Role-Playing Games Archives – Destructoid https://www.destructoid.com Probably About Video Games Sun, 28 Jan 2024 15:07:17 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.4 211000526 The Persona 3 films adapt everything, for better or worse https://www.destructoid.com/the-persona-3-films-adapt-everything-for-better-or-worse/?utm_source=rss&utm_medium=rss&utm_campaign=the-persona-3-films-adapt-everything-for-better-or-worse https://www.destructoid.com/the-persona-3-films-adapt-everything-for-better-or-worse/#respond Sun, 28 Jan 2024 19:00:00 +0000 https://www.destructoid.com/?p=452156

Persona 3 Reload, a remake of the classic 2006 RPG, is due to release on February 2. Between 2013 and 2016, AIC ASTA and A-1 Pictures released four animated films on Persona 3. The question is: are they worth watching before Reload's release?

For many, myself included, seeing your favorite franchises adapted into a new form is thrilling. So when I heard there were four full-length animated films based on Persona 3, I knew I had to watch them. It's too good to be true! Well, in a way, it kind of is.

Spoiler alert for Persona 3 and the films.

https://www.youtube.com/watch?v=r7-M90PNk5E

What are the Persona 3 movies?

Let's give a bit of context here. The Persona 3 films, under the banner Persona 3: The Movie, were mostly made by A-1 Pictures (with AIC ASTA doing #1). A-1 also tackled the animated scenes in Persona 4, so they've worked with Atlus in the past.

The films came out over four years, starting in 2013 and ending in 2016. They launched theatrically in Japan, and while they never made it to the West in terms of dubbing, you can buy them subtitled off Amazon Prime for around $5 each.

In honor of Persona 3: Reload's release, I decided to watch all four films and collect my findings here for you all to see. I'll talk about how the films adapt the source material and make it better, or in some cases worse.

Screenshot via
アニプレックス チャンネル (Aniplex Channel) YouTube

For Better

As someone who played Persona 3 Portable, which had no animated cutscenes, the movies made up for that. Seeing the events of Persona 3 done justice through the great animation by AIC ASTA and A-1 Pictures is satisfying. The style is consistent with the original game and outmatched the animated cutscenes in-game, in my opinion. The fight scenes are also given a one-up, feeling just as snappy and rewarding.

The films also give Makoto Yuki, the once-silent protagonist, a full voice and lines. This helps speed things up story-wise and gives him more of a personality and arc. His character development throughout the four films is pretty good and goes deep into the themes of life and death. Furthermore, Yuki's humanization in Persona 3: The Movie #3. Falling Down with Ryoji creates some great moments of friendship the game never had, if I remember correctly.

From the start, you can tell the films were made by Persona 3 fans. Throughout the four films, you'll see cameos from Social Links like Akinari and Chihiro, as well as Makoto using fan-favorite Personas like Jack Frost and Thoth.

The S.E.E.S members also have their moments in the spotlight and translate well onto the screen. Junpei is still that lovable goofball, and Akihiko punches anything and everything near him. We even get an "I've been waiting for this", which is a must for any Persona 3 title.

For Worse

The story of Persona 3 is a long one. I mean, the game takes at least 88 hours to beat, and that's just sticking to the narrative. While the base story remains, small character moments and events are shaved to their bare bones or cut entirely. Even still, it hurts characters that didn't get much time in the original, like Shinji and Jin.

While what it adds is good, it doesn't elevate things as much as they could've. For example, the concept of Personas turning on their users is glanced over, being resolved the same way for both afflicted characters.

Another thing that felt off was the unchanged ending. I know some people didn't like the pacing of the ending and the events that transpire. And, while I was confused and surprised, it felt right. Persona 3: The Movie #4: Winter of Rebirth didn't change that, and it's a missed opportunity.

Screenshot via
アニプレックス チャンネル (Aniplex Channel) YouTube

On that note, the pacing was quick and went too fast. This problem came up a lot, as events happen and end within minutes and get pushed to the side. The game had this issue, and to see that adapted doesn't suit the films well.

I do want to point out that each film has a different director. While the visions for them didn't change much from each version, it feels like there wasn't a lot of wiggle room to explore. For example, Persona 3: The Movie #1. Spring of Birth covered the beginning up to Fuuka's entrance, while Persona 3: The Movie #2. Midsummer Knight's Dream gave us the rest of the S.E.E.S squad and villains.

Each film was an hour and a half, give or take. I'm unsure if the plan was always four films, but deep down, I feel like adding a bit more time to each would help smooth the pacing and make them unique.

Consensus

The Persona 3 films are solid showings of the game's narrative. They stay true to the source material and add small yet welcoming changes. That said, condensing the story and translating its pacing problems to the screen hurt the films, especially the last two. As a fan of Persona 3 and its characters, it's great to see them as lively as they were in the game.

So, it begs the question: should you watch Persona 3: The Movie and its sequels before Persona 3 Reload? Personally, I would steer clear of them if Reload is your first. The game looks to correct some of the original's errors and the story flows much better with gameplay. If you're a returning Persona 3 player, the films would help refresh your memory of the story and characters. Plus, it gives some fun moments that fans will enjoy.

Overall, they act as mementos of the original. Whether they'll age well come Persona 3 Reload's release remains to be seen. 

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Persona 3 Reload goes live-action with odd new trailer starring Aidan Gallagher https://www.destructoid.com/persona-3-reload-goes-live-action-with-odd-new-trailer-starring-aidan-gallagher/?utm_source=rss&utm_medium=rss&utm_campaign=persona-3-reload-goes-live-action-with-odd-new-trailer-starring-aidan-gallagher https://www.destructoid.com/persona-3-reload-goes-live-action-with-odd-new-trailer-starring-aidan-gallagher/#respond Mon, 22 Jan 2024 22:16:58 +0000 https://www.destructoid.com/?p=452978

The Umbrella Academy meets Gekkoukan High. With Persona 3 Reload launching next week, Atlus West's YouTube released an out-of-the-blue live-action commercial with Aidan Gallagher.

https://www.youtube.com/watch?v=maL1PDVsGpo

Persona 3 Reload is an RPG/life sim where you take on the role of Makoto Yuki, a recent transfer to Gekkoukan High. He then becomes a member of the Specialized Extracurricular Execution Squad (S.E.E.S) and takes on the many levels of Tartarus during the elusive Dark Hour at midnight.

The almost minute-and-a-half-long trailer, titled "Seal Your Fate", features The Umbrella Academy actor casually taking a stroll through the halls of Gekkoukan High and Tartarus and, of course, monologuing about time. Aidan becomes an in-game character at some points, ending off with slaying a Shadow himself. It's a weird mix and a pretty odd presentation, but seeing it go mainstream is cool, to say the least.

School Days

To be honest, Aiden doesn't strike me as protagonist Makoto, but weirdly Tatsuya of Persona 2 fame. I'm not the only one who thinks so, as YouTube comments repeat the protagonist's name due to his long brown hair and demeanor. Maybe when they adapt Persona into a live-action film, Aidan will take on the role. Though, Atlus would need to acknowledge the original Personas to do that, so who knows?

As I mentioned before, the commercial is a bit weird. It's just Aiden walking in a straight line talking about life. I know that time is linear but maybe the ad shouldn't have been? Still, as a fan of the franchise, it's exciting to see it feel a bit more mainstream.

Celebrities in video game ads aren't new. Just recently, Succession star Brian Cox talked about complicated family lore for Tekken 8. Last year, The Office's Rainn Wilson did a spin on the classic sitcom for Armored Core 6: Fires of Rubicon. While simplistic, I do like that Persona can join those ranks. Perhaps they'll do this again for other Atlus titles? Maybe Kit Harrington for Unicorn Overlord? Or Timothee Chalamet for Metaphor: ReFantazio? Too much?

Persona 3 Reload launches on February 2 to PC, PS4, PS5, Xbox One, Xbox Series X|S, and Game Pass. If you're interested, check out our latest preview of the game.

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Persona 3 Reload’s full opening is here to burn your dread https://www.destructoid.com/persona-3-reloads-full-opening-is-here-to-burn-your-dread/?utm_source=rss&utm_medium=rss&utm_campaign=persona-3-reloads-full-opening-is-here-to-burn-your-dread https://www.destructoid.com/persona-3-reloads-full-opening-is-here-to-burn-your-dread/#respond Fri, 05 Jan 2024 21:37:27 +0000 https://www.destructoid.com/?p=446641 Persona 3 Reload opening

Persona 3 Reload, a remake of 2006's Persona 3, just released its animated opening ahead of its February release. Not only does it look fantastic, but it pays homage to the game's original theme "Burn My Dread" in a pretty inventive way.

https://www.youtube.com/watch?v=746zeHM5EA8

Mixing in the blue/white palette of the original, Persona 3 Reload’s opening movie gives us a taste of what to expect come February 2nd. The two-minute animation introduces us fully to the new song “Full Moon Full Life” sung by Azumi Takahashi and Lotus Juice. There are some subtle nods to the original 2006 phenomenon that long-time fans will adore.

A Way of Life

If you’re like me and watched the opening more times than Akihiko says “I’ve been waiting for this!” (spoiler alert: it’s a ton), you’ll pick up on an audio Easter egg. Sure, there's the not-so-subtle usage of “Burn My Dread” and “Want to be Close” when the protagonist is flipping through his songs. However, the reference is in “Full Moon Full Life” itself. The beat of the song has a striking resemblance to the beginning notes of “Burn My Dread”. It’s a cool homage to the original banger of an opening

Persona 3 Reload’s opening visuals look phenomenal. I was a bit scared of how it would translate given the abstract tone of the original openings. However, it worked great and crafted some beautiful shots. It might just be me, but seeing Mitsuru riding her motorcycle like a badass got me 10x more hyped. Plus, the Akihiko/Shinjiro/Ken transitions were super smooth. A favorite shot of mine was with Thanatos and the moon, as it felt pretty iconic given the symbolism behind the two.

Our very own Timothy Monbleau got to play Persona 3 Reload in August and said the game felt “polished to an absolute shine.” As one of my personal RPGs to look out for, Persona 3 Reload looks to be a force to be reckoned with. P3 Reload launches on PC, PS4, PS5, Xbox Game Pass, Xbox One, and Xbox Series X/S on February 2, 2024.

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Cyberpunk 2077 Update 2.1 will include a functional metro, portable radio, and more https://www.destructoid.com/cyberpunk-2077-update-2-1-stream-night-city-cd-projekt-red-news/?utm_source=rss&utm_medium=rss&utm_campaign=cyberpunk-2077-update-2-1-stream-night-city-cd-projekt-red-news https://www.destructoid.com/cyberpunk-2077-update-2-1-stream-night-city-cd-projekt-red-news/#respond Fri, 01 Dec 2023 17:18:25 +0000 https://www.destructoid.com/?p=434886

Cyberpunk 2077’s 2.0 update was supposed to be the last major addition to the game. But now CD Projekt Red is adding Update 2.1 to Cyberpunk, with some features that fans have been asking for since the game was first released. 

In a REDstream event hosted on Twitch, quest director Paweł Sasko and producer Monika Janowska laid out some of the changes that are coming in Cyberpunk Update 2.1 on December 5, many of which seem to be inspired by the most popular Cyberpunk mods

The most notable addition to the game is a functional metro system that includes five different fully functional metro lines spanning the entire city. The Night City Area Rapid Transit System provides functional fast travel in addition to some interesting role-playing options. Players can enjoy the view of the city while riding NCART, and the team also hinted at NPC interactions and other surprises hidden within the system.

Motorbike in Cyberpunk 2077.
Image via CD Projekt Red

On the Night City airwaves

Another role-playing focused feature coming to the game is the Radioport that lets players wander the city while listening to their favorite station. The Port will automatically turn off during conversations and moments when the game’s score comes to the forefront, but it’ll flip back on when players return to exploration. 

Update 2.1 is also going to add some gameplay elements centered on vehicles. The game’s car races will now be replayable opportunities to earn eddies and Autofixer discounters. Motorcycles are also getting a minor overhaul. Five new bikes are being added, and players will now be able to use throwing weapons and perform various tricks while driving. Along with that, Sasko hinted at new car chases that can emerge from interactions with various Night City gangs in the base game. 

Image via CD Projekt Red

I Really Want to Stay at Your House

Those seem to be the biggest additions, but they aren’t the only ones. The team hinted at options to hang out with characters you've romanced, and one gameplay clip revealed a Judy-centric mission called "I Really Want to Stay at Your House" in the HUD. Bosses have apparently been reworked, and the team specifically pointed out that Adam Smasher has been made stronger, will respond to player builds, and has his signature Sandevistan from Cyberpunk: Edgerunners.

The Cyberpunk 2077 Update 2.1 will also support DualSense controllers on PC and will offer new accessibility features, including colorblind modes, font size options, and some HUD customization. 

In the stream, the team said that even more changes will be found in the upcoming patch notes and the game itself when Update 2.1 releases alongside the Cyberpunk 2077 Ultimate Edition on December 5. 

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7 of the best RPG Maker horror games you should check out https://www.destructoid.com/best-rpg-maker-horror-games/?utm_source=rss&utm_medium=rss&utm_campaign=best-rpg-maker-horror-games https://www.destructoid.com/best-rpg-maker-horror-games/#respond Tue, 28 Nov 2023 22:31:41 +0000 https://www.destructoid.com/?p=428831

RPG Maker and indie horror games have an amazing symbiotic relationship. The engine is relatively cheap and easy to use, even for those who have little experience with coding games. It also has enough flexibility to let creators create wonderful 2D adventures, either as an RPG or another genre. Horror itself also remains ripe for interesting and experimental stories that best suit a medium like gaming.

Many RPG Maker horror gems receive the recognition they deserve while others remain highly underrated. Both camps deserve recognition for their respective contributions, no matter how deeply buried the hidden gems are.

Whether you're a newcomer or familiar with horror games in RPG Maker, here are some I think you should check out.

Screenshot via Miro Haverinen

Fear and Hunger 2: Termina

Both Fear and Hunger 2 and its predecessor have recently exploded in popularity due to their relentless difficulty and a rich, dark world. Both feature adventures that remain dedicated to their grim tone, but are not for the faint of heart. The sequel, however, seems to have come out on top with its expansive character roster and unique setting.

Fear and Hunger 2 is set in a world inspired by WWII Europe and follows several individuals who explore the city of Prehevil as they head toward an ominous tower. A jester-like figure guides them, stating they have three days to reach it and partake in the Termina Festival.

It’s a strong premise for a survival horror game, but Fear and Hunger 2 amplifies the genre’s limited resources and crushing atmosphere to 11. This is a brutal and horrific time that is deeply frustrating. Yet there's magic in its relentlessness, and the charm especially shines after the fifth time losing 30 minutes of progress.

Screenshot via lol

.flow

.flow is one of the most famous Yume Nikki fan games, and for good reason. It’s a haunting experience that doubles down on its inspiration’s horror elements. 

Although it leans quite a bit on its far grungier atmosphere, .flow is still an enchantingly macabre experience. There’s a focus on decay that gives a stark impression that the world itself is falling apart. 

It can also be a pain to run. Unlike other older RPG Maker classics, .flow doesn’t have any ports, making it hard to launch on modern computers. Most of my experience with it has been with nightmarish troubleshooting and crashes due to having hardware newer than a decade old. Developer lol has updated the game over the years, so hopefully current builds make this gem more accessible.

Screenshot via kouri

Ib

Ib is amongst the most popular RPG Maker horror games and for good reason. Its haunted art gallery setting is unique and is aided by a striking art style and narrative that effectively takes advantage of it.

I haven’t played Ib, but whenever I talk with anyone about the best RPG Maker horror games, it always finds its way into the conversation. For everyone who played it, it clearly left a lasting impression on them.

Although Ib originally came out in 2012 with RPG Maker 2003, it received a remake in 2022. Not only were the visuals updated, but new content was added, notably new rooms and endings. However well-regarded a game is, updated versions help its popularity endure as its fanbase has more room to grow.

Screenshot via Makoto Serise

Peret em Heru: For the Prisoners

Peret em Heru is an oldie but holds up well for its age. This 1998 title follows a group of archeologists and tourists as they descend into a cursed Egyptian temple and face its horrors.

Despite its age and quality placing it alongside other classics like Corpse Party, Peret em Heru seemed to resurge in popularity. YouTuber Marsh made an extensive video covering it, and his coverage is by far the most popular concerning the game.

Some elements helping it remain distinct are its branching paths and '90s anime art style. As Ayuto Asaki, players need to decide the fate of the other cast members with clever preparation and smart decision-making. It’s an ancient entry in RPG Maker history, but at least this gem emerged from the sands that buried it.

Screenshot via AstralShift

Pocket Mirror

Pocket Mirror is a fascinating gothic horror title that takes a fairytale-like approach to the RPG Maker horror flair of exploration/puzzle solving. Originally a 2016 title, this year’s remaster adds new content and updates, giving its characters a fresh coat of paint.

While it uses some common tropes in storytelling, like having an amnesiac lead, its strong characters and creepily playful presentation make it compelling to see. The narrative becomes far more powerful and tragic when seeing how it connects with its prequel, Little Goody Two Shoes.

It’s also a sizable RPG Maker horror game for its scope, clocking in at around 5 hours for a first playthrough, with probably double or triple that to achieve every unlockable and see every ending. Even if only played through once, Pocket Mirror is worth checking out for its strong story and wonderful style.

Screenshot via OMOCAT

Omori

Omori is by far among the most popular RPG Maker horror games, which is remarkable given the anticipation it had. Before its 2019 release, Omori built a dedicated fanbase that followed its lengthy development that sometimes went years before any substantial update.

Thankfully it was a brilliant game, mixing powerful psychological horror with a colorful art style resembling a child’s coloring book. It also plays well as an RPG, utilizing an emotion system where certain emotions overpower others.

These factors helped Omori remain distinct among horror titles and RPGs alike. Its availability on modern platforms also makes it one of the most accessible RPG Maker horror games for a wider player base. Hopefully, its upcoming manga adaptation will be able to expand its fanbase even further.

Screenshot via kikiyama

Yume Nikki

Kikiyama’s seminal indie game is often one of the first games fans think of when regarding the RPG Maker horror game. Although surreal is a better descriptor for Yume Nikki rather than scary, its haunting imagery still leaves an impression almost two decades after its release.

Despite its often eerie atmosphere, Yume Nikki remains a remarkably cozy game to relax with. One of its endearing qualities has been how it handles exploration, especially as players are rarely in danger. The worst consequence anyone will face when wandering is needing to wake up in the real world.

Although many fan games help keep its legacy alive, Yume Nikki still stands on its own as a wonderful indie horror experience. While not on any platform outside PC, its Steam release helps make it accessible to anyone curious. I revisit it every few years because almost nothing has since recaptured its atmosphere or is incompatible with modern hardware.

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Review: Tales of Arise – Beyond the Dawn Expansion https://www.destructoid.com/reviews/review-tales-of-arise-beyond-the-dawn-expansion/?utm_source=rss&utm_medium=rss&utm_campaign=review-tales-of-arise-beyond-the-dawn-expansion https://www.destructoid.com/reviews/review-tales-of-arise-beyond-the-dawn-expansion/#respond Mon, 27 Nov 2023 18:31:05 +0000 https://www.destructoid.com/?post_type=eg_reviews&p=424471

The expansion for Tales of Arise, Beyond the Dawn has been two years in the making. And while it doesn't hit all the notes, it's a fitting addition to an already fantastic RPG.

Screenshot by Destructoid

The Tales series has been a staple of RPGs since the franchises' origins in 1995. 2021's Tales of Arise brought the series to modern audiences. By the time I dove into Dahna and Renah in early 2022, many people had already fallen head over heels for its spectacular combat, lovable characters, and grand aesthetics.

When the credits rolled after 59 hours of playtime, I felt satisfied, despite a rushed ending. Then, during the September's State of Play, it reappeared, like an old friend you haven't seen in a while. All the memories came back to me as Beyond the Dawn, an all-new expansion, was revealed. While it's been two years since the game's original release, it feels like Beyond the Dawn sought to capture what made the original great. After playing through Beyond the Dawn, I can confirm that it does feel like Tales of Arise, yet could've been much more.

https://www.youtube.com/watch?v=wctcaw1oHGE

Taking place two years after the events of the original, Tales of Arise - Beyond the Dawn reunites Alphen, Shionne, Rinwell, Law, Dohalim, and Kisara. This time, they'll meet Nazamil, the young daughter of a Dahnan citizen and a Renan lord. Cursed to don the same mask as Alphen did, the team comes together to stop her doomed fate.

Tales of Arise - Beyond the Dawn Expansion (PlayStation 5 [reviewed], PS4, Xbox Series X|S, Xbox One, PC)
Developer: Bandai Namco Studios Inc.
Publisher: Bandai Namco Entertainment
Released: November 9, 2023
MSRP: $29.99

Screenshot by Destructoid

Right out the gate, you're thrown into action and back to the frantic battles the original was known for. It's a welcome sign for those returning to Tales of Arise, like I was. Depending on how many hours you put into the game, getting back into the flow can take some time. However, once you've found your footing, it all comes back to you, and it's back to the grind.

Your progress in the base game doesn't transfer to the expansion, to create a level playing field. You start the game at level 75, no matter what. This didn't bother me much, since it helped ensure one couldn't speed through battles and miss the fun.

In terms of gameplay, it's more or less the same. There are new dungeons, equipment, and weapons, but everything remains intact from the main game, even the enemies. The combat is still the star of the show and continues to be as engaging and intuitive as before. Landing combos is still tons of fun and there's no better feeling than landing a Boost Strike after shaving hit points off a tough enemy.

It's a huge surprise other big RPG franchises have dabbled, but haven't fully tapped into Tales of Arise's style of action combat. For me, it acts as a smoother transition between turn-based and free-range. Composer Motoi Sakuraba remains at the top of his game with the score. I can't count the number of times I grooved along to Flame of the New Dawn mid-fight.

On a Hot Streak

Screenshot by Destructoid

Beyond the Dawn really reminds you just how fun and unique the cast was and continues to be. Whether through skits, battle dialogue, or cutscenes, they still show off their personalities with that same lovable flair. Kisara still acts like everyone's mother, Alphen continues to obsess over Shionne, and Law can't stop yelling. It's like seeing your family for the holidays after being away. There are subtle changes, but everything remains the same, which isn't a bad thing. Tales of Arise's colorful cast was one of my favorite aspects of the base game and it's good to see them faithfully reunited.

The English voice actors for the characters also remain and continue to do a great job. Personally, it's a shame not to see them in the end credits. Seeing as this may be the last time we hear them, it would've been fitting to have them credited alongside the Japanese cast. Regardless, standouts for me include Ray Chase's Alphen, Bryce Papenbrook's Law, and Katelyn Gault's Kisara. Their performances in the main game stood out to me then and still do, as they capture that same energy.

The narrative of Beyond the Dawn is pretty standard, delivering some twists and turns along the way. It's a little hard to get into specifics without spoiling things. The expansion doesn't waste time in dropping big reveals. While things happen quickly, it doesn't feel dragged out. Even still, it doesn't hit the same highs as the base game's narrative did.

Sure, it's a lot to expect an expansion to live up to what came before, but it did feel a bit tame. Most of that can be attributed to no new main character arcs, which I didn't mind, to be honest. We've seen the characters develop, so it lets others—mainly Nazamil—shine. As she's the main star of the expansion, it's better to highlight her rather than others.

Screenshot by Destructoid

Newcomer Nazamil, for me, doesn't stand out much as a character. Her personality is a bit cliché in the beginning, with shyness being her only standout feature. It also doesn't help that she can literally become invisible and likes to draw. However, it doesn't make her progression through the story any less charming. While it is a touch predictable, as you learn Nazamil's backstory, you can't help but want the best for her.

Nazamil's English voice actress, Ryan Bartley, does a great job of balancing the character to keep her compelling. Given her role as Rei in Neon Genesis Evangelion, it's a safe and solid choice for the reserved outcast. Still, Nazamil's transformation within Beyond the Dawn is as interesting as it is simple. I do think it could've gone deeper, but it's effective in its delivery.

There are times in Beyond the Dawn's narrative when the overall theme of friendship and companionship might feel too trite. Regardless, I don't think the story had any leeway for it to go in another way. Nazamil's personal struggles couldn't be told without diving into the ever-present 'power of friendship'. It's natural that the story would lead there and befitting of the series' commitment to crafting relationships with the party.

Forged in Fire

Screenshot by Destructoid

Beyond the Dawn's biggest strength is its worldbuilding. Much like the base game, the side missions, party conversations, and vibrancy stand out to me. What's interesting this time around, however, is the fact that it continued to develop after the original game's ending.

We see the changes we made after beating Vholran and merging the two worlds. Now that Renans live with Dahnans, we see new technology throughout the cities and Astral Artes users working with others. We also see the consequences of that, for better or worse. Tensions still remain, and the idea of bringing these two civilizations together was easier said than done.

During my playthrough, there were times when side missions revolved around issues we thought we solved in the base game. The zeugles still roam the lands and food is a rarity for those without the Gald. There's still work to be done and we are the ones to fix it, or at least spark the change. Franchises such as Persona and Final Fantasy tend to have everything solved in the end due to "saving the world." Beyond the Dawn subverts that, which I applaud them for. Witnessing the things we strived to change, like race relations and democracy, start to come together feels more rewarding than having it be there from the start.

For me, Tales of Arise - Beyond the Dawn fits the framework for an expansion. It adds more story, quests, and dungeons for players to enjoy without introducing any new game-changing mechanics. My playthrough lasted about 13 hours, but I could see many going up to at least 20 for completion. I did many of the new side missions, which helped slow the narrative's often quick pace. Despite the length, the expansion doesn't overstay its welcome. It tells a story, gives the player more stuff to do, and leaves. There's no need to deck things out to the extreme and Beyond the Dawn showcases that restraint.

Screenshot by Destructoid

All that said, when the credits rolled on Beyond the Dawn, that feeling of satisfaction I felt from the original came back. This time, it wasn't because I completed the game. It was because I completed the narrative. Everything felt more in place than in the original. In a way, this felt like the best way to end Tales of Arise; to tell a story of forgiveness and family from the perspective of those whose own was forged through hardship and acceptance. It fills in that much-needed hole the original ending had and goes on its own terms.

A lot of my criticism feels negative, but my experience with Beyond the Dawn was very pleasant. As a big fan of Tales of Arise, returning to Bandai Namco's world was a personal joy. You don't realize how much you missed the skits and combat until you witness them again.

To put it simply, Beyond the Dawn is just more Tales of Arise. If you want more of the game, it's worth the time. Personally, while the $30 price tag is a bit too high, I don't think you'll be too disappointed. A little let-down, sure, but it's hard to imagine things ending in a different way. Plus, the risks it took to craft a healing world instead of a healed one pay off.

Overall, Tales of Arise - Beyond the Dawn is an expansion fit for the main game's already fantastic base. Fans who enjoyed the original game will find themselves feeling the same way they did before. Fortunately, Beyond the Dawn ties it up with a simple yet effective bow. While it could've been neater, it delivers a worthwhile experience for big-time fans.

[This review is based on a retail build of the game provided by the publisher.]

The post Review: Tales of Arise – Beyond the Dawn Expansion appeared first on Destructoid.

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Oblivion, Steam Deck, and two virtual fists are the perfect match https://www.destructoid.com/oblivion-steam-deck-controls-get-better-as-monk/?utm_source=rss&utm_medium=rss&utm_campaign=oblivion-steam-deck-controls-get-better-as-monk https://www.destructoid.com/oblivion-steam-deck-controls-get-better-as-monk/#respond Thu, 16 Nov 2023 20:05:00 +0000 https://www.destructoid.com/?p=427584

I was seven or eight years old when I first booted up The Elder Scrolls IV: Oblivion on my dad's Xbox 360. This was before I knew the term “RPG” or even understood the scope of its sprawling open worlds. Countless playthroughs began and died as I fumbled through Cyrodiil, only to start over again.

That was around 2006, and I really began appreciating Oblivion when I played the 5th Anniversary Edition on PS3 some years after. Sure, I ran through it on PC eventually, but it sat in my library for ages, a childhood memory awaiting its chance to shine again.

Then I got my Steam Deck and reinstalled Oblivion as a bit of a joke. Its PC version doesn't offer official controller support, but I keep it installed everywhere else, so why not on my handheld? The idea of portable Oblivion began nagging me in the days since, especially as Valve gave it the "Playable" designation. It's not the esteemed "Verified" status, but it was something.

But that's all it took, and now, most of my free time gaming in the past few weeks has since been with Oblivion on my Deck. For the first time since I was a teeny tiny girl who could barely read, Oblivion was my obsession.

Screenshot via Destructoid

Oblivion on Steam Deck has some growing pains

It was honestly a small hurdle acclimating to Oblivion's controls on the Steam Deck. As mentioned, the PC version doesn't support controllers, so I tried its community-sourced controller scheme.

It's pretty much like the NorthernUI mod regarding functionality but takes better advantage of the Steam Deck's quirks. The right trackpad acts as a mouse in-game, with R2 operating as a left click. Meanwhile, the left trackpad allows players to access functions like quick saving and quick loading.

The back buttons weren't very useful either, as other buttons fulfilled the same actions. It's a non-issue I can probably tweak, but I'm enjoying the controls as they are. It's a pretty remarkable experience, especially after assuming Oblivion just wouldn't play nicely on Valve's handheld after modding the PC version into functional controller support.

For about 90% of the time, it feels like I'm playing Oblivion without a care. Dialogues and menus remind me I'm playing with an unofficial setup, but sometimes exploration lasts long enough for me to forget that. Combat, exploration, and looting are as good as on PS3 and Xbox 360. Honestly, it's better since I get a smooth 60fps on the Steam Deck while it struggled on the older platforms.

My only issue afterward was not knowing how to drop items, which became an obstacle around 10 hours into my playthrough. Thankfully, I found the equivalent of shift+click, which is up on the Deck's D-Pad and R2. Is this a pain in the butt? Yes, but I don't care that much. Playing Oblivion on a handheld already feels like a miracle, and I'm willing to tolerate some quirks.

Anyway, it's not like encumbrance became much of an issue because I wasn't keeping gear on my person. My new Oblivion character only needed her wits and her hands.

Screenshot via Destructoid

Becoming Cyrodiil's top brawler, on the go

Because I was sure I'd only play for a few hours, I thought it'd be funny to specialize in hand-to-hand combat and no armor. My goal here was to treat Oblivion as an open-world brawler, like a less weird Zeno Clash II.

This led me to create Reina, my little Argonian weirdo who is better at conversing with her fists than her words. I wasn't sure what to call her class, so I dubbed it Quiet Monk due to her poor social skills. Alchemy and magic are her only backups as Cyrodiil is increasingly overrun with powerful bandits and Daedra.

As a chronic pack rat in Bethesda games, selling off everything I pick up is gratifying. Reina's pugilist skills increased so quickly that her fists soon outclassed most weapons — she's got no need for steel.

In creating this odd Monk/Wizard hybrid, combat ranged from grueling and weighty to goofy. Since I lack armor, relying on spells like Shield or enchanted clothing is needed to tank hits, but encounters remain tense. On medium difficulty, certain enemies can kill Reina in only a few direct hits.

It's not as if she's just a string bean, either. Reina's reliance on her fists shot her level up far faster than any Oblivion character I've ever had. She became a Master in hand-to-hand combat within a matter of hours, paralyzing foes with nothing more than her hands. Adding to her repertoire is using these same tools to block anything from blades to a stone atronoch's rocks.

Her lack of armor comes with the consequence of squishiness, but it's a blast storming through Oblivion and showing Daedra how little their equipment matters against a haymaker. Ultimately, it's just wild my reliance on mobility isn't hindered by the Steam Deck's cobbled-together controls.

Screenshot via Destuctoid

Enjoying Cyrodiil through new eyes

Of course, my build is informed by the format I'm enjoying it on. My current run of Oblivion partially stems from minimizing gear and managing said gear. Menus always remain tolerable, but with the Steam Deck's compromises, I'd rather spend as little time in them as possible.

I still use them to swap active quests or mix potions, but they don't have much use beyond that. Merchant encounters don't last long as I dump everything on them with little regard to what I keep, and that gives me more time to exist in Cyrodiil.

Part of what makes Oblivion my favorite game in the Elder Scrolls franchise is just how colorful its setting is. It's not as fascinatingly alien as Morrowind, but the colorful and cartoony aesthetic makes it cozy to repeatedly return to. Experiencing that on the go is reason enough to consider it one of the best RPGs to play on the Steam Deck.

I wanted something comfortable in this playthrough; that's how I enjoy a lot of on-the-go gaming. Oblivion may not be the most obvious choice, but the Steam Deck offers me uncumbersome portability. I don't want to concern myself with how my gear is holding up when already worrying about potions and magic. Has this led to me punching ghosts to death? Yes, but that sentiment is as hilarious to say as it is to pull off.

As ridiculous as my character is, the hand-to-hand skill illustrates that she's genuinely improving by giving her moves whose functionality reflects anyone who carries a weapon. There's also the bonus of dealing fatigue damage to tire foes out, making up for the punches' low health damage.

I'm happy to have my Steam Deck for many reasons. It's encouraged me to play more titles I neglected, but it also lets me see my favorite games through a new lens. Oblivion isn't the only game in my collection benefiting, but it's the most significant personal experience. After a decade of not playing, I never would've imagined a handheld with a little controller improvisation would be the thing to pull me back in.

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Groove along to some of Persona 3 Reload’s new music https://www.destructoid.com/groove-along-to-some-of-persona-3-reloads-new-music/?utm_source=rss&utm_medium=rss&utm_campaign=groove-along-to-some-of-persona-3-reloads-new-music https://www.destructoid.com/groove-along-to-some-of-persona-3-reloads-new-music/#respond Sun, 12 Nov 2023 16:45:00 +0000 https://www.destructoid.com/?p=427065

It's really going down now. The Japanese channel for Atlus, atlustube, released a taste of the 'reloaded' versions of classic Persona 3 songs alongside some new music tracks for Persona 3 Reload.

Released to promote the Limited Edition of Persona 3 Reload, Atlus previews some of its two-disc soundtrack. The video showcases returning classics like Mass Destruction, When the Moon's Reaching Out Stars, and Living with Determination.

https://www.youtube.com/watch?v=8_YJZgD6x6I

Meanwhile, samples for new songs exclusive to Persona 3 Reload are also heard, including It's Going Down Now and Color Your Night. Both sound phenomenal and fit right into the themes of the game.

Changing Seasons

As many have noticed, the original singer for Persona 3, Yumi Kawamura, is absent. Instead, promising newcomer Azumi Takahashi is taking over. Returning to rap is Lotus Juice to put some fresh and familiar spins on the title's already fantastic soundtrack.

If you want to know all of the songs Persona 3 Reload has, you're in luck! The full list of songs for the 2024 RPG remake is in the YouTube video description. Some titles are in Japanese, but once it's translated into English, we'll update them.

Many songs are the same as the original but will likely have some small changes to them. Updated vocal tracks, like Want To Be Close and Master of Shadow, now have -Reload- on them. Curiously, the opening theme for the game has a name: Full Moon Full Life. No preview has been given for it, but if it's anything like the rest, it's going to be a banger. Take a look at the list below:

【Disc1収録楽曲】

  • Full Moon Full Life
  • 全ての人の魂の詩
  • この不思議な感覚
  • Want To Be Close -Reload-
  • Troubled
  • Crisis
  • シャドウ
  • 避けられぬ戦い
  • やすらぎ -Reload-
  • When The Moon's Reaching Out Stars -Reload-
  • 巌戸台分寮 -Reload-
  • The Voice Someone Calls
  • tartarus_0d01
  • Mass Destruction -Reload-
  • 戦いのあと
  • Color Your Night
  • Deep Breath Deep Breath -Reload-
  • Master of Shadow -Reload-
  • ポロニアンモール -Reload-
  • The Meaning of Armbands
  • tartarus_0d02
  • 嫌な予感
  • Fearful Experience
  • Calamity
  • 試験中…
  • Everyone loves 1989
  • Joy
  • tartarus_0d03
  • 深層心理 -Reload-
  • It’s Going Down Now
  • The Path is Open
  • The Path Was Closed

【Disc2 収録楽曲】

  • Changing Seasons -Reload-
  • Basement
  • Master of Tartarus -Reload-
  • これでいいんだ…
  • Living With Determination
  • tartarus_0d04
  • 京都
  • Afternoon Break
  • 時価ネットたなか -Reload-
  • tartarus_0d05
  • 10年前の記憶 -追想-
  • 10年前の記憶 -対峙-
  • Mistic
  • 心の力
  • 街の記憶
  • 学園の記憶
  • Living With Determination -巌戸台分寮アレンジ-
  • tartarus_0d06
  • 暗闇より出でしもの
  • 全ての人の魂の戦い
  • Nyx
  • 決意
  • Burn My Dread -Last Battle Reload-
  • 私が守るから -Reload-
  • キミの記憶 -Reload-
  • キミの記憶 -Reload Instrumental-
  • Full Moon Full Life -Opening Movie version-

Our very own Timothy Monbleau got to play Persona 3 Reload in August and called the game "faithful to its origins yet modernized." As one of my RPGs to look out for, Persona 3 Reload looks to be a force to be reckoned with. The game launches on PC, PS4, PS5, Xbox Game Pass, Xbox One, and Xbox Series X/S on February 2, 2024.

The post Groove along to some of Persona 3 Reload’s new music appeared first on Destructoid.

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Beloved roguelike Hades is joining Netflix’s gaming service https://www.destructoid.com/beloved-roguelike-hades-is-joining-netflixs-gaming-service/?utm_source=rss&utm_medium=rss&utm_campaign=beloved-roguelike-hades-is-joining-netflixs-gaming-service https://www.destructoid.com/beloved-roguelike-hades-is-joining-netflixs-gaming-service/#respond Sun, 12 Nov 2023 16:15:00 +0000 https://www.destructoid.com/?p=427125 Hades key-art with Zagreus

Zagreus has found his new home: Netflix. Revealed during Netflix Geeked Week, Supergiant Games' Hades is coming to Netflix's gaming service in 2024.

https://www.youtube.com/watch?v=iRDeQoad80s

The 2020 roguelike is joining the ranks of Immortality, Spiritfarer, and Oxenfree as one of the available games in the service. Netflix Gaming is free for all Netflix subscribers, so owners of the streaming giant can play at no extra cost. The announcement also came with the news that Braid, Death's Door, and Katana Zero would be added in 2024.

It's in the Blood

Hades follows the son of the titular ruler of the underworld, Zagreus, as he tries to escape the Underworld. With the help of the gods of Olympus, you die, die, and die again as you battle through ever-changing maps. Upon its release on Switch and PC, the game was lauded for its character design and addicting roguelike gameplay.

Our own Jordan Devore rated the game a 9/10, citing Supergiant Games' strong storytelling and stellar RPG combat. Hades was nominated for multiple Game of the Year awards and even won Destructoid's own Overall Best Game of 2020.

I played the heck out of Hades when it was on Game Pass. Seeing it made available for all Netflix subscribers is a joy. Now, more people can play this stellar game whenever and wherever they want. It's a trip to Hell I am down to go to.

The timing for Hades to come to Netflix is pretty coincidental, as Supergiant Games is expanding the universe next year with Hades II. The game, which made its way onto my RPGs to look out for, follows Zagreus' sister, Melinoë. Instead of her father, she'll face the Titan of Time alongside new faces. The game is set to go Early Access in Q2 of 2024 for PC. While it's set to release on consoles, no specifics were given.

The post Beloved roguelike Hades is joining Netflix’s gaming service appeared first on Destructoid.

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Starfield Nvidia DLSS support goes into Steam Beta next week https://www.destructoid.com/starfield-nvidia-dlss-support-goes-into-steam-beta-next-week/?utm_source=rss&utm_medium=rss&utm_campaign=starfield-nvidia-dlss-support-goes-into-steam-beta-next-week https://www.destructoid.com/starfield-nvidia-dlss-support-goes-into-steam-beta-next-week/#respond Thu, 02 Nov 2023 11:58:58 +0000 https://www.destructoid.com/?p=423085

Starfield is closer to officially supporting Nvidia DLSS as Bethesda announced it will go into Steam Beta next week. The company stated on X (Twitter), "This update will feature Nvidia DLSS support with frame generation, display and HDR controls for supported systems, and other optimizations and improvements."

Since the update is going into Steam Beta, it means while publicly available, it's not officially out yet. Bethesda even calls for users to leave feedback so it can be polished before the full release.

Players have had access to DLSS via mods since launch, but it's nice the RPG will have official implementation. Bethesda has been progressively implementing player-requested features like a FOV slider and better Intel ARC support. DLSS just so happens to be the latest one receiving official support.

The beta doesn't have a specific date, but its release next week means testers won't have long to wait. Hopefully, Bethesda will share more specific details about this update when it does roll out.

For fans who would rather not use Steam Beta or have Starfield on the Microsoft store, Nukem's DLSS mod seamlessly integrated it into the RPG.

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10 RPGs to look out for in 2024 https://www.destructoid.com/rpgs-to-look-out-for-in-2024/?utm_source=rss&utm_medium=rss&utm_campaign=rpgs-to-look-out-for-in-2024 https://www.destructoid.com/rpgs-to-look-out-for-in-2024/#respond Tue, 31 Oct 2023 17:41:02 +0000 https://www.destructoid.com/?p=419433 Final Fantasy 7 Rebirth

Nothing is more versatile than the timeless greats of the role-playing genre. RPGs transport us to different worlds, giving us the chance to explore and shape a journey on our own terms.

2023 gave us some noteworthy adventures, with the likes of Baldur's Gate 3 and Final Fantasy XVI immediately coming to mind. That said, one can only wonder what 2024 has in store for the genre. So, as we celebrate the titans of this year and look to the next, I've rounded up 10 RPGs that I would definitely keep watch on in 2024.

Ichiban on DonDoku Island in Like a Dragon Infinite Wealth
Screenshot via Xbox YouTube

#1: Like a Dragon: Infinite Wealth (Ryu Ga Gotoku/SEGA)

Release Date: January 26 (Trailer)
Platforms: PC, PS4, PS5, Xbox One, and Xbox Series X/S

Ichiban and the gang are off to the United States. Like a Dragon: Infinite Wealth is a turn-based action RPG picking up where Yakuza: Like a Dragon leaves off. Next year's follow-up sends Ichiban on a dangerous journey to Hawaii to find his mother. Luckily, Kiryu Kazuma, the series' main protagonist, is still here to help as he reckons with his cancer diagnosis.

This one looks as wild as the series is large. I mean, you can ride a dolphin to your own Animal Crossing island, for goodness sake! If you're still on the fence, the upcoming Like a Dragon Gaiden: The Man Who Lost His Name comes with a demo to try out. It looks like Infinite Wealth maintains what the series does best: striking a balance between seriousness and fun that you can't help but enjoy.

Persona 3 Reload Yukari
Screenshot via Sega

#2: Persona 3 Reload (Atlus)

Release Date: February 2 (Trailer)
Platforms: PC, PS4, PS5, Xbox One, and Xbox Series X/S (Xbox Game Pass)

Shin Megami Tensei is a staple of the genre, which extends to its spinoff series, Persona. However, we haven't seen it brought to the new generation of consoles. This is where Persona 3 Reload comes in. As a remake of the 2006 PlayStation 2 game, it looks like everything that made the original great. From its turn-based gameplay to the life simulation, Reload takes old P3 staples and modernizes them, including refreshing the cast.

As someone who played Portable on Xbox Game Pass, I can't wait to see how the world really feels instead of text blocks and pointers. Regardless, Persona 3 Reload is shaping up to be the next big RPG that fans and newcomers alike can enjoy.

Final Fantasy 7 Rebirth is an anticipated PlayStation exclusive
Image via Square Enix

#3: Final Fantasy VII Rebirth (Square Enix)

Release Date: February 29 (Trailer)
Platforms: PS5

It's no secret that Final Fantasy VII is one of the best games of all time. Check any list of the best RPGs, and you're sure to find it in there. So, of course, Final Fantasy VII Rebirth, the second part of the Final Fantasy VII Remake trilogy, is among the most anticipated.

Taking place after Remake, Cloud and the AVALANCHE gang are out of Midgar and ready to stop Sephiroth. As a huge lover of Remake, believe me when I say Rebirth is high on my want list. The gameplay looks spectacular, still utilizing open combat, and its vast landscapes are exciting. Plus, Cloud can ride a segway. What more could you ask for? While Final Fantasy VII Rebirth may chart its own path with the story, I'm 100% along for the journey.

Image via Atlus

#4: Unicorn Overlord (Vanillaware/Atlus)

Release Date: March 8 (Trailer)
Platforms: Nintendo Switch, PS4, PS5, and Xbox Series X/S

The creators behind 13 Sentinels: Aegis Rim are back with a medieval take on the tactical RPG. Unicorn Overlord is set to be Vanillaware's biggest game yet, and it's easy to see why. Story-wise, we follow Alain as he reclaims his rightful place on the throne with the help of the mystical Unicorn Ring. The gameplay feels reminiscent of Fire Emblem and other strategy games, not to mention a beautiful 2D art style. Perhaps Unicorn Overlord might be a sleeper hit, much like 13 Sentinels was in 2019. However, there's a reason Vanillaware is among the masters of the genre.

Avowed is releasing in 2024 for Xbox systems
Image via Xbox

#5: Avowed (Obsidian/Xbox)

Release Date: TBA (Trailer)
Platforms: PC and Xbox Series X/S (Xbox Game Pass)

Tired of Skyrim? You may want to keep an eye on this one. Avowed is a first-person action RPG from the team behind The Outer Worlds and Pillars of Eternity. You play as an envoy holding the power to change the course of the Living Lands forever. The game takes place in Eora, which is also where Pillars of Eternity is, so fans of it will feel right at home. Already masters of their craft at open-world narratives, Obsidian bringing that classic Elder Scrolls flair to players way before Elder Scrolls 6 is a bit of a power move.

Image via Heishenhua

#6: Black Myth: Wukong (Game Science)

Release Date: Summer 2024 (Trailer)
Platforms: PC, PS5, and Xbox Series X/S

The Journey to the West is becoming a Souls-like RPG. Black Myth: Wukong, with its beautiful graphics and AAA quality, is actually from indie Chinese studio Game Science. Announced in 2020, the game shot to popularity due to its stunning visuals, and for good reason.

The gameplay looks similar to your typical FromSoftware game but is filled to the brim with Chinese mythology. You play as Sun Wukong, the Monkey King, as he fights a number of vicious foes. Being that he's one of the most powerful warriors, it won't be a walk in the park. With Elden Ring starring as the belle of the ball for peak combat, it might be time for Black Myth: Wukong to usurp it from the throne.

Image via Supergiant Games

#7: Hades II (Supergiant Games)

Release Date: TBA (Full) Q2 2024 (Trailer)
Platforms: Consoles (unknown) and PC

It's a good day in Hell: 2020's best indie game is getting a sequel. Revealed at last year's Game Awards, Hades II is a rogue-like RPG that follows Zagreus' sister Melinoë. As Princess of the Underworld, you'll use your dark magic to destroy the forces of the Titan of Time. Fans of the original will be pleased to know that the gameplay and mechanics will remain the same.

Is more Hades a bad thing? No, no, it isn't. You know it's something special when this is Supergiant Games' only sequel. It's the same team that made Bastion and Transistor, yet they gave Hades another game. If the studio is confident enough to do another game, it must mean it's got something really special.

Protagonist of Metaphor: Refantazio standing in a library
Screenshot via Atlus West YouTube

#8: Metaphor: ReFantazio (Studio Zero/Atlus)

Release Date: TBA (Trailer)
Platforms: PC, PS4, PS5, and Xbox Series X/S

The creators of Persona 3, 4, and 5 are venturing into new territories with Metaphor: ReFantazio. From the trailer shown in June's Xbox Games Showcase, the game looks like a mix of open-world and turn-based combat, much like its spiritual successors. Metaphor marks the first original game Studio Zero has made since its establishment in 2016. Story details are a bit vague at the moment, but its medieval and fantasy-inspired setting feels reminiscent of Final Fantasy XV and Treasure Planet (especially with the floating skateboard).

Image via Nintendo Twitch

#9: Paper Mario: The Thousand-Year Door (Nintendo)

Release Date: TBA (Trailer)
Platforms: Nintendo Switch

Ready to return to the world of Paper Mario? 20 years after its release, a revival of The Thousand-Year Door is making its way to Nintendo Switch. It's unclear if this is a remake or remaster, but the story seems to remain intact, as Mario must save Peach from the alien group X-Nauts and find a long-lost treasure.

I've never gotten the chance to play the classic, yet when it was revealed, I still held a strange sense of nostalgia. Just looking at the bright colors, crafty art direction, and playful aesthetic put me right back into the GameCube's heyday. The 2004 original was lauded by critics when it launched, so hopefully, this one is just as good of a time.

Screenshot via PlayStation YouTube

#10: Rise of the Ronin (Team Ninja/PlayStation)

Release Date: TBA (Trailer)
Platforms: PS5

While Ghost of Tsushima 2 is in development, another swordsperson enters the arena. This time, though, we've got guns. Rise of the Ronin, announced in 2022, is an action RPG set during the end of the Edo period. As a ronin, you'll carefully choose alliances and live the life of a freelance samurai. Developer Team Ninja created titles like Nioh and Ninja Gaiden, so the team knows how to craft a good action game. There's not much on the Edo adventure out there yet, but from what we've seen, Rise of the Ronin looks to fill that sword-swinging fantasy niche perfectly.

The post 10 RPGs to look out for in 2024 appeared first on Destructoid.

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Touhou Artificial Dream in Arcadia is the classic Shin Megami Tensei adventure I needed https://www.destructoid.com/touhou-artificial-dream-arcadia-is-classic-shin-megami-tense/?utm_source=rss&utm_medium=rss&utm_campaign=touhou-artificial-dream-arcadia-is-classic-shin-megami-tense https://www.destructoid.com/touhou-artificial-dream-arcadia-is-classic-shin-megami-tense/#respond Fri, 13 Oct 2023 18:30:25 +0000 https://www.destructoid.com/?p=415555

Something many people might not know about me now is that I used to be a massive fan of the Megami Tensei franchise. Digital Devil Saga is still a favorite and my 3DS remains a Shin Megami Tensei 4 machine.

My adoration for this franchise extends even to the SNES titles. Specifically, I enjoyed the first SMT game and played some of its sequel on the same system.

There are definitely issues with these titles, ranging from Zio-breaking bosses to barren dungeons, but these games have a vibe. There's something about exploring a desolate world, using computers to summon demons, and becoming a formidable force. The soundtrack is pretty killer, too.

It's just a shame that the only official way to play the first SMT in the West is on older iOS devices. These older installments have a feel I haven't seen in any other game, and I always wanted more. Well, a new game has captured that certain je ne sais quoi, and it's a Touhou fan game.

The flame and pixel-based sprites look awfully familiar, explaining our Touhou shin megami tensei comparison
Screenshot via Destructoid

A true fusion of Touhou and Shin Megami Tensei

Touhou Artificial Dream in Arcadia (Touhou ADIA because the name's long) is a dungeon-crawling RPG developed by Bar Holographic Otaku, and it's SMT with Touhou characters. That might be a reductive description, but it emulates how those older titles looked and played so well I want to consider it their successor.

The basic gameplay is of a straightforward dungeon-crawler. Players lead protagonist Sumireko throughout Gensokyo, exploring the world and the various dungeons. Throughout her adventure, she encounters many Touhou characters along with their mysterious clones called Sleepers.

Part of the SMT influences comes from the fact each Sleeper is recruitable or turned into items.

Something impressive is that most Touhou characters appear as these clones and are recruitable. I don't know much about Touhou or its characters, so seeing over 150 listings in the compendium was astonishing.

Even elements from later SMT titles carry over into Touhou ADIA. While the series always emphasized exploiting enemy weaknesses, certain spells broke older games. Zio, for instance, is basically a win button in the first SMT since stuns were almost guaranteed. As most bosses had no electricity resistance, stunlocking them until they die is as viable as it is hilarious.

This isn't so much the case in Touhou ADIA, as lightning spells don't have stun capabilities. Finding weaknesses and managing party buffs is important as either can turn a battle's course. Like SMT, optimal party composition with varying skills is crucial to survive.

Combat and exploration have a wonderful flow that takes the aesthetics of old SMT titles while improving the actual gameplay. Even better is that with each reminiscent feature, there's a new element to it.

Screenshot via Destructoid

Rethinking old systems

Touhou Artificial Dream in Arcadia not only takes SMT's aesthetics and core gameplay but reintroduces some of its unique features in a new light. Of anyone I would single out, it would be how it handles recruitment.

Unlike SMT, players defeat Sleeper in bullet hell segments to recruit them. These call back to the mainline Touhou series as the Team Shanghai Alice titles are all bullet hell games. I haven't played any of those titles, but these segments make me happy as a Cave and Treasure fan.

There's even a dash of Pokemon added since it's encouraged to weaken enemies before attempting a capture. A Sleeper with almost no HP will be far easier to defeat in the bullet hell segments than one at full HP.

Something uniquely SMT that has been adapted in Touhou ADIA is the fusion system. This means most party members can fuse and become stronger or weaker characters. Skill inheritance thankfully works like newer SMT titles in that players choose them instead of the game.

Terminals where fusions occur even have differing options on what to do with Sleepers. Affinity inheritance, like in Shin Megami Tensei V, is available along with sacrificing a Sleeper to strengthen another.

What I was surprised to see is that the Magnetite system returns in some form. Magnetite in early Megami Tensei games served as fuel to retain control over demons in the party. It's an additional resource to grind for, and something I thought was a neat idea. It was just abundant to the point that players could simply keep overpowered demons out without much worry by the endgame.

Touhou ADIA reimagines Magnetite as the battery on Sumeriko's smartphone. While the phone is important to the game's plot, it's also the equivalent of COMPs in various SMT games. Sleepers are summoned and stored from it while also providing other bits of information like the map.

It's a neat way to continue prevalent motifs of technology summoning demons from Megami Tensei while remaining unique.

Screenshot via Destructoid

Living in light of one's overbearing shadow

It's difficult discussing Touhou Artifical Dream in Arcadia without bringing up Shin Megami Tensei. The influence on Bar Holographic Otaku is readily visible, but its project stands alone as an awesome RPG.

If I removed myself from my love of SMT, I would still recommend Touhou ADIA to old-school RPG fans. The pixel art is reminiscent of 16-bit titles while having enough detail to look amazing on LCD screens. Also helping is the gameplay feeling notably modern instead of something from 1992.

Even how it handles player death is unique, as Sumeriko exists in Gensokyo as a doppelganger. This means that her defeat in battle just means she creates a new one afterward at the cost of XP.

I haven't finished Touhou ADIA, but I know it's a gem. It's a perfect pick-up-and-play game on my Steam Deck and fills me with a nostalgic feeling whenever I boot it up.

Still, when I swap to my desktop and keyboard, I feel 14 again and playing the first SMT with a fan translation. I'd fidget with the controls, pressing random keys because I forgot the default controls on the emulator I used. It was a feeling I'd never thought I'd experience again, and even though hooking up my controller would have ruined the moment.

Touhou ADIA is everything I imagine another SNES SMT game would be. It taps into potential previous mechanics like Magnetite had while introducing mainstays of more recent titles. In other words, it's a dream a younger me had that became reality.

The post Touhou Artificial Dream in Arcadia is the classic Shin Megami Tensei adventure I needed appeared first on Destructoid.

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Cyberpunk 2077’s new ending shattered my heart in an unexpected way https://www.destructoid.com/cyberpunk-2077s-new-ending-shattered-my-heart-in-an-unexpected-way/?utm_source=rss&utm_medium=rss&utm_campaign=cyberpunk-2077s-new-ending-shattered-my-heart-in-an-unexpected-way https://www.destructoid.com/cyberpunk-2077s-new-ending-shattered-my-heart-in-an-unexpected-way/#respond Fri, 06 Oct 2023 22:00:00 +0000 https://www.destructoid.com/?p=412459

Now that Cyberpunk 2077: Phantom Liberty has been out for roughly a week, players are reaching the new ending for the base game. It's one of the expansion's selling points and one of the biggest curiosities for me.

I've beaten Cyberpunk 2077 several times since its launch, and I like how it handles several of its endings. If not outright tragic, many are bittersweet. V's best-case scenario is having about six months to live as they're essentially an engram in their own body. Despite having little time to live, they can still become a legend by taking on an impossible feat, with all roads leading to one climactic finale.

My assumption going into Phantom Liberty's new ending was that it'd somehow tie into this last-ditch effort. I wasn't sure how much sense it'd make to incorporate the NUSA in the base game's climax, but I would have been here for it.

What I got makes far more sense and is far more devastating than I imagined. I wasn't expecting a happy ending, but Cyberpunk 2077's new conclusion is upsetting. I don't want to go ahead and call this a "Bad End", but it hit in a way I couldn't have foreseen.

As a precaution, there are heavy spoilers for Cyberpunk 2077's new ending since I'll be going over most of its important details. Also best to bring tissues for this one.

Screenshot via Destructoid

Time passes and people move on

I admit, I wasn't expecting V to find a cure in this new Tower ending, but they do. It's honestly the only ending V can definitively live beyond their twenties, but the price for life is high.

When Solomon Reed informs V of a procedure for extracting the Relic, the promise is a days-long surgery before weeks of recovery in an undisclosed location. Another part of this promise is that V could return to their life in Night City after surgery if they wished.

Johnny and V's last conversation is bitter as the former expresses the pair's journey led to nothing. He eventually accepts V's decision as they're sedated.

V unfortunately spends two years in a coma, leaving little to return to. On top of that, Reed informs them that damage to the nervous system means using intensive cyberware risks death.

Reed offers a job working for the FIA, but V at most considers the position. Regardless they still want to go back to Night City.

Afterward, they learned their friends there moved on. Judy for instance moved to Philadelphia with her wife. Panam meanwhile refuses to speak to V.

Viktor does offer to look at V when they get to Night City, but upon arriving finds Misty's Esoterica closed. In its place is a Zetatech store with Viktor working for the corp. He reaffirms what Reed said, confirming V can never work as an elite mercenary again.

A disheartened V is further beaten down by a pair of no-name thugs who push them down a flight of stairs. It's there they finally meet Misty who reveals she's leaving Night City to find herself in Poland.

The game ends after they reconcile, and it's hard not to feel melancholy. Yet on the same token, there's a glimmer of hope for finding something new.

Screenshot via Destructoid

Choosing the quiet life over becoming a legend

V's first conversation with Dexter DeShawn has him asking what they would choose: to live a quiet life, or die young to become a legend. V becomes a legend in most base game endings, but it's not as if they had a choice. They were dragged into Johnny Silverhand's war against Arasaka, and the only path to a cure was doing what he couldn't.

Utilizing the bonds formed throughout Cyberpunk 2077 to take Arasaka down is empowering, and V solidifies their status as a legend by defeating Adam Smasher. There's satisfaction in achieving something this monumental even when V has little time to live after. They make history in most endings. Phantom Liberty allows them to not do that.

V can finally choose the quiet life. The conversation with Misty is especially enlightening because V can finally understand how she lives. Despite not seeing each other for years, I believe this moment is the most connected the friends have ever been because V now sees the world as Misty does.

Misty reassures her friend there's much to this world beyond what they know. These changes may have been unforeseen, but she reframes them as V's second shot at life.

I've seen takes calling this ending bleak, and while I can see that, I disagree. Seeing V as a shell of their former self is disempowering, but their newfound potential is greater than ever. My heart shattered, but not in a way I felt in a game.

Screenshot via Destructoid

Living with unforeseen changes and life's lack of excitement

Part of what hits so hard about The Tower ending is that V becomes relatable to someone like me. I can't put my shoes in a slick cyber ninja, but I know how it is feeling lost and hopeless. I also relate to someone who thought they had more friends than they did.

V is around their mid-twenties, and so am I. It's a decade of sweeping changes before hopefully settling in with a fulfilling purpose.

Among these probably include making radical life decisions and meeting some amazing friends. That latter part especially might be true for a while, but sometimes you lose contact with those friends.

It happens even when you don't want to. Then life calms down. The excitement vanishes. It hurts losing contact with previously close relationships.

Life can feel pointless sometimes, but it often takes a little reassurance to know things will get better. Sometimes that comes from a familiar voice who stayed with you through the exciting times and the dull ones. It can also come from an unexpected source who gives comfort in a way you never expected.

That's what I see in The Tower ending, even if I understand why it's upsetting. For such an exciting adventure, it's a surprisingly boring and melancholic conclusion.

Cyberpunk 2077 Phantom Liberty new ending
Screenshot by Destructoid

At least, it's those things when compared to how stories within the cyberpunk genre play out. V found an out from the corporate and political warfare and took it. Even if the consequences were higher than expected, V has a better chance for a peaceful life as the world simply moved on in their absence.

There's something gratifying in seeing what should be such a pessimistic ending have such a hopeful note attached to it. One where V may have lost so much but can still rebuild with a new perspective.

It's what even The Tower card in tarot is about, since Cyberpunk 2077 each ending's name comes from the deck's major arcana. It symbolizes unforeseen changes and even chaos, but it also means renewal and liberation. In every essence, this is as much a new beginning as it is a conclusion for V's story.

My personal favorite ending is still The Star ending, since V can lead a comfortable life outside Night City. It's a satisfying conclusion since they find contentment while remaining a living legend, arguably the best of all worlds.

Still, The Tower is Cyberpunk 2077's most emotionally raw ending for me. It taps into something not many games tackle, and that's others moving on when you haven't.

Heartbreak sucks, but eventually, we pick ourselves back up and gather the pieces we have to create something better. V did just that after Konpeki Plaza, and they can do it again.

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Baldur’s Gate 3 Hotfix 9 adds name changes and more to the Magic Mirror https://www.destructoid.com/baldurs-gate-3-hotfix-9-adds-name-changes-and-more-to-the-magic-mirror/?utm_source=rss&utm_medium=rss&utm_campaign=baldurs-gate-3-hotfix-9-adds-name-changes-and-more-to-the-magic-mirror https://www.destructoid.com/baldurs-gate-3-hotfix-9-adds-name-changes-and-more-to-the-magic-mirror/#respond Fri, 06 Oct 2023 19:08:57 +0000 https://www.destructoid.com/?p=413591

Larian Studios just dropped its ninth hotfix for Baldur's Gate 3, and along with the usual bug fixes, this small update brings some greatly appreciated quality-of-life features. Get ready to lose even more time in the game’s character creator, as Hotfix #9 introduces name changes to Baldur's Gate 3 and lets you adjust the appearance of Hirelings now, too.

https://twitter.com/baldursgate3/status/1710262416813031486

Mirror, mirror on the wall

The Magic Mirror has always been a useful camp item in Baldur’s Gate 3. If you get tired of your Tav’s current look, the Magic Mirror will let you change things up. Now, though, the Mirror will let you adjust arguably the most important aspect of your character: their name. That’s right, no more bemoaning the fact that you weren’t feeling creative when you started your campaign. Tav can finally get a truly unique name, like Frank or Jane. 

Even if you’re fully satisfied with your current character, this latest hotfix will still give you a reason to check out the Magic Mirror. You can finally use it to adjust the look of any hirelings that you decided to bring along on your journey. Anyone who didn’t get their character create itch satisfied at the beginning of the game can now dive back into the creator with a new character all over again. 

Baldur’s Gate 3 is the gift that keeps on giving. Larian Studios blew everyone away when it released the game in August, and since then a steady stream of updates and hotfixes have been addressing fan concerns and cleaning up minor bugs throughout the game’s massive world.

Those Mirror changes are the highlights of Larian’s latest hotfix, but you can read all nitty-gritty details on the Baldur’s Gate 3 Steam page

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Baldur’s Gate 3 hotfix sees His Majesty returned to original, furless glory https://www.destructoid.com/baldurs-gate-3-hotfix-sees-his-majesty-returned-to-original-furless-glory/?utm_source=rss&utm_medium=rss&utm_campaign=baldurs-gate-3-hotfix-sees-his-majesty-returned-to-original-furless-glory https://www.destructoid.com/baldurs-gate-3-hotfix-sees-his-majesty-returned-to-original-furless-glory/#respond Tue, 03 Oct 2023 20:04:32 +0000 https://www.destructoid.com/?p=412289

Patch 3 for Baldur's Gate 3 brought many good changes with it. From the expected bug fixes to methods for altering the protagonist's appearance, there's plenty to like.

One less popular addition was giving the Sphynx His Majesty a regretful coat of fur. Until the patch, this rude and pompous cat had an illustrious mane of nothing, adding to his charm, and thankfully the latest hotfix restores this.

Among the first changes noted on the hotfix's page was Larian Studio's wise decision to shave His Majesty. If anything, this hotfix primarily reverses controversial changes made in Patch 3 that fans haven't taken to.

A cat who is not His Majesty also saw changes. Another Sphynx named Steelclaw had her eye color adjusted to not be His Majesty's clone.

Another reversal made was with how inventory management occurred. Patch 3 introduced a shared inventory system where party members shared items they deemed important with the player upon dismissal. It proved to be a bit of a headache for players, so Larian reverted the change.

Not every change made is a reversal back to the Patch 2 settings. Alongside those are the general bug fixes that help generally improve the game's stability.

Among these are fixing several multiplayer-related crashes, namely when listening to dialogue after a roll and when reassigning characters in splitscreen. Other bugs fixed include preventing invalid saves from being created and Twitch drops not being claimable on PS5.

If there is anything to take away from this hotfix, it's that Larian Studios knows when to back down from a disliked change. His Majesty is as majestic as he is thanks to his lack of fur, and taking that away means taking his character away. May he remain forever rude and furless.

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Cyberpunk 2077: Phantom Liberty finally makes me feel like the cyber ninja I always wanted to be https://www.destructoid.com/cyberpunk-2077-phantom-liberty-finally-makes-me-feel-like-the-cyber-ninja-i-always-wanted-to-be/?utm_source=rss&utm_medium=rss&utm_campaign=cyberpunk-2077-phantom-liberty-finally-makes-me-feel-like-the-cyber-ninja-i-always-wanted-to-be https://www.destructoid.com/cyberpunk-2077-phantom-liberty-finally-makes-me-feel-like-the-cyber-ninja-i-always-wanted-to-be/#respond Sat, 30 Sep 2023 16:30:15 +0000 https://www.destructoid.com/?p=410254

Cyberpunk 2077: Phantom Liberty is here with the 2.0 update, reinventing the game's progression again. The new skill trees present are Cyberpunk 2077's second overhaul after the 1.5 update initially changed them.

Seeing Cyberpunk 2077's evolution is remarkable as someone who stuck with it since its disastrous launch. I revisited it often to see the new inclusions, slowly transforming Cyberpunk 2077 into a comfort game. Night City's streets and back alleys slowly burned into my memory as I drove across the neon-lit cityscapes, taking on gigs and taking a different route in the story.

Adding onto this comfortable vibe, I almost always attempted the same build. I went into Cyberpunk 2077 to be a cyber ninja. From launch day to now, I wanted to primarily toss away guns to be a slick lesbian who throws knives before closing the distance with a sword. I sometimes indulged in netrunning, but that was never my primary goal.

If I repeat a build in a game, it typically feels incredibly similar to the previous attempt. Maybe some tweaks with a perk here and there, but never anything drastically different. Cyberpunk 2077 is different because each cyber ninja build made me feel like I was playing a way better game.

Screenshot via Destructoid

Being a cyborg ninja before 1.5 was a tad rough

To say I made many concessions with my first cyber ninja would be an understatement. Swords were still usable and pretty cool, but knives were fatally flawed. Throwing knives is an option like with the current version, but only after choosing the Dagger Dealer perk. This isn't an issue, but its usefulness vanishes as soon as I have to awkwardly pick my knife back up from a corpse.

Again, this isn't an issue if knives were a consumable resource, but they weren't! Throwing a knife just removed it from the three weapon slots available! This meant staying true to my aspirations involved sifting through menus after throwing a couple of knives and carrying a bunch with me. Again, either that or trying to get my knife back from an enemy.

This was insulting. My dreams vanished like a shinobi with optical camo there and then. I was made to use technology popularized after the 17th century, and it hurt.

Messing about Night City had its moments still. To compensate for the lack of throwing knives, I primarily hacked enemies as my long-range attack with a pistol and assault rifle as backups. A hacker/ninja combo was cool and efficient, if far from my original idea.

I finished Cyberpunk 2077, enjoying my time but overall underwhelmed. It crashed constantly, and bugs swarmed Night City, so I moved on to other games.

Cyberpunk 2077 was a fine game with some beautiful scenes, but it didn't live up to a decade of hype. I tolerated this unstable mess because I love jank, but I was still burned. This was a lesson in hype, and I figured a comeback story wasn't in the books since it was a single-player game and people move on quickly.

Screenshot via Destructoid

Update 1.5 transformed me into Night City's silent killer

Cyberpunk 2077's 1.5 update, otherwise known as the next-gen update, was always going to reel me in. My PS5 lacked many games native to it, and I figured to see what CD Projekt Red fixed. It was around here that I grew to love Cyberpunk 2077.

The visuals for instance received a noticeable overhaul. Night City was less flat and came more to life, especially after sundown, and I indulged in the photo mode. There was also new content including apartments and missions, and the perks system was overhauled.

What I wanted to see most is if throwing knives still sucked, and they didn't! Guns no longer restricted me as I could return as a full-blown cyber ninja. My body may have the latest technology, but not what I held in my hands.

As my skills improved, I began juggling knives with ease. Most fell beneath my feet with a quick throw to the head, and chaos reigned as my expert netrunning skills whittled numbers before I entered the hostile area. This build was safe even if it prevented me from experimenting with things like the time-slowing Sandevistan.

This was how the game should have launched, I thought to myself. Bugs persisted, but this resembled the game I wanted it to be. It only took a year, but I let myself divulge in Night City's splendor before cutting through thugs as if they were butter.

I played on and off throughout 2022 and even watched Cyberpunk: Edgerunners, an awesome show in its own right. A new expansion being announced still surprised me, but I was back on board with Cyberpunk 2077.

Screenshot via Destructoid

Cyberpunk 2077 2.0 made me Night City's explosive phantom

It was another year before I returned to Cyberpunk 2077 in anticipation of its expansion and latest update. If the 1.5 update was to fix what was there, 2.0 gutted everything and replaced the foundation with something better.

Progression is where this new foundation is most evident. Reworked cyberware and no randomization of loot somehow streamline progression while still adding depth. I am now considering what enhancements suit my character's build while forming an attachment to my gear.

The cherry on top of this bloody sundae is the overhauled skill trees. Things like crafting tiers and throwing knives are not tied to perks, opening up space for interesting options to take their place.

I naturally made my character another cyber ninja to see how she differs. Her playstyle still deviates from my original concept in 2020, but for once it's by design rather than restriction.

With stats split between Cool, Reflexes, and Technical Ability, my latest ninja can work as quietly or loudly as she needs to. Her primary weapons are still her trusty sword and knife, but a firearm is always by her side if needed.

She also has several hidden tricks, one being her trusty Sandevistan, which saved my life numerous times. The same goes for her Projectile Launch System, an arm cannon that works great in a pinch.

The best part of this latest build is undoubtedly the air dash. Dashing on the ground is awesome, but air dashing has her gliding across the sky. Combining these with powerful throwing knives and the Sandevistan makes for a build that eviscerates groups before anyone's reflexes kick in.

After three years, my V has become a soul made of rage and fear. She can be everywhere like a ghost and is now truly a thing of beauty.

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Cyberpunk 2077 patch will fix bug corrupting PS5 saves, improve performance https://www.destructoid.com/cyberpunk-2077-patch-2-ps5-corrupt-save-fix-dogtown/?utm_source=rss&utm_medium=rss&utm_campaign=cyberpunk-2077-patch-2-ps5-corrupt-save-fix-dogtown https://www.destructoid.com/cyberpunk-2077-patch-2-ps5-corrupt-save-fix-dogtown/#respond Fri, 29 Sep 2023 21:52:30 +0000 https://www.destructoid.com/?p=411065

Cyberpunk 2077 is getting another patch just a couple of weeks after the 2.0 update dropped. Despite receiving a slew of gameplay overhauls and bug fixes, it can still be a glitchy game.

CD Projekt Red announced the patch on its website with fixes both platform-specific and across all releases. Most of these aren't large improvements, ranging from adjusting radio songs' volume to properly initiating a glitched gig. One now-fixed bug I experienced is the distorted screen effect not disappearing after the Automatic Love quest.

Two notes are particularly notable as fairly big fixes, though.

The first is a nasty bug that corrupts PS5 saves for exceeding file limits, and the studio's solution is increasing the maximum size for files. Corrupted saves are unfortunately not recoverable, and CDPR recommends you keep a manual save before the corrupted point.

More so on the side of general improvements, performance should see a bump across all platforms, with upgrades to Dogtown, notably. It's technically an improvement throughout Cyberpunk's world, but Dogtown was highlighted as a notable area where issues occurred.

The post implies several smaller fixes are also on the way as CD Projekt Red mentions those noted are just the highlights. Another thing missing from the post is a specific release date for the patch other than it's coming soon.

Cyberpunk 2077 is a far more stable release than in 2020, but it's great that CD Projekt Red is still regularly rolling out more fixes. It's not a surprise a content drop as big as Phantom Liberty introduced a few more problems the team is working on fixing. Hopefully, Cyberpunk 2077 will stand as a finely polished RPG by the time it's last fixes release.

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FFXIV Patch 6.5 preliminary notes preview housing items, Wondrous Tails rewards https://www.destructoid.com/ffxiv-patch-6-5-preliminary-notes/?utm_source=rss&utm_medium=rss&utm_campaign=ffxiv-patch-6-5-preliminary-notes https://www.destructoid.com/ffxiv-patch-6-5-preliminary-notes/#respond Fri, 29 Sep 2023 17:37:26 +0000 https://www.destructoid.com/?p=411008

Final Fantasy XIV’s next major patch series starts soon and ahead of another major update, FFXIV Patch 6.5, Growing Light, received its preliminary patch notes. As usual, we're getting our first bulleted-style list of changes and rewards coming to the MMO.

A lot of this stuff you may already know thanks to recent FFXIV Live Letters, but Growing Light has some of us a little more antsy than usual. As the last few patches lead the way to Dawntrail, I'm holding my magnifying glass up to every little detail. That includes the meaningless stuff, too. Like my growing pile of housing junk.

Screenshot via Square Enix

I'm buying these flowers day one, if you know you know.

Anyway, this isn't the complete version of the FFXIV patch notes, those should launch next week, on October 2. Until then, let's hit the TLDWTLL (too long didn't watch the Live Letter, duh) and cover the preliminary update.

FFXIV patch notes for Growing Light, 6.5

  • New Main Scenario quests, beginning with 'Seeking the Light'
  • Myths of the Realm alliance raid, Thaleia
  • Additional Bicolor Gemstone rewards at zone vendors
  • More seeds for flower pots, aquarium fish, orchestrion rolls added
  • Triple Triad Cards for Halone, Nophica, Nymeia, and Althyk
  • New Island Sanctuary materials, structures, areas, and rank 20
  • Hairstyles for Hrothgar and Viera, finally
  • Faux Hollows ditches Zurvan for Thordan Unreal
  • More emotes, housing items, minions, and mounts
  • Lynx of Righteous Fire and Lynx of Fallen Shadow drop increase
  • Sacks of Nuts can be traded for Divine Twine and Divine Shine

And that's enough, I don't have the time to do the rest. Kidding. In FFXIV 6.5, there's still a ton more the notes only loosely list out, but some of its smaller details already guarantee my attention. I'm pumped the Omega-F and Omega-M attire kicked the silly gender lock, and I'm ready for the new Wondrous Tails rewards.

FFXIV Patch 6.5 adds new Wondrous Tails glamour, like this Faux Fox necklace and earring pair
Screenshot by Destructoid

I love that annoyed, half-asleep fox. I'll make time somewhere in new extreme trial farming sessions to snag a pair of Faux Fox earrings. Right now, the only details Square Enix shared was that they come from Khloe's Gold, Silver, or Bronze Certificates somehow.

At any rate, we'll have our how-to answers soon. The FFXIV 6.5 patch notes are live over on the Lodestone and should receive another round of details as the servers go offline next week.

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Baldur’s Gate 3 fan recreates the Friends intro with BG3’s party https://www.destructoid.com/baldurs-gate-3-fan-recreates-the-friends-intro-with-bg3s-party/?utm_source=rss&utm_medium=rss&utm_campaign=baldurs-gate-3-fan-recreates-the-friends-intro-with-bg3s-party https://www.destructoid.com/baldurs-gate-3-fan-recreates-the-friends-intro-with-bg3s-party/#respond Mon, 25 Sep 2023 20:55:07 +0000 https://www.destructoid.com/?p=409335 Baldur's Gate 3

The Baldur's Gate 3 cast can be summed up as an eclectic cast of weirdos forcibly brought together by fate. Despite their constant life-or-death situations, they find time to bicker and form deep friendships. The idea describes many RPG casts, but Baldur's Gate 3's cast also fits as sitcom characters.

A fan named Sho seemed to think so also and recreated the Friends intro using the cast. It honestly works even if the concept is absurd.

https://twitter.com/seiShoVT/status/1706045180867150234?s=20

Sho captures the main cast's varying quirks within a light-hearted 45-second edit using the Friends theme. If I looked at this from an outsider's perspective, I could tell that someone like Lae'zel is confident and bratty, while Astarion is sass personified as an elf.

Word about this clip spread enough that both Baldur's Gate 3's developers and voice actors saw it and complimented the clip. Another top comment complimented Sho for including Lae'zel rolling her eyes, something I agree was amazing to include.

Baldur's Gate 3 works as many things, and it works as a sitcom. Players are always finding odd and hilarious moments that sell it as a comedy even if it tackles some heavy subjects.

This is to say that a sitcom edit for Baldur's Gate 3 fits surprisingly well. Fans grow attached to the various fun and lovable characters, something that both describes the game and the best sitcoms on TV.

Both also follow the said lovable cast as each member grows and solidifies a group bond along with individual relationships. Canned laughter is really all Baldur's Gate 3 needs to sell itself as a sitcom in a fantasy setting.

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Final Fantasy XIV Patch 6.5 sets October release date and begins the road to Dawntrail https://www.destructoid.com/ffxiv-patch-6-5-update-october-release-date-story/?utm_source=rss&utm_medium=rss&utm_campaign=ffxiv-patch-6-5-update-october-release-date-story https://www.destructoid.com/ffxiv-patch-6-5-update-october-release-date-story/#respond Mon, 25 Sep 2023 20:20:41 +0000 https://www.destructoid.com/?p=409195 Zero is in the latest trailer for FFXIV Patch 6.5, which included the update's release date and preview.

The next big Final Fantasy XIV update launches in just two weeks. At this year's Tokyo Game Show, Square Enix revealed FFXIV Patch 6.5 goes live on October 3, 2023.

As the first of a three-part update, FFXIV's follow-up patches launch as 6.51 in late October and 6.55 in mid-January. The October 3 update, Growing Light, lands with a hefty batch of new content as Square Enix begins its countdown to the next expansion, Dawntrail.

Screenshot via Square Enix YouTube

In two weeks, players can dive into version 6.5, with new additions like:

  • Main Scenario Quests, including the Lunar Subterrane Dungeon
  • The Abyssal Fracture Trial and its Extreme difficulty
  • The Singularity Reactor Unreal (Thordan Extreme)
  • Myths of the Realm's final Alliance Raid
  • Duty Support updates that make all FFXIV MSQ playable solo
  • Job adjustments
  • PVP updates, including Series 5 and UI changes
  • Island Sanctuary added ranks, materials, animals, and rewards
  • Custom Deliveries: Margrat
  • Additional minions, mounts, emotes, accessories, and QoL glamour changes

FFXIV Patch 6.5 and the road to Dawntrail

As for the rest of the schedule, you'll have to wait a bit for features like Variant or Criterion Dungeons and other updates to the Endwalker relic questline, Tribal Alliance quests, and Tataru's Grand Endeavor, among other goodies. Also, it's not the last of Patch 6.5's MSQ additions either, as FFXIV begins its lead into the next big expansion when Dawntrail launches in the Summer of 2024.

https://www.youtube.com/watch?v=CnSwKgYuIMA

With the advent of FFXIV Patch 6.5, there's a lot to keep on your radar. Director and Producer Naoki Yoshida just wrapped up the MMO's latest Live Letter at Tokyo Game Show, and the game has its next big celebration at the end of October with the London Fan Festival. Plus, Final Fantasy's creator, Hironobu Sakaguchi, will be at the event as a special guest, spawning all kinds of fan speculation.

Before you get too excited, don't forget FFXIV's Moogle Tomestone event ends when Patch 6.5 begins. It's a great time to grind out some of those Rival Wings wins or clean up any unfinished story threads. Regardless, there's a ton to do, so you may want to get to grinding before next year's big 7.0 debut.

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Final Fantasy XIV is getting its own tabletop RPG adaptation https://www.destructoid.com/final-fantasy-xiv-is-getting-its-own-tabletop-rpg-adaptation/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-xiv-is-getting-its-own-tabletop-rpg-adaptation https://www.destructoid.com/final-fantasy-xiv-is-getting-its-own-tabletop-rpg-adaptation/#respond Fri, 22 Sep 2023 12:17:32 +0000 https://www.destructoid.com/?p=408068

Although a decade old, Final Fantasy XIV remains one of the best live-service games/MMORPGs to jump into. Its sprawling narrative and fascinating world were big draws to players like me, and now fans will can experience the world again from a new perspective.

In commemorating FFXIV's 10th anniversary, Square Enix is adapting the game into a tabletop RPG. Many popular games make their way to the tabletop format and FFXIV is not a bad pick to adapt.

Based on the announcement and teaser website, FFXIV TTRPG operates something like Dungeons & Dragons. Anywhere from 3-5 players work as adventurers in Eorzea to complete quests and go on TTRPG hijinks. Also like D&D, a gamemaster manages sessions and controls the general pacing assuming the players don't hijack the session.

A starter set is all that's available, but for $60 it comes with guidebooks for players and gamemasters along with some accessories like a map and character tokens. There are also multiple scenarios pre-planned by the FFXIV development team to give players/gamemasters an introduction to its structure. It's not a bad deal assuming everything included is high-quality.

I love FFXIV and D&D, so this package is tailor-made for me. Potentially remaking my Miqo'te as a tabletop character is an awesome prospect and already a big sell for me.

Anyone who wants to pick up FFXIV TTRPG has to wait until May 2024 for it to come out. Pre-orders are available on Square Enix's website, and the wait gives me enough time to pester my friends into trying out FFXIV.

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Baldur’s Gate 3 cast is reuniting to play D&D as their characters https://www.destructoid.com/baldurs-gate-3-cast-is-reuniting-to-play-dd-as-their-characters/?utm_source=rss&utm_medium=rss&utm_campaign=baldurs-gate-3-cast-is-reuniting-to-play-dd-as-their-characters https://www.destructoid.com/baldurs-gate-3-cast-is-reuniting-to-play-dd-as-their-characters/#respond Wed, 20 Sep 2023 16:39:31 +0000 https://www.destructoid.com/?p=407173

Baldur's Gate 3 is a popular game for many reasons, and one of the most notable is its cast. From the vampire heartthrob Astarion to the kind-hearted Karlach, many are smitten with the lovable characters. Well, fans are getting more of these characters, albeit in a different but still familiar manner from Baldur's Gate 3: Dungeons & Dragons.

Larian Studios announced on X (Twitter) that Baldur's Gate 3's core cast are reprising their roles for a Dungeons & Dragons adventure. D&D group High Rollers is hosting the one-shot, and it's airing on September 22 on the group's Twitch channel. Its advertised start time is 7 PM BST, meaning it will begin at 11 AM PST and 2 PM EST for American fans.

https://twitter.com/larianstudios/status/1703816281483292744?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1703816281483292744%7Ctwgr%5E04abcd332418f0fc0b2a973c2b043442b070a2e2%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fdotesports.com%2Fbaldurs-gate%2Fnews%2Fbaldurs-gate-3-voice-actors-are-bringing-their-characters-to-life-in-new-dnd-stream

A clip paired with the announcement showcases the voice actors introducing themselves and their characters. It's admittedly surreal hearing Neil Newborn slip so naturally into his Astarion voice and even copying his rather sassy mannerisms.

Despite only lasting a couple of minutes, the clip makes the stream seem like a fun time. It's nice seeing the cast reunite, even if it's so soon after Baldur's Gate 3's launch. Everyone bounces off each other well in the game, so seeing the dynamic play out live is a treat for fans.

Another thing clarified about this stream is that those who miss it can watch the Baldur's Gate 3 D&D session recorded as a VOD. I typically don't watch many livestreams, so having an easily accessible recording is a blessing. Even if I miss the live show, I need to see how much Jennifer English plays into a Shadowheart who introduces herself as "god's favorite princess," because that's amazing.

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Baldur’s Gate 3 made me fall in love with modding again https://www.destructoid.com/baldurs-gate-3-made-me-fall-in-love-with-modding-again/?utm_source=rss&utm_medium=rss&utm_campaign=baldurs-gate-3-made-me-fall-in-love-with-modding-again https://www.destructoid.com/baldurs-gate-3-made-me-fall-in-love-with-modding-again/#respond Sun, 17 Sep 2023 17:30:00 +0000 https://www.destructoid.com/?p=406065 baldur's gate 3 mods

Since its August launch, Baldur's Gate 3 has been lauded as among 2023's best games. It's a massive game with enough content to last dozens of hours, and its role-playing variety makes it highly replayable.

Yet, once over 200 hours are logged in, a desire for something more comes. It's a beautiful siren song I have fallen into and one I haven't heard in years. Not since my days playing the PC versions of Fallout: New Vegas and Skyrim for days on end.

I'm, of course, talking about installing mods. Mods are a wonderful thing that enhances titles like Deus Ex and makes Vampire the Masquerade: Bloodlines tolerable. They come in all shapes and sizes, ranging from bug fixes to DLC-sized content additions that stretch what a mod can be.

Baldur's Gate 3's popularity also makes it a popular game to mod, and some are already amazing. I resisted installing them for my first couple hundred hours of play because I love the vanilla game and already crown it as one of my favorites. Yet I couldn't become a sexy magical gunslinger in the vanilla game, and mods were here to rectify that.

I installed the Artificer mod for Baldur's Gate 3, and something awoke inside me. It was like I was 15 again and spending more time modding Skyrim than actually playing it.

Screenshot via Destructoid

I need MORE!

Since I figured out how to make mods work, I asked myself if I could install a few. The answer was yes, so I went a little mad installing various mods that caught my eye. Most were among the most popular mods, including Faces of Faerun and Tav's Hair Salon. Baldur's Gate 3's character creator is already solid, but it never hurt to have more options.

It was around here I remembered being a kid modding Skyrim. A quest here and some new customization options there, but nothing that fixed things like the janky combat. Things got out of hand when I dipped into reshaders and animation alterations, and I would spend lazy days attempting to fix whatever broke.

It got to the point where I changed so much I took a step back and wondered why I invested so much time into this. It's been years since I played Skyrim because I can't stand the vanilla game. This is far from the case for Baldur's Gate 3 because I adore it, but I also worried that going down this rabbit hole could sour my overall thoughts.

Those thoughts dissipated when I remembered that Skyrim isn't a title that aged well with me. Unlike my younger self, I showed some self-restraint with modding Baldur's Gate 3 and stopped at around a dozen mods. I wasn't fixing this game, just adding a couple of things.

I created Ashe once I was done, a tiefling Artificer with a dark urge to kill. She's the type of girl who's as intelligent as she is quirky, and by quirky, I mean thirsty for blood. With her eldritch cannon at her side and a gung-ho attitude, she ventures into the world ready to adventure.

Screenshot via Destructoid

Going pew pew across the Sword Coast

My original intent for modding Baldur's Gate 3 was to add the Artificer mod so that I could play as an Artillerist. Other Artificer subclasses were cool, like Alchemist for potion brewing or Armorer to magically become a tank.

Yet, in my opinion, all these pale to the Artillerist because it's the only option that makes me a gunslinger. Part of the whole appeal behind being a sexy gunslinger is actually slinging a gun around.

Well, it's not a gun per se, but the tiny eldritch cannon is functionally a fantasy pistol. It acts and has the same animations as a hand crossbow but is way cooler because it comes with some deeply overpowered skills.

A part of me considered installing the mod that re-enables achievements in Baldur's Gate 3, but several Artillerist skills shatter the balance. My most used of these is Force Ballista, whose functions similarly to Eldritch Blast and is also a bonus action in the mod.

The mod authors intended to make changes that kept the game's balance, and that shines through even though I can give my entire party temporary hit points at almost any time. I enjoy Baldur's Gate 3's challenge immensely, but I love tripping out on a power fantasy more. Thankfully, the game's difficulty is largely intact even with these buffs.

Screenshot via Destructoid

Baldur's Gate 3 is wonderful modded and vanilla

My biggest takeaway from returning to modding is how much I just enjoy Baldur's Gate 3. Having more spellcasting options is great, but I largely stick to what Larian Studios included. More face options and hairstyles are fantastic, but that doesn't mean I won't ever use the vanilla options again. The only thing I still don't get is why Hexblade Warlock wasn't included because it rocks.

Periodically checking out new mods is also fun in itself because it demonstrates how passionate the community is. My favorites are probably the mods implementing various D&D 5e subclasses that didn't make the vanilla game's cut. Turning Astarion into a Glamor Bard or Lae'zel into an Arcane Archer helps spice up build variety, especially after hundreds of hours.

I still enjoy vanilla Baldur's Gate 3 quite a lot. I've been jumping back and forth between the PC and PS5 versions and have a blast either way. I don't particularly miss any of my installed mods when on console, and think of it as jumping into a playthrough as another build.

I know I'll install new mods now and again if one catches my eye, but the process is different than before. There is no longer a need to fix every little part of the game I dislike or any moments where I pull my hair out troubleshooting when a game crashes. I just feel amazing adding stuff to a game I love.

Baldur's Gate 3 isn't a perfect game, and no mod or new official content will change my mind. There will never be a perfect game, and that's okay. If Baldur's Gate 3 can be compared to a delicious sundae, the mods are the cherries on top.

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Lies of P studio cut a sign based on ACAB from the game https://www.destructoid.com/lies-of-p-studio-cut-a-sign-based-on-acab-from-the-game/?utm_source=rss&utm_medium=rss&utm_campaign=lies-of-p-studio-cut-a-sign-based-on-acab-from-the-game https://www.destructoid.com/lies-of-p-studio-cut-a-sign-based-on-acab-from-the-game/#respond Fri, 15 Sep 2023 16:06:54 +0000 https://www.destructoid.com/?p=404944 Lies of P gang members

Lies of P is a dark fantasy soulslike that retells Pinocchio's story with a grim twist. It's replicating Bloodborne's vibe which not many other big-budget games have tried. The parallels are so blatant between the two that it almost comes as a detriment to the game.

What Bloodborne doesn't have is a hanging puppet with a sign reading "APAB" on it. Lies of P doesn't have one either now, as it was removed from the game before release.

The sign appeared in one image, referencing the saying "All Cops Are Bastards" or ACAB. It stands out so much that it caught the eye of videogames.si's Georgina Young, who interviewed Lies of P's director Ji-Won Choi about it.

Despite being such a small part of the game, Choi was happy to talk about it. He clarified that the sign stands for "All Puppets are Bastards" before jumping into its removal.

The sign's removal came down to not wanting to be "judged based on following trends," according to Choi. Lies of P had several other "risky factors" removed to not alienate players.

If left in the final product, it could have echoed something like Deus Ex: Mankind Divided's "mechanical apartheid" which was seen as being in bad taste. Lies of P differs in that APAB never took a large role its marketing.

A part of me wonders if other in-game signs took real-life inspiration since the other signs had no elaboration. Puppets are the game's antagonists, and their depiction could have also taken more real-world inspiration at one point.

This hypothetical version of Lies of P and the sign are not in the final product. At least the game's message still appears to be that all puppets are bastards.

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Tales of Arise gets a new adventure with Beyond the Dawn in November https://www.destructoid.com/tales-of-arise-gets-a-new-adventure-with-beyond-the-dawn-in-november/?utm_source=rss&utm_medium=rss&utm_campaign=tales-of-arise-gets-a-new-adventure-with-beyond-the-dawn-in-november https://www.destructoid.com/tales-of-arise-gets-a-new-adventure-with-beyond-the-dawn-in-november/#respond Thu, 14 Sep 2023 22:26:11 +0000 https://www.destructoid.com/?p=405655 Tales of Arise expansion

Two years after launch, Tales of Arise is getting another slice of story. Tales of Arise - Beyond the Dawn looks to add more onto the tale of Dahna and Rena on November 9, 2023.

Shown during today's State of Play, the trailer shows the whole gang reuniting, one year after the events of the main game's story. Alphen looks to be taking care of a child that's on the run due to her lineage, and the crew gets wrapped up in the drama around it.

https://www.youtube.com/watch?v=HQX3sbPahnA

We can see the return of some familiar faces and locales in the trailer, as well as some new sights to see. In a press release, Bandai Namco says to expect over 20 hours of new game content with new quests, dungeons, boss fights, and a new story arc.

It sounds like there will also be a bit of a new start in this expansion. In a PlayStation Blog, producer Yusuke Tomizawa says that although Beyond the Dawn is a sequel to the main story, the team wanted all users to be ale to enjoy the game at "the appropriate level of design."

"In order to ensure this, a certain level of skills and other statuses are provided at the start, and we did not adopt a simple transfer of levels and statuses from the main game. Instead, we have prepared bonuses such as money and skill points based on the clear data of the main game, so we hope that you will enjoy the new story while taking advantage of these bonuses and developing the characters to your own liking."

- Yusuke Tomizawa, General Producer, Bandai Namco

Arise once more

Honestly, I really didn't see this one coming. I really liked Tales of Arise, and it seemed to get some newcomers into the Tales series in general too. Even though the original game wrapped up pretty neatly, I won't say no to more time with this team.

Tales of Arise - Beyond the Dawn is set to arrive on November 9 for PlayStation

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Review: Sea of Stars https://www.destructoid.com/reviews/review-sea-of-stars/?utm_source=rss&utm_medium=rss&utm_campaign=review-sea-of-stars https://www.destructoid.com/reviews/review-sea-of-stars/#respond Thu, 14 Sep 2023 20:46:46 +0000 https://www.destructoid.com/?post_type=eg_reviews&p=405606 Sea of Stars Review : The key art from Sabotage studio's retro RPG with Chrono Trigger inspirations.

Games like Chrono Trigger aged well, and Sabotage Studio knows as much. It’s evident in the open-world encounters, ambitious soundtrack, vivid environments, and even a few overarching plot ideas within Sea of Stars, the developer's latest, classically-inspired RPG.

You can't mention it without some combination of Japan's RPG legacy greats coming up, and for good reason. Sea of Stars embraces the games that inspired it and the generations of roleplaying adventures that followed, creating a delightful mishmash that doesn't fall into heavy-handed uses of do-you-remember-when moments. There's clear adoration for the threads it's woven together, but Sabotage Studio still crafted an experience memorable in its own right.

A touch homesick

Screenshot via Destructoid

Admittedly, I’ve long managed an awkward push-and-pull relationship with games clearly crafted from nostalgia. Plenty of my favorites fall flat when they’re no longer contextualized by the original era. Some gameplay gimmicks lost their flavor somewhere between the ‘90s and today's conveniences, while other tributes falter when revisiting the magic of some of those stories.

Right, I'm a sourpuss when it comes to some ham-fisted throwbacks. Perhaps that comes with trying one too many games that tease an ode to an old favorite, or maybe I just didn't love a few of those games as much as I thought. Regardless, I've softened in the last year or so with my adoration for Chained Echoes and now Sea of Stars.

Screenshot by Destructoid

Sea of Stars (PC[Reviewed], Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X|S)
Developer: Sabotage Studio
Publisher: Nintendo
Released: August 28, 2023
MSRP: $34.99

The tale begins with Valere, a staff-wielding monk aligned with the moon, and Zale, her blade-wielding counterpart with an affinity for the sun. Destiny marks them as Solstice Warriors, and that's where Sea of Stars begins its traditional storytelling with a battle of good versus evil.

As kids, you'll learn there was some level of dissent over handing down the duty. The more powerful figures in their lives wished to see them grow as normal children, while the elder mage Headmaster Moraine committed to raising them both as Solstice Warriors to protect their world from a repeat tragedy. Valere and Zale embrace their training, spending years at the Zenith Academy before striking out to defeat monsters spawned by the world's big bad, The Fleshmancer.

In the interest of sparing you from spoilers, I'll refrain from in-the-weeds story details beyond the game's first few hours.

To far away times

Screenshot via Destructoid

On its face, Sea of Stars comes off a little bare bones, but it weaves and twists along the way to its normal end, unlocking the way to a follow-up true ending. Even as someone with limited experience playing The Messenger, I surely missed any winks-and-nods to Sabotage's original project; I found the journey constantly endearing. There's nothing tiresome about its retro approach to establishing the world and its strife, but even as just a vehicle for the characters to play along in, it's well worth the ride.

That brings me to the moment, the ah-ha! moment where everything clicks, and I'm too charmed to step away. After a series of underground mining puzzles helping a village of magical mole guys, I was already a tad fluttery. The combination of Malkomud's over-dramatic dialogue — one of the aforementioned mole guys — and defeating his adorably dopey lizard pet escalated the pace after back-to-back tutorials. That, plus solving the underground puzzles, had me feeling a bit genius. Simple and satisfying, just enough to make me feel like I'd learned something from all that tutorial exposition.

So, I save the day as Valere, and mosy along to an outdoor elevator, and I'm greeted by The Sleeper; he's my hook. The Sleeper is a giant dragon wrapping itself around the mountainside, and the party teased their resident chef friend, Garl, for his shock and awe upon seeing the massive serpent. I was left in the same place, so no worries, Garl. Even as someone who had no idea, no context for whatever this thing was supposed to be or do, The Sleeper had me enamored. It's an early tease of one of Sea of Stars' greatest strengths. When you meet The Sleeper, the game combines the beast's magnificent rumbling, scale, and design into something special.

Sea of Stars Review: This dragon, The Sleeper, is one of the coolest creatures - showcasing use of scale and detail
Screenshot via Destructoid

I didn't know what was happening, but I wanted to do it again. And since that was the moment, I quickly went from PC to Steam Deck.

There’s something so charming about the moments of shock — the disbelief Sea of Stars’ pixelated party shows in their portraits and, sometimes, sprites. The moment-to-moment adventuring is delightful, sure, but the distinctly retro style combined with Sabotage's vibrant, colorful environments thrills the child in me. The little girl who crept forward too close to the TV, with controller in hand and eyes as wide as they'd go.

Sabotage delivers on that bewilderment in big ways, like introducing The Sleeper, and small, like finding a hidden chest behind a waterfall or discovering off-the-beaten-path enemies. The exploration between zones often contrasts in significant ways, with big leaps between environments, music, and even some puzzle gimmicks. The game uses those modern sensibilities again with a major emphasis on verticality. It's not enough to roam those 2D landscapes like they're simple, open boxes. There's paths tucked away to new treasures, and the road forward isn't always obvious, with options to climb, jump, or swim elsewhere.

Perfect timing

Sea of Stars Review: Sabotage Studio's nostalgic RPG features brightly colored cutscenes and detailed pixel-animations
Screenshot via Destructoid

On the note of beloved childhood RPGs, Sea of Stars healed an old wound left behind by Final Fantasy VIII's battle system. While I remain an FFVIII apologist until death, and I won't defend most of the combat design, I've got pretty irritating memories of trying to time Squall's damn Gunblade trigger just right.

Sea of Stars certainly plays better in that regard, but I don't, and it doesn't matter. The traditional turn-based combat concepts I get, no problem. There's flashy combo attacks, and its Lock system that roulettes its way through different damage types, indicating which you'll need to utilize against enemies to break their cast. Those pieces clicked, but I'm absolutely terrible with the game's trigger mechanic.

Even after dozens of hours, I'd still sit straight up for another boss encounter to watch for the perfect moment to strike. Battles require attention with their use of timed blocks and hits, that is to say, if I want that number to go up Valere's bouncing Moonerang skill then I better watch with my bumper finger ready. And yes, it did take me a pathetic amount of time to get the achievement for 25 hits in a row, but I did it.

Screenshot via Destructoid

A faithful recipe

It's layer after layer of the little things, with Sea of Stars. There's nothing overly complicated about those puzzles or even the more personally challenging bits, like timing a hit just right. There's no need to reinvent the wheel, but we can certainly spruce it up a bit. It's a matter of taking those pieces that work but not mimicking those retro experiences wholesale because, again, some of those elements just didn't fly.

We can compare it to just about anything of that era, and it's not technically wrong, but it's one that became more and more personal to my own taste with time. On more than one occasion, there were those moments of reflection with "the tone is kind of bizarre, like Earthbound" and "look, everyone is following me, remember Secret of Mana?"

Screenshot via Destructoid

As a kid growing up alongside some of those early Super Nintendo and PlayStation RPGs, Sea of Stars feels like the classics I remember; and I mean that in the purest sense. When you’re toddling about, hardly old enough to understand some of the words on the screen, nostalgia often compensates for aspects that may have grown less appealing through the years. However, if I were to dream up any old favorite from memory, I'd imagine it'd turn out something like this. Sea of Stars is endlessly charming, bright, and packing a ton of heart — another timeless addition among the classics.

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The Super Mario RPG remake will let you swap back to the OG soundtrack https://www.destructoid.com/the-super-mario-rpg-remake-will-let-you-swap-back-to-the-og-soundtrack/?utm_source=rss&utm_medium=rss&utm_campaign=the-super-mario-rpg-remake-will-let-you-swap-back-to-the-og-soundtrack https://www.destructoid.com/the-super-mario-rpg-remake-will-let-you-swap-back-to-the-og-soundtrack/#respond Thu, 14 Sep 2023 20:37:42 +0000 https://www.destructoid.com/?p=405589 Super Mario RPG Geno

After the Japanese Nintendo Direct, Nintendo updated the webpage for the Super Mario RPG remake. A few new details were revealed, including the fact that you can swap the soundtrack between the remastered and Super Nintendo versions.

There are few game soundtracks that are as indelibly etched on the caverns of my ears as the one for Super Mario RPG. It’s a bizarre and unique mix that sounds nothing like Koji Kondo’s more iconic tunes from previous Mario games. However, from the bouncing sounds of “Beware the Forest’s Mushrooms” to the walking basslines of “And My Name’s Booster,” it’s packed full of top-shelf tracks.

Super Mario RPG BGM menu
Image via Nintendo

The soundtrack was put together by Yoko Shimomura, who is one of the most prolific composers in the industry. She made contributions to soundtracks like Final Fight and Street Fighter II, then continued on through Parasite Eve, Kingdom Hearts, Final Fantasy XV, and so many others. Personally, I’d argue that Super Mario RPG was her best, but that’s not an easy choice.

It’s important to note that Shimomura is returning to remix the soundtrack in the remake. From what we’ve heard, it sounds fantastic. I’ve heard the original version enough over the years that I’m ready to hear it in a new way, but if you’re someone who doesn’t jive with newer instrumentals, this will certainly bring relief.

Also noted on the site is the addition of an easier "Enjoy Mode" and a bestiary to look up information on all the monsters you fight.

The Super Mario RPG remake releases on Switch November 17, 2023.

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Star Ocean: The Second Story R has a free demo out now https://www.destructoid.com/star-ocean-the-second-story-r-has-a-free-demo-out-now/?utm_source=rss&utm_medium=rss&utm_campaign=star-ocean-the-second-story-r-has-a-free-demo-out-now https://www.destructoid.com/star-ocean-the-second-story-r-has-a-free-demo-out-now/#respond Thu, 14 Sep 2023 18:17:37 +0000 https://www.destructoid.com/?p=405447 Star Ocean The Second Story R

Star Ocean: The Second Story R, a remake of the second game in the Star Ocean franchise, has received a free demo available now on PlayStation 4, PlayStation 5, Nintendo Switch and PC via Steam. Also, a brand new gameplay trailer has been released, showcasing a variety of new features, including upgraded visuals.

https://www.youtube.com/watch?v=Hl3AuAVC8Ss

The trailer instantly highlights the game’s visuals, which have been upgraded to closely resemble an HD-2D adventure RPG a la Octopath Traveler. It’s made clear that players will have the choice to determine how they play: they can choose to take on all enemies that cross their path, or they can favor progression and avoid encounters. But if they’re not careful, enemies may link together, and players will have to defeat the enemies one after the other, making for a particularly difficult encounter.

Unique Spots will reward players who explore off the beaten path with EXP and items, but according to the trailer, these spots will be cleverly hidden in the game’s overworld. Speaking of the overworld, Star Ocean: The Second Story R introduces Raid Enemies, which are powerful bosses that reward equally impressive weapons and items. 

Fishing in the Star Ocean

It wouldn’t be an RPG without a fishing minigame, but this remake takes it a step further by including a Fish Encyclopedia that you can actively fill out as you proceed through the game’s story. You can also catch enemies in addition to fish, so players should be ready for anything.

Star Ocean: The Second Story R also introduces a handful of new battle mechanics. Just Counters allow players to take a step back when an enemy attacks, instantly teleporting behind them for an extra attack. Also, enemies will now have a Shield Value, which, when depleted, results in all attacks being critical hits.

From time to time, the game will introduce powerful Leader Enemies with special effects given to them that make fighting them a pain. When players break these enemies’ shields, all nearby enemies will also experience a break, allowing the party to dish out the pain when pushed up against the wall.

There's a lot to do, according to the admittedly content-packed trailer. As for the demo, it's live now and will carry over save data into the full game when Star Ocean: The Second Story R goes live on November 2.

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Cyberpunk 2077 Update 2.0 goes live on September 21 https://www.destructoid.com/cyberpunk-2077-update-2-0-goes-live-on-september-21/?utm_source=rss&utm_medium=rss&utm_campaign=cyberpunk-2077-update-2-0-goes-live-on-september-21 https://www.destructoid.com/cyberpunk-2077-update-2-0-goes-live-on-september-21/#respond Thu, 14 Sep 2023 17:56:38 +0000 https://www.destructoid.com/?p=405439

Cyberpunk 2077’s 2.0 update is approaching to clean up the mess wrought by the
launch release. This release is separate from the Phantom Liberty expansion that launches
soon after as the update focuses more on overhauling systems found in the base game.

Although both have been advertised alongside each other, they launch on separate
dates, with the update coming on September 21. A new trailer for the update highlights the
revamped police system, adding functioning police to the game so that committing crimes
has consequences. There's even proper MaxTac implementation in case a rampage gets so extreme the NCPD believes V has gone cyberpsycho.

https://www.youtube.com/watch?v=odf7Q8Plcvw

Other prominent features in Cyberpunk 2077 2.0 include a rebuilt cyberware system and
retooled skill trees to better balance V’s capabilities. Hopefully, this version is the best as this marks the second time the skill trees have been redone.

Cyberpunk 2077 has been on a long road to redemption since its disastrous 2020 launch. The
game has always had its defenders, but the numerous bugs and missing features made it hard
to enjoy.

Now that it's becoming what it arguably should have been, the hype for it feels real again. While
more tempered than its original pre-release cycle, Cyberpunk 2077 has become something to
be excited about again. It still has some bugs and issues, but not nearly to the same degree it used to have.

It’s a redemptive arc that places it along other initial disasters like No Man’s Sky or Final
Fantasy XIV
which eventually sorted itself out. Hopefully, this update will solidify its
placement among titles that rose amidst the ashes.

The post Cyberpunk 2077 Update 2.0 goes live on September 21 appeared first on Destructoid.

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Kickstarter action-RPG Anima – Song From the Abyss draws on Zelda, DMC https://www.destructoid.com/anima-song-from-the-abyss-kickstarter-indie-action-rpg-kickoff/?utm_source=rss&utm_medium=rss&utm_campaign=anima-song-from-the-abyss-kickstarter-indie-action-rpg-kickoff https://www.destructoid.com/anima-song-from-the-abyss-kickstarter-indie-action-rpg-kickoff/#respond Wed, 13 Sep 2023 19:07:20 +0000 https://www.destructoid.com/?p=404739

A new indie action RPG has been gaining traction on Kickstarter. Anima - Song From the Abyss is the latest game from Spanish-based studio Anima Project.

The group has been around for a while, forming in 2005 and having several published games, but Anima - Song From the Abyss is the studio's first Kickstarter and most ambitious project. Stylish action games like NieR Automata and open-world titles like The Witcher are influencing the title's direction.

Previous Anima titles were self-published and are solid games in their own right. Things like the budget were noticeable, but an interesting world and lengthy journey showed the team's passion. It's worth seeing how Song from the Abyss stacks up to NieR Automata given the first game's influence on the previous entries.

https://www.youtube.com/watch?v=HtZNuvvHvV8&pp=ygUZYW5pbWEgc29uZyBmcm9tIHRoZSBhYnlzcw%3D%3D

One notable difference is that Song From the Abyss is more colorful than its predecessors. The Kickstarter states Zelda as an influence, and it's noticeable with how saturated the environments are.

Beyond that, Song of the Abyss' main appeal is opening the series up with a bigger budget game. The series always had an open-ended structure, but this expands the concept further. It's not open-world but ensures environments have a lot to explore.

A notable feature returning from Gate of Memories is character switching on the fly. If executed well, stylish action game fans will be satisfied with stylish combos while alternating between protagonists Soren and Noein.

Seeing new and interesting projects from small teams is always exciting. Anima Project is a three-person studio, and its previous efforts cut above what a team of that size can do with an action RPG. The good news is, the Kickstarter campaign has already cleared its initial funding goal. Hopefully, a bigger budget will help the team achieve its ambition and it will come out on time for its projected November 2024 release.

The post Kickstarter action-RPG Anima – Song From the Abyss draws on Zelda, DMC appeared first on Destructoid.

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