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Fatekeeper Discusses the Underdwellers
Fatekeeper Discusses the Underdwellers Developer Paraglacial has posted a new developer diary for fantasy action RPG Fatekeeper . The new post offers some more details about the game's setting of the archipelago of Solace and the Underdwellers. The Underdwellers were an ancient people that went underground while fleeing a tyrant, their path back to surface sealed by the shifting of the lands. In the centuries after, the carved out a new civilisation under the earth, exploring underground while creating caverns lit by fire and crystals and cities built from rock and metal. Eventually, the sun and sky became a myth while they built up a technocratic society. However, the Underdwellers's expeditions eventually see them break once more onto the surface, in the beautiful archipelago of Solace. The sudden rediscovery overwhelmed the people, leading to a fracture of its society with cults forming and temples being built reaching towards the sky instead. Fatekeeper is currently in development for PC and is planned to release on Steam Early Access . The game is intended to mix modern day graphics and combat with deep RPG systems. Combat mixes melee and spells while focusing heavily on timing and reading enemy movements. Players are able to utilise various special attacks and interactions with enemies, while spells are designed to have physical interactions with enemies and the environment. The game will include crafting, skill tree, and spell design systems, while certain items will have mechanics that can be accessed by inspecting them within the menu.   [foogallery id="186222"] The post Fatekeeper Discusses the Underdwellers appeared first on RPGamer .
RPGamerMar 4
Mega Man Star Force Legacy Collection Impression
Mega Man Star Force Legacy Collection Impression The Mega Man Star Force Legacy Collection offers all seven games, quite faithful to the originals, with some technical workarounds to display on modern televisions, some light quality-of-life options, and a wide compendium of art and music. When the Mega Man Battle Network series concluded in 2005, as the Game Boy Advance was on its way out and with the Nintendo DS on the horizon, Capcom looked to follow it up with a new series, and this spawned the Mega Man Star Force series. Star Force was released in 2006, followed by Star Force 2 in 2007 and Star Force 3 in 2008. Now, two decades later, Capcom is due to re-release these games as part of the Mega Man Star Force Legacy Collection , and RPGamer was able to get an early look at the collection and some of the updates and tweaks players can expect when it releases later this month. [caption id="attachment_185639" align="aligncenter" width="640"] The selection of games on offer.[/caption] Each of the three titles was released with distinct versions, equaling a total of seven games, though it’s important to note that core features like the plot remain the same across versions, with the differences mostly amounting to available Battle Cards, transformations in battle, and a handful of boss encounters.  Mega Man Star Force  was released with  Leo ,  Pegasus , and  Dragon  versions;  Star Force 2 was  released with  Zerker x Ninja  and  Zerker x Saurian  versions;  Star Force 3  had  Black Ace  and  Red Joker .  All seven games are included, with the original version differences. The Star Force games take place in 220X, roughly 200 years after the Battle Network games, on a utopian-adjacent Earth where EM waves enable humans to live in prosperity and connect seamlessly with one another. They all follow Geo Stellar, a fifth-grade student who is initially withdrawn and sullen due to the presumed death of his father in a space station accident. With aliens, or “FM-ians,” from the planet FM invading, Geo Stelar finds himself merged with the seemingly friendly FM-ian Omega-Xis. Together, they become Mega Man and must fight the FM-ian invasion and viruses while navigating the EM Wave World, which is normally invisible to humans not merged with FM-ians. [caption id="attachment_185637" align="aligncenter" width="640"] Mega Man fights on the grid, Power Bomb at the ready![/caption] As action RPGs with deckbuilding mechanics, the Star Force games’ combat takes place on a 3-by-5 grid, with Mega Man able to shift left and right across rows and execute abilities based on randomly selected cards from a prebuilt deck. In a fight, the “Custom Gauge” slowly builds, and once full, players can select another combination of cards. Aside from cards, players also have constant use of a shield and the Mega Buster to shoot. It offers relatively simple, easy, understandable, and satisfying combat. By connecting with others, players can form “Brother Bands,” essentially a friendship system, which allows them to trade cards and battle, a feature the Legacy Collection carries over and makes significantly easier due to the wider network of people available. Originally designed for the Nintendo DS, the Star Force titles made use of the handheld’s hardware, including the touchscreen stylus, dual-screen layout, and Wi-Fi  for connecting with other players. These games are presented as close to the originals as realistically possible, and for all games in the collection, to account for the hardware discrepancy, the bottom of the two screens is minimized to a corner of the screen, which can be toggled and switched with the main screen at will, enabling players to switch whenever needed. While it's appreciable that Capcom elected to preserve the games in their original format, it isn't exactly the smoothest or most intuitively navigable presentation, and while it works, players may find that their mileage and patience vary. [caption id="attachment_185636" align="aligncenter" width="640"] The second screen is minimized into a corner.[/caption] Aside from the obvious workarounds to make the Star Force games work on a television, the graphics are touched up a bit, looking smoother than the DS originals, with many of the icons, text, and smaller details appearing much sharper and cleaner. This is especially true in the game’s battles, where Battle Cards and especially enemies benefit most from the boost in visual fidelity. Aside from the graphics, there are some appreciable quality-of-life options, with the adjustable encounter rate being particularly helpful when traversing through the EM Wave World, though many players will also appreciate the speed boost options, damage adjustments for difficulty purposes, and autosave. Other than modern conveniences and necessary technical changes, the games are by and large faithful to the original releases, though the biggest addition to the Legacy Collection is the Gallery. Included in this compendium of materials are a wide array of official Star Force artwork and design documents, the full original soundtracks of all three titles, as well as a few bonus tracks, and illustrations for all available Battle Cards, including Bonus Cards. It is an expansive collection of content sure to interest Mega Man fans, especially those fond of the Star Force games. [caption id="attachment_185638" align="aligncenter" width="640"] There's quite a lot of audiovisual material on offer.[/caption] The Mega Man Star Force Legacy Collection offers all seven games, quite close to the originals, with some technical workarounds to display on modern televisions, some light quality-of-life options, and a wide compendium of art and music. Players interested won’t have to wait much longer, as the Legacy Collection will release on March 27, 2026, for PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Nintendo Switch. The post Mega Man Star Force Legacy Collection Impression appeared first on RPGamer .
RPGamerMar 4
Ledgerbound Set for Spring, Combat Trailer Released
Ledgerbound Set for Spring, Combat Trailer Released OmniMegaSuperCorp announced that its comedic narrative tactical RPG Ledgerbound will release this spring. The game will release for PC via Steam , with a demo to be made available from March 6, 2026. In addition to the release window, the developer put out a new trailer showing the game's combat system, which utilises a rock-paper-scissors-style elemental mechanic. Ledgerbound puts players in the role of insurance adjuster Rayna in a bureaucratic fantasy kingdom. When an ancient enemy threatens the kingdom, and her chances of a promotion, Rayna sets out onto the battlefield. Players recruit a ragtag group of allies and build relationships with them while participating in puzzle-esque fights against the Vacari.   The post Ledgerbound Set for Spring, Combat Trailer Released appeared first on RPGamer .
RPGamerMar 4
RPGamer Checks Out Steam Next Fest Winter 2026, Pt. 1
RPGamer Checks Out Steam Next Fest Winter 2026, Pt. 1 With so many RPGs releasing each year, it can be hard to keep track of which ones to keep an eye out for. Steam Next Fest offers players a chance to try out some of the many upcoming games ahead of launch and figure out which ones warrant closer attention. Here at RPGamer, we looked at a few of the publicly available demos during the summer 2025 edition of Steam Next Fest. In this two-part feature, the second of which will follow in the next few days, we picked out some titles we felt were worthy of shining a spotlight on. Ardenfall Release Date: 2026 Publisher: Spellcast Studios Developer: Spellcast Studios Steam Page   Deeply inspired by the atmospheric depth of Morrowind , Ardenfall is a first-person RPG that wears its influences proudly. From its colorful aquatic landscapes to its open-ended mechanics, the game captures that classic early-2000s sense of exploration. The demo places your character on a mysterious island as a shipwrecked survivor, where a familiar character creator provides numerous options to play exactly how you want. Whether you prefer the weight of heavy steel, the finesse of light weaponry, or the arcane power of magic, the game encourages you to mix and match styles to suit your playstyle. I played the game as a heavy, axe-swinging warrior who may have accidentally thinned out the local town population. I found that your character’s build directly dictates how you navigate challenges. If you lean into brute strength, you might find that your fists are just as effective in a "conversation" as they are in a dungeon. Progress is earned organically by passing skill checks and defeating monsters, all while engaging in fast-paced, real-time combat. The demo provides a compelling glimpse into the developers' ambitions, leaving you curious to see if they can successfully scale this vision into a much larger world. — Erik van Asselt   Detachment Crew Release Date: To Be Announced Publisher: NeoludditeMindset Developer: NeoludditeMindset Steam Page   Stuck in the middle of nowhere with minimal resources is a tried and true dungeon exploring premise. In Detachment Crew , players have a party of three members that specialize in one aspect of combat as they continue to inch forward to collect enough food to keep surviving. The maps, enemy positions in this grid-based world, and transitions to new screens all stay in place for each run. When the party moves, enemies follow, bit by bit on a grid, always shuffling to the next transition. In this world, the camera angles shift constantly, and transitioning between areas is determined by a circular portal that appears underneath the players when they step on it. Transitioning to a new area keeps players safe from enemies, most of which in this demo are giant turkeys, some of which pack a wallop, making it quite easy to get a game over and lose any collected resources. The three party members' abilities are: block, throw, and shoot. Combat itself is action-based, so timing the block, when it becomes available, is the best way to stay alive, or to spam shoot repeatedly and hope to outlast the enemy. In the demo, that's the gameplay loop in a nutshell, add in a jaunty trumpet tune that overlays it all. What truly makes Detachment Crew unique are its visuals. They are batty, in a handmade stop-motion style that is quite charming in an odd way. The rough textures and jerky motions harken to an oddly nostalgic time and utilize a style not often seen in gaming. This crazy visual world extends to all the backgrounds and little details in each mapped area, making for a wonderfully odd visual treat. Now it's just time to shape up that substance a bit to go with that style, and there could be something exciting to keep an eye on. — Ryan Costa   Emery Hearts Release Date: 2026 Publisher: Haishō Interactive, Shinyuden Developer: Haishō Interactive Steam Page   Emery Hearts sprinkles Minecraft aesthetics with action RPG elements and a ring menu-based inventory system akin to Secret of Mana . All of this creates an interesting concept with room to grow before the game fully releases. The game starts off with Lug, who is searching for some villagers after a recent earthquake struck his hometown. As a player, you are then tasked with finding the next objective in an old-school fashion, with no arrows or markers pointing you in the right direction. It took a second, but eventually I found the right way to go and moved on. Eventually, you get your first weapon, an axe, and also stumble into the first dungeon. The dungeon teaches players how to do the basics of combat and introduces a new weapon to play around with. Lug gets magic and even a floating, talking, robotic companion. There is even a weapon leveling system that adds specials to different weapons. Eventually, you fight the boss, and the game moves on. Emery Hearts has a lot of neat ideas, but truthfully, I got lost more often than I’d like to admit. There is room for this game to grow before it releases, but I had a fun enough time roaming the world. — Ryan Radcliff   Fogpiercer Release Date: 2026 Publisher: Hooded Horse Developer: Mad Cookies Studio Steam Page   I like trains. Always did and probably always will. They have a calm about them. But there is nothing calm about Fogpiercer . You play as a lone train driving through a snow-covered wilderness. As you choose a track closer to the fog wall to pierce through it, bandits on a variety of vehicles attack, resulting in a turn-based grid battle with deckbuilding elements. Every encounter is selected one after another, chugging forward through branching nodes as you take a path forward. Unable to outrun them, you use the power of some well-armed carriages. Using cards to activate mayhem from one of four possible carriages in the demo, you shoot, push, shield, and even harpoon enemies to their doom. There's plenty of train-based carnage, as you can try some advanced mayhem by pushing enemies to attack each other or push them in front of your destructive cowcatcher. If that is not enough, you occasionally get the chance to push enemies off a cliff, into obstacles in their path, or have the remnants of their colleagues fly towards them in their high-speed chase. With so much power, limits need to exist. As such, you only have limited action points to spend on cards and move your train with, and you have to plan carefully how to do a lot with a limited amount of actions. While this can feel menacing, nothing quite hits as achieving combos that destroy multiple enemies with one carefully placed hit. As you proceed through the game, you will get various chances from train stations and combat on your path to add new cards to your deck, upgrade your carriages, lick your wounds, or upgrade existing cards, all to become more and more capable in ever-increasing amounts of enemies and, on occasion, challenging bosses. The Fogpiercer demo mesmerized me with all those mechanics, and if you like roguelites and tactical card combat, you might look forward to it too. — Benedikt Geierhofer   Fuzz & Dizzy: Part-Time Heroes Release Date: To Be Announced Publisher: Tikitello Developer: Tikitello Steam Page   Ever wonder if you have what it takes to be a hero? Fuzz & Dizzy: Part-Time Heroes is a retro, turn-based RPG adventure, featuring half-siblings who are part-time mail carriers, and, as fate would soon have it, part-time heroes. The short demo begins with Fuzz and Dizzy waking up in a room for an interview of sorts, presumably after applying to be heroes. A mysterious and hidden interviewer explains that the player must pass the “Official Basic Mechanics Test,” in order to be competent enough for the “full game” later. Players take on the role of both Fuzz and Dizzy, learning key mechanics such as platforming, obstacle-clearing, and combat. Combat is turn-based with real-time inputs for dealing bonus damage and dodging enemy attacks. The platforming is quite fiddly, because even though both characters move in unison, they complete actions like jumping or hitting asynchronously. Player experience could improve immensely with a remapping of controls, though, since all actions, including dialogue advancement, are currently bound to the same button. I like that the developers, Tikitello, don’t take Fuzz & Dizzy: Part-Time Heroes too seriously, poking fun at things like the unfinished room in their demo, and simply referring to Dizzy as “the blue one”. This whimsical, self-deprecating humour is easily the most endearing aspect of the demo for me. I also adore the game's vintage, cartoony style. With no release date yet, players can wishlist Fuzz & Dizzy: Part-Time Heroes on Steam. — Elena Ng   GladiEATers Release Date: To Be Announced Publisher: MilkBubblesGames Developer: MilkBubblesGames Steam Page   Milk Bubbles Games’ GladiEATers tells a story both fresh and as old as time: warrior chefs battle for honor and glory, calling on the power of mutated food creatures to pummel their opponents’ dishes into scraps. In the case of Eggie, the pun-loving heroine who leads the demo, that means saving her family’s egg farm through ritualized culinary combat. Naturally, she specializes in egg dishes such as curse-lobbing deviled eggs, yolk-shooting fried eggs, and terrifying souffles. Cooking a team of edible eidolons begins with several C ooking Mama -style minigames. Success in whisking, frying, and preparing the food fighters increases their battle stats. After that, it’s time for turn-based arena combat! Each dish has a choice of 2-3 attacks common to its type. These battles are quick and unforgiving, driving home the importance of stacking advantages before the opening bell. Prep time is a key resource, which increases after winning battles in the Roguelike mode and progressing through story mode. Prep time allows combat chefs to retry low-quality dishes for better stats, prepare a squad of up to six fighters, and refine existing dishes. For example, two of Eggie’s basic whisked yolks are not the most ferocious fare. However, with the proper recipes, she can craft them into a single mighty soufflé or two individual omelets, or save them for later. The demo shows a lot of humor, heart, and mechanical promise, although it’s clearly a taste of what’s to come. Several interface issues mar the experience. For example, the chunky font matches the pixel graphics, but it is unpleasant for extended reading. Similarly confusing, battles can involve a lot of conditional effects. It’s not always clear which of them trigger and how they interact. A turn-by-turn text log would clarify a lot. That said, the core loop of cooking combatants, fighting battles, and learning about the world is an appetizing mix that leaves me hoping for seconds. — Zach Welhouse   Magical Princess Release Date: Spring 2026 Publisher: MAGI Inc. Developer: Neotro Inc., MAGI Inc. Steam Page   If anyone remembers Princess Maker , this game kind of plays like that. Magical Princess is in the style of a visual novel, where you pick different activities for the main character, Alice, to do each “day”. All of the activities have mostly positive benefits; however, there is a morality system as well. Picking different ones will affect how good or bad she may become. The visuals are cute, and the soundtrack is fun. There are some systems for character customization that can be unlocked as you level traits. There is also a much deeper plot going on behind the scenes that is only briefly hinted at within the demo. I do have two concerns with the game. The first concern is that the game does offer a “Streamer Mode”, and although the game does not portray any such tags that generally need it, so I wasn’t sure why it was there. The second was that the first introductory battle was missing from the demo. So there was no way for me to test out how involved those systems may be. The demo progress most likely does not carry over to the full game, based on it starting at the point where she is already going to school, skipping some of the early aspects of the game. I'm kind of optimistic for Magical Princess , and I enjoyed what I played so far. — Robert "TheMightyTAM" Albright   Mousebusters Release Date: 2026 Publisher: Odencat Developer: Odencat Steam Page   When there’s something strange on your apartment block, who ya gonna call? (Hint, check the title). Odencat Studio, the folks who brought us Meg’s Monster , Wish Upon A Cat , and Snowman Story , among other things, offered a short, fifteen- minute demo of their latest adventure title, Mousebusters , for this year’s Steam Next Fest. While it would stretch a few definitions of the term RPG, this feels like a game much in the same vein as anything Love-de-Lic produced back in the day. In Mousebusters , the player takes up the role of a young man who’s just moved into a dilapidated old apartment block, only to wake up the next morning as a mouse instead. Apparently, ghosts are at work, and this is their idea of a joke. The situation is hardly optimal, and the only way for him to fix this is to team up with another mousified former tenant and take out the marauding phantasms himself. The greater part of the demo, and presumably of the game, is a point-and-click interactive adventure, as the Mousebuster explores a tenant’s room, gets a better picture of their personal life issues, and then susses out the ghost that’s keeping things from ever getting better. The battle with the ghost is more of a point-and-shoot affair, aiming for the weak points and shooting down whatever mini-ghoulies get sent his way. The mouse-blaster needs a second to reload after every three shots, so timing is important. From what is teased in the demo's outro, there is a lot of story going on here, with a building full of tenants haunted by ghosts with grudges and some intimations of nefarious dealings behind it all. This is in keeping with Odencat’s usual M.O., and I am looking forward to seeing how the rest of the game turns out later this year. — Michael Baker (gaijinmonogatori)   We hope you enjoyed reading about our staff’s Steam Next Fest winter 2026 experience. Stay tuned for Part 2 as well, and please let us know what games you played during the event through the comments, social media, or our dedicated Discord server !   The post RPGamer Checks Out Steam Next Fest Winter 2026, Pt. 1 appeared first on RPGamer .
RPGamerMar 4
Adventure Corner ~ Resident Evil Requiem
Adventure Corner ~ Resident Evil Requiem Welcome to Adventure Corner, a column where members of the RPGamer staff can give their thoughts, impressions, and pseudo-reviews for various adventure titles that don't come under our usual coverage. Adventure Corner is aimed at delivering opinions on a wide range of titles, including visual novels, point-and-click adventures, investigative mysteries, and so forth. In this edition of the column, we take a look at Resident Evil Requiem , the latest entry in Capcom's long-running survival horror series. Resident Evil Requiem Platform: PS5 (also available on Nintendo Switch 2, Xbox Series X|S, and PC) Release Date: 02.27.2026 Publisher: Capcom Developer: Capcom Official Site   Growing up in the 2000s, Capcom’s Resident Evil was a series my mother forbade, but I couldn’t help absorbing at least some information through cultural osmosis. Alongside Silent Hill , not only did its earlier entries define the survival horror genre, but  Resident Evil 4 carried a wide, lasting influence on third-person action-adventure titles and solidified Leon S. Kennedy as one of gaming’s most iconic characters. When I finally got old enough to try the series out, I picked up Resident Evil 5 , and my lofty expectations were hugely let down; at that point, it became sort of an afterthought for me, until Resident Evil Requiem caught my eye, and I decided to give it another go. Featuring survival horror, action combat, and, yes, the return of Leon, it seemed like a good bet to see what Resident Evil and the horror genre are all about. Fortunately, Requiem delivers on every front. Requiem opens with Grace Ashcroft, an FBI agent, owl-perched on her office chair in a messy cubicle. Titter-tattering at her keyboard, she is drafting up an investigative report on a series of murders while also researching a seeming connection to bioweapons and a massive mass-casualty incident in Raccoon City. Suddenly, her boss strolls up, calls her to his office, and explains that there has been another body found – this one at the Wrenwood Hotel, where Grace witnessed the murder of her mother, Alyssa, just eight years ago as a teenager. He tells her it might just be time to face the past, but that he also won’t force her to go. Noticeably apprehensive, she stands stiffly, avoiding eye contact, but she eventually acquiesces and sets off. The opening juncture at the Wrenwood Hotel immediately and brilliantly establishes Requiem ’s stakes and its survival-horror atmosphere, primarily through Grace’s character. She’s quite thin and wiry, speaks with an audible stutter, and is clearly not well-adjusted to either socialization or combat. These elements seep into the gameplay experience extraordinarily well; for example, when creeping around in the dark, she breathes with a quiet, pathetic, and obviously terrified shudder, and it’s details like this that keep the tension sky-high. Near the end of the hotel, she discovers antagonist Victor Gideon, a large, scarred man in a trenchcoat and mechanical mask, who speaks ominously of her being some sort of "chosen one," before strangling her unconscious. [caption id="attachment_185982" align="aligncenter" width="640"] Victor Gideon, the hulking evil scientist with a mechanical headpiece.[/caption] Just as this happens, the perspective shifts to Leon S. Kennedy, the iconic protagonist of Resident Evil 2 and 4, who is conversing with a woman over the phone. They talk about bioweapons, viruses, and Raccoon City, but it’s also clear that Leon is after Victor, who is somehow tied to all this. Pulling up outside the hotel, he sees Victor whisking Grace away, and Victor begins shooting random civilians with syringes, turning them into zombies and causing mass chaos. It’s here where Requiem quickly and firmly establishes Leon as the complete antithesis of Grace: he pulls up in a fast, sporty Porsche and instantly begins kicking ass and taking names. He’s got a pistol, a hatchet, and a big gun named Requiem, and he mows down zombies like nobody’s business, doing so all the way until he finds where Grace is being held: the Rhodes Hill Care Center. Rhodes Hill is easily the scene for Requiem 's highest points. Focusing mostly on Grace and survival horror gameplay, it sees her attempt to escape the center largely through evasion and wits, scavenging every item she can find and solving puzzles along the way. While she has a pistol and combat is an option, it is never the best option, and there are several large, skulking mutant zombies who will terrify, punish, and kill impatient players. Instead, Requiem offers many interesting opportunities and rewards players for diligent searching, smart crafting, and astute observation of the environment. For instance, there are some zombies who have particular fixations – be it to sound, light, or objects – and Requiem greatly rewards players for observing and manipulating these. Item management is also key, and Requiem does an excellent job at terrifying the player by making them feel weak, but it gives them sufficient tools to survive by interacting with the environment. For example, Grace can craft hemolytic injectors by collecting infected blood and scraps, which can instantly kill and permanently remove almost any zombie. Additionally, after briefly meeting Leon upon his arrival at Rhodes Hill, she also gets to borrow Requiem, her only reliable source of potent offense in an emergency. However, players must think long and hard about where to strategically use these, as injectors and Requiem bullets are extraordinarily limited and hard to craft. When paired with her limited inventory, this creates a palpable, heightened, and constant sense of apprehension and thrill. Thorough exploration gradually gives additional tools, including buffs and inventory slots, that ensure a satisfying sense of progression, but it never overextends and staunchly refuses to let players breathe easy or feel too comfortable. [caption id="attachment_185983" align="aligncenter" width="640"] A clash of wills? Nay, a clash of chainsaws![/caption] While Leon gets a few fast-paced moments at Rhodes Hill, his action sequences dominate the latter half of the game, where he returns to Raccoon City of Resident Evil 2 and 3 fame. Though item management is still somewhat important, Leon is a grizzled veteran at this point, and his gameplay segments see him utilizing his wide arsenal of firearms and his trusty hatchet to combat zombie hordes. Even though combat is more of a focus in Leon's segments, Requiem does a fantastic job at maintaining pressure on players, as overly aggressive play will quickly lead to ammo shortages or, more importantly, running out of healing. Because gunplay is so calculated and deliberate, Requiem encourages slower and methodical approaches to its fights. Raccoon City, in all its ruination, has plenty of tight corridors and dark alleys, and the environment does a phenomenal job of making players feel claustrophobic pressure at every turn. Unlike Grace, Leon has a decidedly more empowering progression, earning points for each enemy killed that he can exchange for more weapons or upgrades to his existing arsenal. Nevertheless, the game's reluctance to provide adequate health items prevents haphazardly rushing into combat or shooting with reckless abandon. As a package, Requiem ’s identity is rooted in this contrast of ideas and gameplay: on one hand, Grace and survival horror, on the other, Leon and action horror. Whereas players may find themselves scampering away in heart-pumping terror in Rhodes Hill, the gradually building anxiety of being backed down a Raccoon City alley by a horde of zombies and dodging tackles is also fantastic. That said, because these two modes are so different, players may experience whiplash and find it difficult to adjust between them, as they are essentially two different games and operate as such. On the whole, though, the contrast does wonders for elucidating their individual traits and driving home some of the game's best themes, especially later in the plot, when they cross paths more often. [caption id="attachment_185984" align="aligncenter" width="640"] The outward splendor of Rhodes Hill belies darker secrets…[/caption] Requiem 's plot is quite easy to follow for most of its fifteen-to-twenty-hour runtime, especially early on in Rhodes Hill, when most of the focus is on escaping the care center. There is an eerie air of conspiracy, and Victor serves as an enigmatic, imposing antagonist. Once players get to the latter half of the game, Leon’s segments delve a bit more into Resident Evil series nostalgia and overarching plot threads, which may not be to everyone’s taste, though it still mostly makes sense in a vacuum and remains engaging and interesting. If there are points of contention throughout the plot, they are likely to be from Grace’s decision-making in the prologue and motivations in the latter half. Some of these are classic tropes of horror media, and with some generous suspension of disbelief, it's somewhat ignorable, but the writing and plot's coherence at times struggle to stand out against many other games. Any good horror game would be thoroughly incomplete without sonically amplifying its most terrifying moments, and Requiem ’s voice acting, music, and sound effects are top-notch. Angela Sant'Alban’s performance as Grace exudes sheer nervousness, and her breathy whimpers, stuttering, and generally timid delivery are enough to make any player feel on edge by extension. Nick Apostolides delivers plenty of Leon’s snarky 2000s-esque one-liners with punch, and Antony Byrne gives a remarkably imposing performance as Victor. Requiem, especially during the survival horror segments, uses silence in perfect contrast to sudden, sharp sound effects, be it crashing thunder or the shattering of glass as it falls off a shelf. When it is present, usually when spotted by an enemy, the music is startlingly great as well, with plenty of orchestral hits and blaring, screeching, out-of-tune clarinets magnifying the terror to incredible heights. [caption id="attachment_185985" align="aligncenter" width="640"] Raccoon City’s fallen Willis Tower makes Leon battle precariously atop the windowpanes.[/caption] Requiem ’s visual strength lies mainly in its spectacular set design. Rhodes Hill has all the offerings of a care center and medical research facility, but with the ornateness of a mansion that belies its deeper, more sinister machinations. Leon’s section in Raccoon City is even more visually impressive, with a truly harrowing, dilapidated, and decimated cityscape, with collapsed streets, fallen towers, and rusted architecture abound as far as the eye can see. Scattered across the landscape are missile craters from the city being bombarded after the outbreak from earlier games, giving the city a post-war, apocalyptic, and deeply somber mood. On the whole, Resident Evil Requiem is a game of contrasts: Grace vs. Leon, panicky rookie vs. grizzled veteran, micro trauma vs. macro trauma, survival vs. action, but all of these contrasts serve one overarching purpose: fear. Whether I was fleeing some horrific mutant or perilously being pushed against the wall by zombie hordes, Requiem scared the daylights out of me. Each is fantastic on its own merits, but put in the same game, the contrast works not only as an homage to the series but as a culmination of its best elements, and I walked away not only having experienced a disturbing, adrenaline-rush of an adventure, but also wanting to learn more about the grander story and roots of the genre. For any RPGamers interested in getting into Resident Evil , horror games, or those who love being terrified, look no further than Resident Evil Requiem . Disclosure: This article is based on a free copy of the game provided by the publisher. The post Adventure Corner ~ Resident Evil Requiem appeared first on RPGamer .
RPGamerMar 3
Moonlighter 2: The Endless Vault Switch 2 Version Announced
Moonlighter 2: The Endless Vault Switch 2 Version Announced Publisher 11 bit studios and developer Digital Sun Games have announced a Nintendo Switch 2 version for Moonlighter 2: The Endless Vault . The Nintendo Switch 2 version of the game, currently in Early Access for PC on Steam and the Microsoft Store , will release later this year alongside its full 1.0 PC version and previously announced PlayStation 5 and Xbox Series X|S versions. A sequel to 2018 action RPG Moonlighter , Moonlighter 2: The Endless Vault continues its predecessor’s mix of shopkeeping and dungeon-crawling, with returning protagonist Will and his companions stranded in a mysterious dimension. Players are able to select from an array of melee and ranged weapons as Will explores the eponymous vault, where both riches and danger await. Between runs, Will aims to haggle and charm his customers into purchasing the items he finds on his explorations. Players can customise Will’s shop to help gain more sales as well as invest in the village’s local businesses to help upgrade gear and unlock other opportunities.   The post Moonlighter 2: The Endless Vault Switch 2 Version Announced appeared first on RPGamer .
RPGamerMar 3
Blighted Coming to PC, Switch 2 This Fall
Blighted Coming to PC, Switch 2 This Fall Developer Drinkbox Studios announced that its 3D Metroidvania action RPG Blighted will release in fall 2026. Previously confirmed for PC, the game will also be released on Nintendo Switch 2. The latest title from the Nobody Saves the World and Guacamelee! developer, Blighted sees players battle through a “psychedelic western nightmare” as they try to reclaim the memories of their people. In their village’s past, the dead were buried with seeds planted in their brains that grew into trees bearing fruit imbued with memories, passing their knowledge down through generations. However, a person named Sorcisto ate the brains raw, gaining vast power and knowledge before consuming the village, destroying its forest, and infecting the world with a deadly Blight. As the sole survivor of the village, players aim to reclaim their ancestors’ memories before being overtaken by the Blight. The Blight offers both power and danger, acting as a dynamic difficulty system that alters the player, enemies, and the world. The game’s combat system sees players needing to time their attacks, chain together combos, and perform powerful finishers. It will also include drop-in/drop-out co-op multiplayer.   The post Blighted Coming to PC, Switch 2 This Fall appeared first on RPGamer .
RPGamerMar 3
Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review
Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review Art Attack! As the primary reviewer of Atelier games for the site for a decade plus, perhaps it was inevitable that one day I'd hit a wall and burn out on them. That wall appeared in 2018. I was meant to review Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings back when it released, but I couldn't muster the energy to play it. With Atelier Firis leaving a bad taste in my mouth, I had newfound trepidations that perhaps the series and I were going through an awkward breakup. I went through a brief period when I had no excitement for the series until Atelier Ryza came along and renewed my faith. However, not reviewing Lydie & Suelle back when it came out still lingered in my mind, and I decided it was time to boot it up and see if it was me not appreciating it, or burnout. At fourteen years old, twins Lydie and Suelle have a passion for alchemy and a useless father who struggles to pay the bills. When the girls realize how much they are financially struggling, they decide to build their alchemy skills in hopes of not only bettering themselves but also putting food on the table. While practicing their alchemy, the girls stumble upon a mysterious painting in their basement and are transported to a new world, finding rare materials that could help create wondrous items and build their atelier's reputation. As Lydie and Suelle move up the alchemy ranking system, they soon learn there may be more mysterious paintings than the one they discovered in their father's basement. The Mysterious subseries focuses heavily on slice-of-life narratives, where there isn't an overarching evil to be slain, choosing instead to detail the day-to-day lives of the heroines. Lydie & Suelle 's story is one of the twins attempting to find themselves and where their skills lie in alchemy. They have also had the hardship of losing their mother at a young age and having to parent their father, who may, in fact, be withholding information from them. The main narrative is very thoughtful and sweet, as it shows how Lydie and Suelle want to help their family, friends, and community, while also recognizing the challenges that come with such a goal. The story involving their mother is simple, yet heartfelt, drawing the player into the grand mystery surrounding her and the mysterious paintings. [caption id="attachment_18758" align="aligncenter" width="640"] Lydie and Sue are going to knock you down![/caption] While the main narrative is sweet and straightforward, the game struggles with the direction it wishes to take. The issue with slice-of-life stories is that when too many stories are present, it can detract from the main story that the writer wishes to tell. That is apparent here, as there are a ton of pacing issues that leave the player meandering between the various characters’ plotlines, with no clear guidance on how to move them forward. While many favourite characters return, such as Sophie, Firis, and Plachta, their stories showcase their growth; while new characters like Mathias are not given equal treatment, as his story, in particular, ends not with a bang, but a fizzle. It's not that the stories are bad; it's more that characters lack equal treatment in their importance, meaning one has to slog through the characters they don't care about to get the juicy stories for the ones they do. A large part of Lydie and Suelle is about their personal growth and their relationship to their community. The twins can build their reputation by completing specific tasks in their Ambitions Journal, which then helps move their rank up so that they can achieve the goal they promised their mother: to run the best atelier in the kingdom. These tasks can range from defeating specific monsters, crafting items, to simply visiting certain areas on the map. While the girls are given a stipend at the beginning of each new rank, money is surprisingly difficult to come by in the game, as the main way to collect it is through completing the very repetitive notice board tasks. Many of the unique Ambition tasks are easy to complete, though as the girls move up in rank, it becomes more challenging, and not in a good way. The game does not do a good job of explaining how to inherit specific, unique traits for crafting, or even just finding items with the trait in question. There is a lot of guesswork that sometimes can feel super rewarding, but often it's more of an exercise in frustration. Despite some questionable explanations of mechanics, the alchemy system in Lydie and Suelle is quite robust, building off of its predecessors. Atelier Tetris is back, as players gather ingredients from different locations to synthesize them by flipping and rotating components to create a final product. Players select the item they wish to make from the discovered recipes and are presented with a grid in which each ingredient has its own effects, colour components, and properties. Players can mix and match ingredients to create powerful items, and sometimes even craft new recipes through the experimentation process. Players can also add catalysts to the item they are crafting, which offer fantastic boons such as better quality and quantity of items and more unique effects. [caption id="attachment_19914" align="aligncenter" width="640"] We are! We are! On Backen's Crew! We are![/caption] Recipes can be learned from books, though players will also get new recipe hints through item creation. Still, sometimes the information can be difficult to decipher. Ingredients often end up with randomized properties, and making new items transfers those properties over. However, the game doesn't make it easy to figure out how to obtain some of the more unique traits, leaving the player to filter through all the traits in hopes that perhaps they can find the correct one. The alchemy system is addictive as always, and even with some of the flaws in item creation, there is still a constant desire to keep trying, failing, and trying again. While alchemy is the core of an Atelier game, the series has absolutely upped its battle systems over the years. Unfortunately, Lydie & Suelle fall in the middle of the pack, as it's very serviceable, but not all of its ideas are fresh. Players will have three Attackers and three Supports. When a character attacks, uses a skill, or uses an item, there is always a chance that a character in the back row will use a support ability. New to the series is the Extra Mix ability, which can only be used by Lydie & Suelle , where the girls can transform an item into something grander, such as taking a basic bomb and making it more explosive, or having a heal item that can only heal one person become something that heals many. Extra Mix is a great concept, but it often feels random, so the player cannot exploit it. The other added ability is the Combination Attack, which is obtained by completing different character sidestories. Once the characters have unlocked the Combination Attack, the Attack and Support character can build the gauge, and once it’s at 100%, players can perform the attack. Where this fails is that not all combinations feel equal: pairing Sophie and Lydie can make the gauge move quickly, while pairing Firis and Sue can feel much slower. It's a decent battle system overall; it's just hard not to compare it to the Ryza trilogy or even the older Dusk games, where speed was a big part of the battle system's design. Though decent, Lydie & Suelle 's combat overall just feels so much slower than other games in the series. [caption id="attachment_19924" align="aligncenter" width="640"] Who doesn't love Atelier Tetris?![/caption] One area where Lydie & Suelle falter is the amount of backtracking that really pads the overall game time. While the concept of walking around paintings is novel, not being able to fast travel to different areas, especially in the late game, is such a hassle and makes for a lot of wasted time. Since the game's story already has pacing issues, the constant backtracking makes certain chapters feel more like a slog than others. The graphics in Lydie & Suelle are colourful and pleasant to look at, with every Mysterious Painting popping with its own personality. From the Spooky Woods' having pumpkin lanterns to light the way to wandering around under the sea, every inch of the game visually shines, making it a joy to explore. The PS4 version, unfortunately, had some cases of oddly placed invisible walls, and there is some stiffness in some character cutscenes, though these issues do not fully detract from the experience. The soundtrack is a lovely mixture of lo-fi sounds that match the aesthetic of the area that the twins are exploring, with the last few areas having the most memorable tracks. All of the game's voice acting is in Japanese, and the actors do a great job of bringing their characters to life. The concept of traveling through paintings is such a unique concept, and the game highlights this through its audiovisuals, just how original everything in Lydie & Suelle 's world is. Despite all of the above problems, I can't fault Lydie & Suelle for "The Great Atelier Burnout of 2018." While I absolutely needed space from the series, I truly believe playing the game years later has given me a fond appreciation for it, as it's definitely up there with Sophie 2 as being one of the better games in the Mysterious subseries. While the perfect product wasn't synthesized, Lydie & Suelle was a step in the right direction for the series, blemishes and all. The post Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Review appeared first on RPGamer .
RPGamerMar 3
Sunken Sky Releasing in April
Sunken Sky Releasing in April Developer Codenightly announced that Sunken Sky will release on April 9, 2026. The game, which combines Metroidvania and RPG elements, will be available for PC and Linux via Steam , priced at $15.99. Sunken Sky sees players controlling three heroines as they explore an interconnected map with various biomes including mountains, forests, and more. Players can switch between the heroines, who have their own abilities. The game also includes mini-games such as cooking challenges and aerial flight segments.   [foogallery id="186152"]   The post Sunken Sky Releasing in April appeared first on RPGamer .
RPGamerMar 3
Story of Seasons: Grand Bazaar Heading to PS5, Xbox Series X|S
Story of Seasons: Grand Bazaar Heading to PS5, Xbox Series X|S Marvelous announced that farming sim Story of Seasons: Grand Bazaar is coming to PlayStation 5 and Xbox Series X|S. The game -- which is currently available on PC, Nintendo Switch, and Nintendo Switch 2 -- will release for the consoles on May 28, 2026. A digital standard edition will be available for $49.99; a Digital Deluxe Edition including the "Trunk of Transformation" cosmetic DLC will be available for $59.99; and a Super Digital Deluxe Edition including the "Trunk of Transformation" cosmetic DLC, a digital art book, and a digital soundtrack will be available for $69.99. A $49.99 physical edition for PlayStation 5 will also be available through Amazon. Story of Seasons: Grand Bazaar is a remake of the Nintendo DS farming sim released in the west as Harvest Moon DS: Grand Bazaar . It is set in Zephyr Town, the bazaar of which previously attracted visitors from all across the world, but has fallen on lean times. As the town’s newest resident, it is up to players to help revitalise its fortunes. Those looking to read more about the game can check out Michael Apps’s impression of its Nintendo Switch 2 version.   [foogallery id="186141"]   The post Story of Seasons: Grand Bazaar Heading to PS5, Xbox Series X|S appeared first on RPGamer .
RPGamerMar 3