass PS5 Review Marvel's Guardians of the Galaxy Review Yakuza Kiwami 3 & Dark Ties Review The RPGs I Played: Dragon Quest I HD (PS5) : I begged my husband for the Dragon Quest I & II Remake for Christmas because I knew I wanted to replay both games at some point. I haven't played a Dragon Quest in a couple of years, taking a large break from the series. But with the release of DQ III HD , DQ I & II , and VII Reimagined , it's great to see Dragon Quest getting so much love outside of Japan. While I've never played any version of VII , I have played the first three games in their entirety before, and I do like them a lot. My desire to replay one came from wanting to play something comfortable and familiar, and I have to say, I love a lot of the quality-of-life improvements they've put into these remakes. They feel both very familiar and just new enough. I didn't like DQ II the first time I played it, but Matt Masem has assured me that all of the improvements in II make it a must-play. Hopefully, I get to it sometime this year! (And VII , too!) All the Non-RPG Goodness [caption id="attachment_185983" align="aligncenter" width="640"] Leon is over these poor Raccoon City welcomes.[/caption] I feel like I have so little to talk about since I reviewed the majority of what I played during this backlog session. While this game wasn't in my personal backlog, I managed to snag a copy of Resident Evil Requiem from work and completed it in two sittings. I adored my time with it, and it had a good challenge level overall. The story was compelling, but ridiculous. Victor was a hilarious villain, and at no point did I find myself afraid of him. I will say, I both liked and disliked Grace's sections, though at times it always felt like the player was at a disadvantage, given how little she can carry and the small number of weapons in her arsenal. Leon continues to prove that he is literally over everything, and his sass and quips prove it. Now I find myself wanting to go backwards and play some of the other Resident Evils I haven't gotten to! I also played Melon Journey: Bittersweet Memories on PC at the beginning of the year, and honestly did not enjoy it at all. I loved the art style, but it was such a weird way to present drugs and drug trafficking as a storyline. It was mercifully short, and that may have been the best part about it. Whatcha Playing Now, Sam? [caption id="attachment_165246" align="aligncenter" width="640"] Kai is a cool guy.[/caption] When I have had any free time for gaming, I've mostly been playing Avowed on my PlayStation 5. I love games made by Obsidian and have enjoyed nearly every single one I have played. While Avowed has some obvious blemishes and performance issues, I can't deny how intrigued I am by the story and its characters. The world is interesting and strange, the use of fungus as a focal point is a neat angle, and I love the idea that I am solving my own murder. I am also very much loving the two party members I currently have in Kai and Marius, and I have a feeling their companion stories are about to get even more interesting. I've made it to the Emerald Stair, and hopefully by my next backlog report, I'll have this one completed and reviewed for the site. 2026 Game Tally Games Completed: 9 # of RPGs Completed: 6 # of Non-RPGs Completed: 3 # of Games Purchased: 2 The post Backloggin’ the Year – Sam’s Sojourn, January to March 2026 appeared first on RPGamer .
RPGamerMar 28