Cory Dinkel | Siliconera https://www.siliconera.com/author/cdinkel/ The secret level in the world of video game news. Fri, 20 Dec 2024 19:43:07 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 https://d3la0uqcqx40x5.cloudfront.net/wp-content/uploads/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Cory Dinkel | Siliconera https://www.siliconera.com/author/cdinkel/ 32 32 163913089 I Want a Third Devil Survivor Game https://www.siliconera.com/i-want-a-third-devil-survivor-game/?utm_source=rss&utm_medium=rss&utm_campaign=i-want-a-third-devil-survivor-game https://www.siliconera.com/i-want-a-third-devil-survivor-game/#respond Fri, 27 Dec 2024 20:00:00 +0000 https://www.siliconera.com/?p=1069947

The Shin Megami Tensei: Devil Survivor series holds a unique place in the tactical RPG genre. It blends the intense strategy of grid-based combat with the moral complexity and alignment systems the Shin Megami Tensei franchise is known for. While the series currently consists of only two games, Devil Survivor and Devil Survivor 2, both entries left a lasting impression. They both share complicated gameplay systems, time-sensitive narratives, and emotionally charged decision-making. I think it's time for ATLUS to deliver a third entry. One that builds upon its predecessors while introducing new mechanics and modern quality-of-life features.

The Devil Survivor series took the moral dilemmas and mythological themes of the mainline SMT games and combined them with tactical combat. Unlike the turn-based battles of traditional SMT, Devil Survivor relied on grid-based movement and positioning, emphasizing strategy and careful planning. Battles unfolded in a hybrid system. Once units clashed, they entered a familiar turn-based combat mode akin to mainline SMT games. This is complete with demon summoning and elemental weaknesses. This dual-layered approach gave the series its distinct identity, appealing to fans of both strategy games and traditional JRPGs.

Both games implemented a time-sensitive narrative structure, with events unfolding over a set number of days. Players had to make choices about how to spend their limited time. This includes advancing the main plot, forging bonds with other characters, or preparing for upcoming battles. This mechanic heightened the sense of urgency and added replayability, as nowhere near all of the events could be experienced in a single playthrough. The time mechanics also tied into the series’ multiple endings, which depended on the player’s choices, alignment and available party.

Image via Atlus

In keeping with SMT tradition, Devil Survivor featured an alignment system that influenced the story’s direction and the protagonist’s ultimate fate. Players’ decisions throughout the game aligned them with Law, Chaos, or Neutral ideologies, each represented by different factions and characters. What set Devil Survivor apart was how these alignments were interwoven with the personal struggles of its cast. The choices were much less abstract. They directly impacted the characters the player had grown attached to over the course of the game.

There's also multiple endings within alignments, something not as common in the mainline series. For example, there are different options even if you take the Chaos route. Some of the endings can be easily missed if you don't follow a specific path.

The cast of the Devil Survivor games is another standout feature. In the first game, players were thrust into a locked-down Tokyo as demons began to overrun the city. The second game deals with themes of societal collapse and prophecy. Each character had their own struggles, motivations, and potential arcs depending on the player’s choices. This focus on interpersonal dynamics made the stakes feel personal, further distinguishing the series from other tactical RPGs.

However, the gaming landscape has evolved significantly since the release of Devil Survivor 2: Record Breaker in 2015. A third entry could capitalize on modern advancements in game design while staying true to the series’ core identity. Here’s why we need Devil Survivor 3 and how it could improve upon its predecessors.

While the hybrid battle system of the first two games was innovative. Devil Survivor 3 could take inspiration from modern tactical RPGs to refine and expand its gameplay. Games like Fire Emblem: Three Houses and Triangle Strategy have introduced new ideas to the genre, such as terrain effects, class-specific mechanics, and more dynamic battlefields. Devil Survivor 3 could incorporate these features to make combat even more engaging.

For example, Introduce environmental elements like destructible terrain, hazardous zones, or demon-summoning circles that alter the battlefield dynamically. Also, it could add mechanics that reward teamwork, such as combo attacks or support bonuses for characters with strong relationships. We've seen elements like this in Persona, so they can do it.

The Devil Survivor games were challenging, but their difficulty sometimes bordered on frustrating. A third game could address these issues. Borrowing from Persona 5’s sleek menus, demon fusion and skill inheritance could make things more accessible.

The alignment system is central to the Devil Survivor experience, and a third game could take it even further. Instead of sticking to the traditional Law, Chaos, and Neutral alignments, Devil Survivor 3 could introduce new factions or ideologies, each with its own moral complexities.

Players could manage relationships between multiple competing sides, each with shades of gray. This could help to make alignment a more fluid system that reacts to the player’s choices, rather than locking them into a specific path early on.

Like almost every SMT title, first two games focused on Tokyo. They both also deal with societal collapse. Devil Survivor 3 could explore fresh thematic and narrative territory. The protagonist navigating cultural and ideological clashes as demons threaten to bring about the apocalypse. The narrative could tackle timely issues such as climate change, technology’s impact on humanity, or global inequality, giving the series a modern edge.

The broader SMT franchise has evolved significantly since Devil Survivor 2. A third game could integrate some of the best features from recent entries. For example, the nuanced demon recruitment system from Shin Megami Tensei V. The game could also leverage modern hardware to deliver stunning character designs and atmospheric environments, while retaining the series’ signature art style.

A third entry could also introduce entirely new mechanics to set itself apart. Many of Devil Survivor's modern peers feature some sort of management between battles. Players could manage resources and alliances between human survivors and demon factions, adding a layer of strategic depth.

Then of course they could Include cooperative or competitive multiplayer options. This would let players test their strategies against others or team up for challenging battles. I'm not typically a fan of this sort of thing, but the Pokémon series shows us the demand for this sort of thing.

The Devil Survivor series has always excelled at delivering thought-provoking narratives, intense tactical combat, and morally challenging choices. A third entry could build upon this foundation, incorporating modern gameplay advancements and exploring new thematic territory. By blending the best elements of its predecessors with fresh ideas from the wider world of tactical RPGs, Devil Survivor 3 could reignite the franchise and deliver a truly unforgettable experience. The fans are ready, ATLUS — it’s time to answer the call.

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Elden Ring: Night Reign Makes Me Nervous, but I Trust FromSoft https://www.siliconera.com/elden-ring-night-reign-makes-me-nervous-but-i-trust-fromsoft/?utm_source=rss&utm_medium=rss&utm_campaign=elden-ring-night-reign-makes-me-nervous-but-i-trust-fromsoft https://www.siliconera.com/elden-ring-night-reign-makes-me-nervous-but-i-trust-fromsoft/#respond Mon, 23 Dec 2024 20:00:00 +0000 https://www.siliconera.com/?p=1069928 Elden Ring Nightreign Doesn’t Offer Crossplay Multiplayer

One of the biggest surprises at this year’s Game Awards was the announcement of Elden Ring: Night Reign. FromSoftware stunned fans by revealing a co-op-focused spin-off that deviates from the typical formula. Known for their meticulously crafted, punishingly difficult RPGs, FromSoftware has decided to take a bold leap with Night Reign. Instead of the sprawling, methodical exploration of Elden Ring, this new title offers a condensed, fast-paced multiplayer experience.

As a huge fan of Elden Ring, I’ll admit I want to play it myself. However, it's hard not to get nervous about this new direction. The game promises to deliver on the elements we know and love. Things like exploration, boss fights and character building. However, it looks like a faster, more action-packed framework. Now, I trust FromSoftware’s ability to innovate. Although, with such a significant departure from their usual style, I'm nervous about Elden Ring: Night Reign.

FromSoftware describes Night Reign as a “condensed RPG experience.” Gone are the expansive open-world vistas and the hours of slow, deliberate progress through labyrinthine dungeons. Instead, Night Reign thrusts players into short, high-intensity sessions where survival depends on speed, strategy, and teamwork.

Adding to the tension is a shrinking area of safe terrain that pushes players toward the center, much like a battle royale game. An acidic rain will consume players who stray outside the shrinking safe areas at night. The goal of Night Reign differs from traditional Souls titles. Build your character as quickly as possible, coordinate with your squad, and take down the boss at the end of each cycle. Fans have already begun comparing this gameplay loop to games such as Fortnite, not always in a positive light.

Elden Ring: Night Reign Is a New, Multiplayer Spin-off Game
Image via Bandai Namco

At its core, Night Reign retains many hallmarks of Elden Ring. Combat is skill-based and brutal, exploration is rewarding, and bosses are as fearsome as ever. However, the pace is dramatically faster. The cautious dungeon crawls of the original game have been replaced with adrenaline-pumping speedruns. Night Reign demands constant movement and quick decision-making, forcing players to balance risk and reward in a way that feels fresh yet familiar.

This isn’t just a traditional multiplayer Elden Ring. The game will eight distinct "heroes", each with their own unique abilities and playstyles.

We've had a look at four so far:

  • Wylder: A balanced all-rounder with a hookshot ability for closing gaps or evading attacks.
  • Guardian: A tanky powerhouse with a mini-tornado skill to disrupt enemy swarms.
  • Duchess: A nimble rogue with fast attacks and a quickstep dodge.
  • Recluse: A mage specializing in ranged magical attacks and healing.

Each hero also has an ultimate attack, which operates on a cooldown timer. Finding ways to combine these abilities with your teammates’ skills is key to overcoming Night Reign’s toughest encounters. These synergies encourage communication and teamwork, making every encounter a test of strategy as much as skill. This differs from Souls games usual drop-in/drop-out multiplayer.

Each session in Night Reign also seems to reshuffle the map. Randomized enemy placements, and unique environmental hazards like active volcanoes or rotting forests could be in your run. Even the bosses you encounter at the end of each day are randomized. The random elements ensure that no two runs feel the same, which is essential for a game designed to be replayed again and again.

These changes lower the barrier to entry to the game. Although, ideally, without sacrificing the depth and challenge that FromSoftware fans expect.

All new games revealed The Game Awards TGA 2024 Elden Ring Night Reign
Image via Bandai Namco

As much as I trust FromSoftware, Night Reign represents a huge departure from their traditional formula. The studio’s greatest strength has always been its ability to craft intricate, immersive worlds filled with secrets and lore. By focusing on short, fast-paced sessions, there’s a risk that Night Reign might lose some of the depth that made Elden Ring so special.

For example, the lore of Elden Ring is deep, intricate and plentiful. However, they've said this game will feature no new lore. In fact it's likely to be non-canon given the appearance of some characters such as what seems to be Dark Souls 3's Nameless King in the trailer. While this isn't the end of the world, it makes me wonder why not just create a new IP for this?

Another concern is the emphasis on co-op. While multiplayer was a popular feature in Elden Ring, FromSoftware’s games have always completely enjoyable as a solitary experience. Overcoming immense challenges on your own is in fact the way many insist on playing Elden Ring. I worry that the shift to a team-based dynamic might dilute that for some.

Finally, there’s the question of longevity. Randomization and replayability are great, but will Night Reign have enough variety to keep players engaged in the long term? FromSoftware will need to deliver a steady stream of new content and updates to maintain interest. However, this is something the studio hasn’t traditionally done outside of DLC expansions.

Elden Ring Nightreign Network Test Registration
Image via Bandai Namco

Despite my reservations, I’m optimistic about Night Reign because it’s clear that FromSoftware isn’t just chasing trends. This isn’t a soulless attempt to cash in on the success of Elden Ring. Instead, it’s a thoughtful reimagining of their formula that retains the essence of what makes their games special while experimenting with new ideas.

FromSoftware has a track record of taking risks and succeeding. Bloodborne reinvented the slow, defensive combat of Dark Souls with its aggressive, fast-paced gameplay. Sekiro stripped away RPG mechanics entirely to focus on pure action. While many consider these masterpieces, they also shifted the formula a great deal. If any studio can pull off such a dramatic shift, it’s FromSoftware.

However, I still feel that they could have easily named this something different while still using Elden Ring's assets. If lore doesn't seem to matter especially, this could have been seen as a culmination of the entire Souls series. It'll remain to be seen how much lore there is or isn't in the game proper.

Ultimately, Night Reign feels like a gamble, but it’s one I'll stay optimistic about. FromSoftware has earned our trust with years of exceptional games. I’m excited to see how they surprise us this time. Whether Night Reign becomes the next Bloodborne or simply an interesting experiment, one thing is certain: FromSoftware has the chops to make a hit regardless of forumla.

Elden Ring: Nightreign will come to the PS4, PS5, Xbox One, Xbox Series X, and PC in 2025. Elden Ring is available for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, and PC, with the Shadow of the Erdtree DLC also available.

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Review: Legacy of Kain: Soul Reaver 1 & 2 Remastered Brings Cult Classics Back to Life https://www.siliconera.com/review-legacy-of-kain-soul-reaver-1-2-remastered-brings-cult-classics-back-to-life/?utm_source=rss&utm_medium=rss&utm_campaign=review-legacy-of-kain-soul-reaver-1-2-remastered-brings-cult-classics-back-to-life https://www.siliconera.com/review-legacy-of-kain-soul-reaver-1-2-remastered-brings-cult-classics-back-to-life/#respond Thu, 12 Dec 2024 20:00:21 +0000 https://www.siliconera.com/?p=1068350

I never really paid much attention to the Legacy of Kain series. It was one of those titles I knew about, but didn’t dive into, with a brief encounter with a Pizza Hut demo disc back in 1999 being the exception. I’ve heard a lot of talk about Legacy of Kain, particularly about the Soul Reaver games, especially as critics and fans often hail them as ahead of their time. When Legacy of Kain: Soul Reaver 1 & 2 Remastered was revealed, I knew I had to finally experience these cult classics. After playing through the remasters, it’s clear 2024 wasn’t too late to appreciate their brilliance.

The Legacy of Kain series began in 1996 with Blood Omen: Legacy of Kain. This dark tale introduced players to the gothic world of Nosgoth, a realm steeped in tragedy, betrayal, and a deep narrative inspired by literary works like Paradise Lost and Dracula. It also introduced the antihero and eventual villain Kain. While Blood Omen laid the groundwork, it was Legacy of Kain: Soul Reaver in 1999 that helped redefined the franchise. Developed by Crystal Dynamics and directed by Amy Hennig (later of Uncharted fame), Soul Reaver followed Raziel. He's a once-proud vampire lieutenant betrayed by his master, Kain. Cast into the spectral abyss and reborn as a wraith, Raziel embarked on a revenge-fueled journey across Nosgoth, along the way unraveling mysteries and battling formidable foes.

Screenshot by Siliconera

The sequel, Soul Reaver 2 (2001), expanded the story, deepened the lore, and explored Raziel's continued quest for answers. After all, the first game left off on a cliffhanger. Both games received praise for their ambitious storytelling, environmental puzzles, and innovative gameplay.

The remastered visuals breathe new life into Nosgoth, all while preserving the original art direction. Built on the original models, the graphical upgrades clean up textures, enhance lighting, and add clarity. However, there's no loss to the gothic charm of the late 1990 and early 2000 titles. One standout feature is the ability to toggle between the remastered and original visuals with a single button press. I found it a nostalgic delight, providing context for just how far gaming visuals have evolved while respecting the artistry of the originals.

Even with the upgrades, these Legacy of Kain: Soul Reaver 1 & 2 Remastered games are clearly not modern titles. However, they still remain faithfulness to the original vision and are striking as a result. From the haunting ruins of vampire clans to the eerie spectral realm, the remaster collection maintains the atmospheric depth that made Nosgoth so memorable.

The gameplay remains largely unchanged from the original releases. At their core, Soul Reaver and its sequel are Metroidvania-style adventures that emphasize exploration, environmental puzzles, and gradual power acquisition. Raziel’s ability to shift between the material and spectral realms remains a standout mechanic, adding depth to puzzle-solving and traversal.

Combat, while functional, can feel dated by modern standards, with its simple lock-on mechanics and occasionally awkward controls. Similarly, the infamous block puzzles of Soul Reaver 1 do tend to remind me of the PS1 era. Yet, these quirks add a certain charm, making the experience feel vintage rather than frustrating.

Screenshot by Siliconera

One modern convenience notably absent in Legacy of Kain: Soul Reaver 1 & 2 Remastered is an updated save system. The original, which always returns players to the same starting point upon loading, remains intact. While this maintains the integrity of the original design, it can feel tedious by today’s standards. Still, this is a minor gripe in an otherwise engaging experience.

What truly elevates Legacy of Kain: Soul Reaver 1 & 2 Remastered above contemporaries is the storytelling and worldbuilding. Raziel’s quest for vengeance is merely the entry point into a labyrinthine narrative that explores fate, free will, and the cyclical nature of history. The writing, inspired by gothic literature and existential philosophy, is both poetic and thought-provoking.

This is all held together by masterful voice acting, featuring Michael Bell as Raziel and Simon Templeman as Kain at the core. Their exchanges crackle with intensity, bringing the characters to life in a way few games of the era managed. Even the supporting cast, including a pre-Breaking Bad Anna Gunn as Ariel, delivers memorable performances. These elements combine to create a narrative experience that feels timeless and essential.

Screenshot by Siliconera

The remastered collection goes beyond visual upgrades. It offers an array of bonus content that celebrates the Legacy of Kain community and history. It acts as a tribute to the series’ rich history and the dedicated fanbase that has kept its legacy alive. One standout addition is The Lore Reader. It involves an intricate system of newly crafted maps that enrich the player’s understanding of Nosgoth's complex geography and layered history. These maps are paired with poetic descriptions that narrate the transformations Nosgoth has endured over time. Players can switch between the pristine “pure” versions of the maps, reflecting Nosgoth’s untarnished past, and the “corrupted” iterations, which reveal the decay and chaos wrought by centuries of conflict.

Legacy of Kain: Soul Reaver 1 & 2 Remastered also includes an extensive Art Galleries section, a treasure trove of visuals that chart the series' artistic evolution. Fans can explore a mix of high-definition renders, original concept art, and FMV cinematics, all remastered to meet modern standards. These galleries provide an intimate look at the creative process behind the games. It showcases early designs and visual motifs that shaped the hauntingly gothic aesthetic of Nosgoth. There's also a whole section for fanart and cosplay!

For those who appreciate the intricacies of storytelling, the Dark Chronicle feature offers us both games’ scripts. Every iconic exchange between Raziel and his brethren, every chilling monologue, and every philosophical reflection is meticulously preserved here. This feature not only allows players to relive their favorite moments but also provides a comprehensive way to study the games' complex narrative, packed with themes of destiny, betrayal, and existential dread.

Screenshot by Siliconera

Perhaps the most intriguing addition in Legacy of Kain: Soul Reaver 1 & 2 Remastered is the Soul Reaver Lost Levels. These present unfinished content from the original Soul Reaver. This feature includes meticulously restored areas like the Undercity, the Smokestack, and Kain’s Retreat. All of the levels were cut due to technical limitations of the time. Players can explore these levels in their original state, complete with developer notes that shed light on their intended role in the game. This interactive glimpse into what might have been feels like stepping into a museum of gaming history, offering fans a rare chance to see the creative ambitions that went unrealized.

Finally, the remaster pays homage to the games’ atmospheric soundscapes by including the complete Soul Reaver 1 & 2 soundtracks. These haunting compositions, which blend eerie melodies with industrial tones, have been fully restored and enhanced. Previously unreleased tracks are also included.

Together, these features elevate Legacy of Kain: Soul Reaver 1 & 2 Remastered beyond a simple update. They represent a collaborative celebration of the franchise between Crystal Dynamics, Aspyr, and the fans. This collection is more than a preservation effort. It’s a love letter to fans and a reminder of the series’ significance. Whether you’re a longtime devotee or a newcomer to the series, this collection not only preserves the legacy of Soul Reaver but enriches it, ensuring that Nosgoth’s story continues to resonate for years to come. Here’s hoping this renewed interest leads to further exploration of the Legacy of Kain universe—because these games deserve it.

Legacy of Kain: Soul Reaver 1 & 2 Remastered is available on the Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X, and PC.

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Who Are the Marvel Rivals Voice Actors? https://www.siliconera.com/who-are-the-marvel-rivals-voice-actors/?utm_source=rss&utm_medium=rss&utm_campaign=who-are-the-marvel-rivals-voice-actors https://www.siliconera.com/who-are-the-marvel-rivals-voice-actors/#respond Tue, 10 Dec 2024 20:45:00 +0000 https://www.siliconera.com/?p=1068745 All Marvel Rivals voice actors in the English cast

The voice actors in Marvel Rivals stand out as one of the game’s most prominent features, showcasing an impressive lineup of accomplished performers. This star-studded cast includes both industry veterans and fan-favorite actors reprising iconic roles.

All Voice Actors in Marvel Rivals

Below is the complete cast:

Actor Character(s)
Abby Trott Magik
Adam Harrington Groot
Alpha Takahashi Psylocke
Andrew Kishino Hawkeye / Master Weaver
Bill Millsap The Punisher
Brian Bloom Captain America
Cassandra Lee Morris Galacta
Colleen O'Shaughnessey Mantis
Daisy Lightfoot Spider-Zero
Daniel Marin Namor
Eliah Mountjoy Winter Soldier
Erik Braa Moon Knight
Fred Tatasciore Hulk / Monster Hulk
Hakeem Kameechi Ysaguirre Cloak
James Arnold Taylor Magneto
James Mathis III Black Panther
Joe Zieja Bruce Banner
Jon Bailey Jeff the Land Shark
Jordan Reynolds Adam Warlock
Judy Alice Lee Luna Snow
Kate Higgins Scarlet Witch
Laura Bailey Black Widow
Liam O'Brien Doctor Strange
Mara Junot Storm
Milana Vayntrub Squirrel Girl
Nika Futterman Hela
Nolan North Rocket Raccoon
Sally Amaki Peni Parker
Scott Porter Star-Lord
Stephen Fu Iron Fist
Steve Blum Wolverine / Venom
Travis Willingham Thor / Doctor Doom
Troy Baker Loki
Xanthe Huynh Dagger
Yuri Lowenthal Spider-Man

How to fix Marvel Rivals server connection failed error
Image via NetEase Games

Marvel Rivals Voice Actor Highlights

Yuri Lowenthal returns to voice Spider-Man. A character he has become synonymous with through his acclaimed performances in Insomniac's Marvel’s Spider-Man series. His portrayal continues to bring Peter Parker’s wit and determination to life.

Fred Tatasciore's performance as Hulk demonstrates his mastery of vocal intensity. Tatasciore has voiced the Hulk in numerous Marvel projects. Steve Blum and Nolan North reprise their roles as Wolverine and Rocket Raccoon, respectively. Both actors are fan-favorites for these characters, and their seasoned performances bring consistency to Marvel Rivals.

Travis Willingham, known for voicing Thor across various media, also takes on the mantle of Doctor Doom in Marvel Rivals. His ability to balance Thor’s heroic charisma with Doom’s cold and calculating demeanor showcases his impressive range.

This diverse and talented voice cast brings a fresh energy to Marvel Rivals, while paying homage to established Marvel portrayals. Their work elevates the game, making it a standout experience for fans of the franchise.

Marvel Rivals is available for the PS5, Xbox Series X/S, and PC.

The post Who Are the Marvel Rivals Voice Actors? appeared first on Siliconera.

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Dragon Age Nailed the ‘Epic’ in Epic Fantasy https://www.siliconera.com/dragon-age-nailed-the-epic-in-epic-fantasy/?utm_source=rss&utm_medium=rss&utm_campaign=dragon-age-nailed-the-epic-in-epic-fantasy https://www.siliconera.com/dragon-age-nailed-the-epic-in-epic-fantasy/#respond Sat, 30 Nov 2024 20:00:00 +0000 https://www.siliconera.com/?p=1066535 Dragon Age The Veilguard preload and release times

When discussing games that embody the spirit of epic fantasy, Dragon Age stands as what I consider one of the best examples. Bioware’s series, beginning with Dragon Age: Origins in 2009, captured the sweeping grandeur of low fantasy while grounding its story in gritty realism and political nuance. It masterfully balanced classic fantasy tropes. Heroic quests, ancient evils, and mythic creatures blended with the intricate dynamics of kingdom politics, war, and personal agency.

Dragon Age: Origins series embraced both sides of high fantasy conventions. Fighting darkspawn, demons, and dragons while delving into the political strife that divides kingdoms like Ferelden and Orlais. The Grey Wardens, ancient protectors sworn to fight the darkspawn, serve as a focal point of this tension. The backdrop of Origins is not merely the Blight, a catastrophic invasion of monstrous darkspawn. Additionally a civil war threatens Ferelden from within. These dual conflicts lend the series a unique complexity, as players must navigate both battlefield heroics and political intrigue.

Image via EA

It’s impossible to overlook the literary inspirations that influenced Dragon Age. The series bears the unmistakable marks of A Song of Ice and Fire by George R.R. Martin. Like Martin’s novels, which were later adapted into the Game of Thrones television series, Dragon Age doesn’t shy away from morally grey characters, shifting alliances, and the murky ethics of leadership during wartime. In Ferelden, leaders such as Loghain Mac Tir embody this complexity. His controversial actions to preserve his nation’s independence blur the line between villain and patriot.

In addition, Dragon Age owes a significant debt to Dungeons & Dragons. As with many RPGs, Bioware built upon the legacy of tabletop role-playing games, borrowing from their deep lore and mechanics. Dungeons & Dragons set the gold standard for collaborative storytelling and detailed fantasy worlds. The influence is clear in everything from branching dialogue trees to its meticulous codex entries cataloging history, religions, and culture.

The game acts as a high point of worldbuilding in the realm of gaming. When Dragon Age: Origins debuted, it felt like the culmination of an era. It came at the tail end of the 1990s and early 2000s PC CRPG boom. This was a time when games like Baldur’s Gate and Planescape: Torment drew heavily from fantasy novels or even adapted them outright. Bioware itself had been instrumental in that era, with Baldur’s Gate bringing the Forgotten Realms to life.

Image via Larian Studios

It’s interesting, then, to see how Baldur’s Gate III has sparked a resurgence of this kind of vast, narrative-rich worldbuilding. Set within the official Dungeons & Dragons universe, Baldur’s Gate III feels like a natural successor to those earlier games. Yet, some have referred to it as the spiritual successor to Dragon Age. On one hand, this makes sense—the games share sprawling narratives, tactical combat, and a focus on player choice. On the other hand, it’s a somewhat redundant comparison, given that Dragon Age borrowed and improved upon the same narrative traditions and mechanics as Baldur’s Gate III.

However, This resurgence gives me hope that we might see more games with the kind of expansive worldbuilding that Dragon Age perfected. The series didn’t just stop at the games—it extended its universe into novels and comics. Dragon Age: The Stolen Throne, for instance, is a standout example of how supplemental material can enrich the main narrative. The novel explores the early reign of King Maric and the rebellion against Orlais. Events that are only mentioned in the games but carry immense weight in the series’ lore.

Image via EA

What makes this so satisfying is how self-contained these stories feel. The Stolen Throne works as a standalone fantasy novel, even for readers unfamiliar with the games. This kind of depth in worldbuilding is rare and harks back to the interconnected nature of epic fantasy universes. One where every story, no matter how small, feels meaningful within the larger tapestry.

Of course other games feature tie-ins, but many lack the same sense of cohesion. Plenty of modern franchises have books or comics. However, these can often feel like marketing tools rather than integral parts of the lore.

It’s worth noting that other games today are celebrated for their intricate lore and worldbuilding. FromSoftware’s Dark Souls series is perhaps the best-known example, with its cryptic storytelling and layered mythology. However, the nature of Dark Souls’ storytelling is fundamentally different. Its narratives are primarily told through environmental design, item descriptions, and subtle hints, leaving much of the story to interpretation.

While this approach has its merits, it doesn’t replicate the experience of Dragon Age’s epic, interconnected fantasy world. There’s something unique about a series that tells its stories so overtly. Players engage directly with the politics, history, and personal drama of its characters.

Screenshot by Siliconera

Ultimately, what makes Dragon Age special is its ability to create a vast, living world that feels both intimate and epic. The series captures the sweeping scope of epic fantasy while allowing players to shape its narrative through their choices. It’s not quite the same as losing yourself in a multi-volume book series, but it’s an experience all its own. One that transcends the screen and spills into other mediums.

As the gaming industry continues to evolve, I hope we see more worlds like Thedas. One where every character, codex entry, and side quest contributes to the sense of something larger than ourselves. Whether it’s through novels, games, or entirely new formats, there’s something magical about these epic worlds that keep us coming back for more.

The post Dragon Age Nailed the ‘Epic’ in Epic Fantasy appeared first on Siliconera.

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Review: Flare Nuinui Quest Is a Simple, Fun Throwback https://www.siliconera.com/review-flare-nuinui-quest-is-a-simple-fun-throwback/?utm_source=rss&utm_medium=rss&utm_campaign=review-flare-nuinui-quest-is-a-simple-fun-throwback https://www.siliconera.com/review-flare-nuinui-quest-is-a-simple-fun-throwback/#respond Thu, 28 Nov 2024 17:00:28 +0000 https://www.siliconera.com/?p=1065232

As someone who grew up loving retro platformers, from the classic Mega Man series to modern throwbacks like Shovel Knight and Azure Striker Gunvolt, I’m always eager to dive into games that celebrate the 8-bit and 16-bit eras. Flare Nuinui Quest immediately caught my eye with its vibrant pixel art. At first glance, it seemed like an indie homage to the platforming classics I adore.

However, it’s far from just another retro-inspired title. This game is based on Shiranui Flare, a Vtuber from Hololive Production. As someone completely unfamiliar with Hololive, this revelation threw me for a loop. I barely had any idea what Vtubers were, and certainly no idea who Flare was. Also, I had no idea how someone could make a game inspired by the performer.

For those unaware, Hololive Production is a virtual talent agency housing over 90 Virtual YouTubers. As of November 2024, Cover's group boasts a staggering 90 million YouTube subscribers following its talents. Shiranui Flare is a member of Hololive’s Japanese branch. She's known for her charismatic streams and distinctive design. This actually makes her an ideal candidate to anchor a retro action game. As part of the Shiraken unit, a collective of Vtuber talents, Flare brings her adventurous and friendly spirit to Flare Nuinui Quest, as do other members of her unit and generation.

Image via HoloIndie

Did this bring anyone else up to speed? Despite my research, I still feel like I only loosely understand the concept. Yet, I never really felt my lack of familiarity with her character and lore left me in the dark. The game’s colorful presentation and fun gameplay were more what I'd signed up for anyway.

In Flare Nuinui Quest, evil forces have plunged the world into chaos. Now, it’s up to Flare to save her missing Shiraken comrades. Armed with her twin pistols, Smile and Go, Flare embarks on a classic side-scrolling adventure. You know the drill. There are power-ups, secrets, and challenging bosses ahead. The game features appearances from other Hololive members, some of whom act as allies, while others become formidable bosses. This adds an extra layer of appeal for fans of the company, who will undoubtedly enjoy spotting familiar faces and references.

For newcomers like me, the story is largely inconsequential. It’s a straightforward setup that serves as a vehicle for the gameplay loop. Flare Nuinui Quest delivers a simple, but satisfying retro platformer experience reminiscent of Mega Man. Players progress through levels, dodging enemies and obstacles while blasting away with Flare’s pistols.

What I actually like about Flare Nuinui Quest is how it sticks to its retro roots. There are no Metroidvania mechanics or sprawling maps to navigate. This is a level-based platformer through and through. Flare’s core abilities include a sliding move and a charge shot, much like Mega Man. However, I found it just as easy and efficient to rely on rapid-fire shots for most encounters. The charge shot does become a bit more useful as you acquired new abilities after defeating bosses. These upgrades attempt to add variety to combat and encourage experimentation. But I found mashing the regular shot was still more than sufficient for most situations.

Image via HoloIndie

The level design itself is fairly straightforward, with many levels being relatively short and linear. To some this simplicity might make the game accessible and keep the action moving. However, it also means the levels don’t always stand out individually. The emphasis is on clean, functional layouts that guide players from start to finish with very little in the way of surprises or complex platforming sections. For some players, it might come across as overly basic.

Boss fights are usually a major highlight in platformers like this, and Flare Nuinui Quest actually delivers pretty well when it comes to major challenges. Each boss is modeled after a Hololive member. It is certainly a treat for fans of the franchise. Even for someone unfamiliar with the characters, the bosses are pretty well-designed and offer a fair challenge. They strike a great balance between nostalgic simplicity and fun mechanics, making each fight feel rewarding without veering into frustration. For a game of this scale, the effort put into these encounters is actually really welcome.

No retro platformer is complete without a memorable soundtrack, and Flare Nuinui Quest doesn’t disappoint. The game features 8-bit renditions of popular Hololive songs, which is an exciting touch. Even without recognizing the source material, I found the music catchy and atmospheric, perfectly complementing the pixelated visuals and fast-paced gameplay.

The Hololive branding is both a strength and a limitation, however. For fans of Shiranui Flare or the Hololive universe, Flare Nuinui Quest is a delightful celebration of the Vtuber phenomenon, packed with references and cameos. However, for players unfamiliar with Hololive, the game’s identity can feel a bit nebulous. While it stands well enough on its own as a retro platformer, the narrative and character-driven elements might not resonate as strongly with those outside the fandom.

Image via HoloIndie

One notable drawback is the game’s brevity. While Flare Nuinui Quest is undeniably fun, it’s also a very short experience. The main campaign takes just a few hours to complete, and can be done in one setting. The inclusion of additional campaigns starring Usada Pekora and Houshou Marine help extend the playtime. But even so, it feels more like a quick diversion than a substantial offering like Shovel Knight.

That said, the game’s low price point makes its short runtime more forgivable. It feels akin to a polished browser game—charming, accessible, and perfect for quick sessions. The added achievements and hidden secrets give completionists a reason to dive back in. However, the core experience is over before you know it.

Flare Nuinui Quest is a charming retro platformer that nails the look and feel of classic 8-bit games. Its simple mechanics, nostalgic design, and catchy soundtrack make it a joy to play, even for those with no knowledge of Hololive or Shiranui Flare. For fans of the Vtuber and the wider Hololive universe, the game is an even bigger treat, filled with familiar characters and references that add depth to the experience. While its short length and fan-service-heavy approach might limit its appeal to some players, the low price and polished gameplay make it an easy recommendation for anyone who loves retro platformers. Flare Nuinui Quest proves that even niche projects can deliver big on charm and fun.

Flare Nuinui Quest is available on PCs via Steam.

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Pokemon TCG Pocket Os a Great Evolution of the Card Game https://www.siliconera.com/pokemon-tcg-pocket-os-a-great-evolution-of-the-card-game/?utm_source=rss&utm_medium=rss&utm_campaign=pokemon-tcg-pocket-os-a-great-evolution-of-the-card-game https://www.siliconera.com/pokemon-tcg-pocket-os-a-great-evolution-of-the-card-game/#respond Wed, 20 Nov 2024 14:00:00 +0000 https://www.siliconera.com/?p=1064608

In the evolution of digital card games, sometimes less is more. Though similarly named, Pokemon TCG Pocket stands as a refreshing update to the Pokemon Trading Card Game. The new app effectively condenses core gameplay elements while keeping the overall mechanics an rules intact.

The physical card game is wildly popular and high-level play can be thrilling to watch even to those who don't play. However matches for casual players, myself included, can tend to feel long. These casual bouts sometimes clock in over 30 minutes. No problem if you're sitting down for a few games at your local game store. Although when you're playing on your phone, that may not be as easy.

In contrast, Pokemon TCG Pocket prioritizes brevity and accessibility. This makes the game a more convenient option for fans looking for quicker, on-the-go experiences. The game's simplified structure could give it lasting appeal as a player in the digital card game arena.

One of the main ways Pokemon TCG Pocket keeps things streamlined is by using a 20-card deck. This is in contrast to the usual 60-card decks found in paper Pokémon TCG. This not only streamlines gameplay, but deck building as well. Gone are the days of carefully balancing a mix of Pokemon, Trainer, and Energy cards. In this adaptation you don’t need individual Energy cards, since you get resources each turn instead.

Screenshot by Siliconera

This adjustment brings a sharper focus to battles and allows for leaner deck construction. It also lends itself to a more efficient gameplay loop, removing the variable of energy draw. It’s a subtle change, but it gives you more space to strategize around specific Pokémon and Trainers rather than waiting on resources. This can sometime bog down play in the physical game.

Another key benefit to Pokemon TCG Pocket’s format is how quickly games move. Battles can be played in a fraction of the time a traditional Pokemon TCG game would take. Not only because of the instant setup time that comes with a digital TCG, but also because the game itself is faster. This makes it perfect for players who want to squeeze in a couple of matches during downtime.

Unlike other TCGs, where setting up strategies can take several turns, Pokemon TCG Pocket feels immediate because of the small deck size. The app lets players complete games in around 5-10 minutes on average, less even if you're playing bots. A clear advantage for those who love the thrill of card battles but can’t always commit the time (or money) required by the paper TCG or even the digital version of the full TCG.

However, at its core, Pokemon TCG Pocket leans more heavily into the collection aspect of the game. The actual battling, I believe, was always meant to be secondary. The traditional Pokemon TCG has always had an emphasis on collecting with a large community of very serious collectors to prove it. However, Pocket treats this a little differently. The app continuously rewards players with cards and collectibles.

Pokemon TCG Stellar Crown set review
Photo by Siliconera

This is part of Pokemon TCG Pocket’s charm, but also where it may feel a bit lacking for competitive-minded players. I’d argue it could use more emphasis on the battling aspect and deeper, game-defining mechanics. This could pull Pokemon TCG Pocket into closer competition with more battle-focused digital card games. If it doubled down on its fast-paced, simplified gameplay, it could compete with similar streamlined digital TCGs like Hearthstone and Marvel Snap.

Both games have a strong focus on brevity, quick play sessions, and intuitive mechanics. They also attracting a vast audience that enjoys low-commitment, high-reward gameplay. In Marvel Snap, for instance, games last only a few minutes, focusing heavily on quick, smart plays rather than a drawn-out strategy that takes time to set up.

Similarly, Hearthstone brought in millions of players by offering an easy-to-learn, tough-to-master approach to digital card games. Pokemon TCG Pocket could benefit greatly by adopting this ethos more fully. They should encourage players to engage in quick battles rather than treating combat as an add-on to collecting cards.

Pokemon as a franchise has long been about the journey. Training, collecting, and battling your way through a world of creatures. Pocket taps into this by keeping card-collecting front and center. The app’s Premium Pass, which lets you open additional packs, speaks to this emphasis on collection. Pokemon TCG Pocket’s structure and rewards encourage players to return daily. Not necessarily to refine their battle strategies but to check on what new cards are available. The thrill of pulling rare or favorite Pokemon definitely feeds into the Pokemon brand, but from a gameplay perspective, it can overshadow what makes TCGs great: the competition.

Playing TCG in Pokemon Card Lounge
Image courtesy of The Pokemon Company

It seems to me that Pokemon TCG Pocket’s aim is less about the mechanics of card battles and more about capturing that excitement of collecting. a choice that makes sense given Pokemon’s universal appeal. However, Pocket’s battle system is surprisingly engaging for something so simplified. By shifting even further toward battle-centric gameplay, The Pokemon Company International could reframe Pokemon TCG Pocket as a “serious” mobile card game contender without losing its casual appeal.

As it stands, Pokemon TCG Pocket captures a fine balance between easy, accessible fun and collectible appeal. With some tweaks, it has the potential to provide the same depth of strategy and creativity that defines the best digital TCGs out there, making it more than a novelty for fans of Pokemon. It’s possible Pocket could one day represent a proper evolution of the Pokemon TCG experience. One where battling stands on equal footing with collection. When it does, it just might earn its place alongside giants like Hearthstone and Marvel Snap.

Pokemon TCG Pocket is available for Android and iOS devices.

The post Pokemon TCG Pocket Os a Great Evolution of the Card Game appeared first on Siliconera.

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Pokémon Could Learn a Little From Games It Influenced https://www.siliconera.com/pokemon-could-learn-a-little-from-games-it-influenced/?utm_source=rss&utm_medium=rss&utm_campaign=pokemon-could-learn-a-little-from-games-it-influenced https://www.siliconera.com/pokemon-could-learn-a-little-from-games-it-influenced/#respond Tue, 19 Nov 2024 14:00:00 +0000 https://www.siliconera.com/?p=1064544

When you think about Pokemon, it’s easy to feel the nostalgia. For so many of us, the series holds a unique place in our childhoods. It’s a franchise that knows exactly how to keep itself alive. Whether it’s introducing features like Mega Evolution, Z-Moves, or Dynamaxing, the formula is constantly being supplemented by gimmicks. But underneath it all, the Pokemon experience stays fundamentally the same, and maybe that should change to embrace what games like it also do.

Game Freak is often too cautious to truly take big leaps with Pokemon. That approach has kept fans coming back, but some of the more innovative takes on monster-catching come from smaller, indie games influenced by Pokemon. These games, such as Cassette Beasts and Monster Crown, give us a fresh look at a genre Pokemon pioneered, but has not truly innovated on in a long time

As a franchise, Pokemon is among the most established. It's a cultural juggernaut not only in gaming but across media. With every new release, Game Freak fine-tunes the well-loved turn-based mechanics and injects a new gimmick. In Generation VI, we had Mega Evolutions, an exciting feature that allowed certain Pokémon to transform mid-battle and become even stronger versions of themselves.

Image via Niantic

It was wildly popular. Fans loved the additional layers of strategy and the dramatic designs. But by the next generation, Mega Evolutions were gone. Then came Z-Moves and Gigantamaxing, which faded in and out with their respective games. Fans see their favorite features disappear, replaced by something new each time. While this cycle can add flavor to each new game, it sometimes leaves fans wondering if Game Freak cares about their feedback at all.

On one level, it’s understandable why Game Freak takes this approach with Pokemon. No matter what, these games are guaranteed to sell well. Even when Pokemon Scarlet and Violet dropped with performance issues and graphical inconsistencies, they still broke sales records.

It raises the question: why should Game Freak deviate from their tried-and-true formula when they don’t have to? Without the pressure to innovate for survival, they have the luxury to play it safe. It’s only natural, but it also creates a gap that indie games have stepped in to fill.

Cassette Beasts
Image via Raw Fury

Games like Cassette Beasts and Monster Crown have innovated in ways Pokemon could, but perhaps never would. Take Cassette Beasts for example. Tts monster fusion system, which lets you merge two creatures to create a more powerful hybrid, offers thrilling tactical depth. Each fusion carries unique abilities and stats, so you’re incentivized to experiment and discover combinations.

Imagine a similar feature in Pokemon—even with a fraction of the possibilities, the concept would have endless strategic applications, but it’s also easy to see why Game Freak wouldn’t attempt it. Pokemon lore emphasizes individuality; fusing Pokémon might seem at odds with its core “gotta catch ‘em all” mantra. Yet, fusions could have been integrated differently, perhaps as temporary team-ups in battle or unique synergies.

Cassette Beasts also succeeds by keeping its world small, with a limited roster compared to Pokemon’s sprawling Pokédex. With nearly 1,000 Pokémon species to consider, every new Pokemon generation runs into the problem of bloat. Scarlet and Violet, even with all it's expansions, is missing over 20% of the full roster. There are so many creatures that it’s no longer even possible for a player to “catch ‘em all” in a single game. Game Freak claims this is a technical limitation of the switch, but me? I don't buy that.

Cassette Beasts and other indies can design smaller, tightly-knit rosters without players feeling like they’re missing out on decades of characters and mechanics. For them, this limited scope is an advantage, allowing deeper exploration of each monster’s role within the world and narrative. Meanwhile, Pokemon’s vast array of creatures, while mostly beloved, might be the very thing holding it back from incorporating fresh ideas.

Pokemon Home Will Support Pokemon BD, SP, and Legends- Arceus ‘Soon’

Another fascinating feature is how indie monster-collecting games handle lore and story. Pokemon Legends: Arceus was a significant step forward in this department, weaving an engaging tale about the origins of Pokémon in a way that was refreshing and new.

Fans embraced it, thrilled by the idea of exploring lore in a more hands-on way. But even then, it was limited in its risks; rather than push the boundaries further. Indie games don’t have this hesitation. Without a massive back catalog, Cassette Beasts can tie its creatures into every layer of the game’s world and narrative, weaving a story that feels deeply interconnected and freeing the player to explore without rigid constraints.

If Pokemon could merge this depth with the mainline games, we might see a shift to more player agency and immersion—exactly what Pokemon Legends: Arceus hinted at but didn’t fully realize.

So, does Game Freak have a responsibility to keep up with these smaller games, or is it enough to just polish up each new entry in the franchise and let the brand’s legacy carry it forward? For many fans, the answer lies somewhere in between. If Pokémon incorporated a mix of its past mechanics and some of these indie innovations, it could retain its wide appeal while adding meaningful depth.

Imagine a world where we could combine the best of every generation. Where Mega Evolutions, regionals, Dynamaxing, and maybe even fusion mechanics could coexist to create a player experience that evolves over time, rather than starting fresh every few years.

Image via Nintendo

What stands in the way of such a vision? Perhaps it’s the franchise’s sheer scale. With so many facets, card games, movies, toys, and shows, the Pokémon games are but one piece of the bigger picture. Its massive appeal means Game Freak doesn’t have to experiment as much. When something like Mega Evolutions fades away, it’s still just as profitable to make a new game without it. Younger fans and longtime players will buy every release regardless.

Game Freak may be unwilling to commit to complex Pokemon mechanics because it doesn’t need to. That leaves us with a franchise whose games are timeless but, at the same time, overall unchanging. It's disappointing that the company who pushed the Gameboy to its limits to include Kanto in Generation II is now not even including every Pokémon in a main game.

To expect massive changes would be a lot, but the franchise still has the potential to introduce smaller, meaningful innovations. Games like Pokemon Legends: Arceus suggest that the franchise might dip into a deeper experience again. Perhaps drawing from the RPGs that keep people hooked not for one generation but for years.

If that happens, Pokemon might yet blend its comforting nostalgia with the inventive spirit of the games it inspired. Games that go beyond “catching them all” as a slogan. Until then, we’ll continue to explore these indie gems and wait patiently, catching what we can.

The post Pokémon Could Learn a Little From Games It Influenced appeared first on Siliconera.

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Resident Evil 7 Marked a Great Return to Horror https://www.siliconera.com/resident-evil-7-marked-a-great-return-to-horror/?utm_source=rss&utm_medium=rss&utm_campaign=resident-evil-7-marked-a-great-return-to-horror https://www.siliconera.com/resident-evil-7-marked-a-great-return-to-horror/#respond Wed, 30 Oct 2024 13:00:18 +0000 https://www.siliconera.com/?p=1059945

One of the most important things a long running series can do is evolve. Sometimes this is gradual, which Resident Evil successfully did. However, Resident Evil has also been known for wild massive overhauls as well. The transition from Resident Evil 6 to Resident Evil 7 was one of the most significant and impactful shifts in the survival horror genre. Rejuvenating a series that had started to drift away from its roots.

This change wasn't without precedent. Resident Evil has a history of evolving its gameplay to keep up with the times. Before Resident Evil 4, the series had relied on tank controls and fixed camera angles in its early entries. While effective at creating tension, had begun to feel outdated as gaming technology advanced.

When Resident Evil 4 launched, it redefined the franchise with its over-the-shoulder third-person perspective. This change made the game feel more fluid and action-oriented. Players could aim precisely, move with more freedom, and engage with enemies in a more dynamic way. The shift was a massive success, not only impacting the Resident Evil series but the industry as a whole. Resident Evil 4’s approach influenced countless games, like Gears of War and nearly every third-person shooter that followed, setting a new standard for how action games were designed.

Resident Evil 4 Platinum Titles
Image via Capcom

However, by the time Resident Evil 6 arrived, the formula had shifted too far toward bombastic action. The game felt more like a high-octane shooter than a true survival horror experience. There were large-scale set pieces, relentless firefights, and explosions at every turn. While some players, including myself, find things to appreciate in Resident Evil 6—the varied campaigns, the fluid combat, and the sprawling content—it’s hard to argue that the game retained much of the series' original horror DNA.

Instead of genuine terror, the scares were replaced by action, which came at the expense of tension and atmosphere. Even Resident Evil 4, while iconic, leaned more into action, offering Goosebumps-level scares rather than anything deeply terrifying.

With Resident Evil 7, Capcom recognized that it was time for a major shift, returning to what made the series special in the first place. The studio made the bold decision to move the game to a first-person perspective. This move that seemed to draw inspiration from the atmosphere and style of P.T., the legendary horror teaser for the canceled Silent Hills. This first-person perspective immediately made the game feel more intimate and claustrophobic, amplifying the sense of dread that defined the early Resident Evil games.

Resident Evil 7 also brought back the emphasis on survival horror, with a tense and genuinely terrifying setting. A rundown plantation in the heart of the swamps. The Baker family's estate felt like a living, breathing nightmare. A place where every creaky floorboard or shadowy corner could hide something dreadful.

The Bakers themselves were an unforgettable addition to the series, each member representing a different kind of terror. The patriarch, Jack Baker, especially stood out with his relentless pursuit of the player. This also introduced an overhauled stalker mechanic that made every encounter feel like a fight for survival. The way Jack would burst through walls or calmly taunt the player before lunging into a deadly chase was reminiscent of classic Resident Evil enemies like Mr. X, but with a new, more personal twist.

The marketing for Resident Evil 7 also played a crucial role in building its eerie atmosphere. The cryptic trailers and multiple demos like the "Beginning Hour" kept fans guessing about the nature of the game. This created a sense of anticipation and unease long before players even set foot in the Baker family’s home.

Another significant change in Resident Evil 7 was the introduction of a new protagonist, Ethan Winters. Rather than bringing back series veterans like Chris Redfield or Leon Kennedy, the game chose to focus on Ethan. He's just a regular guy drawn into the horrors of the Baker estate while searching for his missing wife, Mia. This decision further grounded the game’s horror, as players saw the nightmare unfold through the eyes of someone without the combat experience of a trained agent. And while Resident Evil 7 initially felt like a departure from the series’ ongoing narrative, by the end, it became clear that it was the next chapter in the story, rather than a total reboot. There were enough connections to the broader Resident Evil lore to satisfy long-time fans, while still being accessible to newcomers.

Image via Capcom

While Resident Evil Village built upon the foundation of Resident Evil 7 with more action and a larger scope, the impact of Resident Evil 7 remains unmatched. The fear, the isolation, and the slower pace made Resident Evil 7 a return to form for the series. A reminder of the kind of white-knuckle survival horror that put the franchise on the map in the first place. Village did refined some of 7's rougher edges, offering a more varied experience with a blend of action and horror. However, Resident Evil 7 is the game that I find myself thinking about more often. It’s a game that redefined what Resident Evil could be, proving that even after decades, the series still had the power to surprise, and terrify, its audience.

Resident Evil 7 is available on PC, PlayStation 4 and 5, Xbox Series X/S, and through the cloud on Switch.

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Review: Shadows of the Damned: Hella Remastered Revives a Cult Classic https://www.siliconera.com/review-shadows-of-the-damned-hella-remastered-revives-a-cult-classic/?utm_source=rss&utm_medium=rss&utm_campaign=review-shadows-of-the-damned-hella-remastered-revives-a-cult-classic https://www.siliconera.com/review-shadows-of-the-damned-hella-remastered-revives-a-cult-classic/#respond Tue, 29 Oct 2024 19:00:00 +0000 https://www.siliconera.com/?p=1060454

The original Shadows of the Damned is a true cult classic. It combined the eccentric style of Suda51 with the tight, horror-centric game design of Shinji Mikami. Released in 2011, the game blended humor, horror, and a bizarre, grindhouse-inspired aesthetic. With Shadows of the Damned: Hella Remastered I was worried the game would show it's age, but after returning to it I think it's as special in 2024 as ever.

Shadows of the Damned: Hella Remastered follows demon hunter Garcia Hotspur as he journeys into the underworld to rescue his kidnapped girlfriend from the clutches of Fleming, the lord of demons. Alongside him is his witty, transforming sidekick Johnson, a talking skull that doubles as his weapon of choice. The game's irreverent tone, surreal atmosphere, and intense action quickly won over a niche but devoted audience, including myself.

When it first launched, the prospect of Suda51's unconventional storytelling paired with Mikami's mastery of third-person shooters was mouth-watering. It was an exciting fusion of two creative powerhouses, leaving a lasting impression on those who experienced it. But over time, the game slipped out of the public consciousness, becoming one of those hidden gems that gamers would bring up when talking about underrated classics.

Screenshot by Siliconera

On the technical side, my tempered expectations regarding what to expect from Shadows of the Damned: Hella Remastered were met. The remaster looks and runs well, at least on PC, where I encountered no serious performance issues. The framerate remained a steady 60 FPS throughout, ensuring smooth gameplay. It really adds to a game like this. Even if you can't notice the smoother frames you'll feel it while shooting.

However, there is a strange oddity concerning the PC port. That is, there are no graphical options to adjust. You can't even change the resolution manually, which is very strange in this day and age. The game does seem to automatically match the display resolution, and it worked great on my 1440p monitor. Yet, for players with unique setups like ultrawide monitors, the lack of customization could end up being a problem.

Visually, the character models experienced an upgrade, though they weren't exactly cutting-edge even back in the original release. The game's dark, surreal art direction, however, tends to add a certain blur over the visuals. This stylistic choice creates a moody, dreamlike atmosphere, but it can sometimes work against the sharper textures of the remaster. Despite this, the atmosphere remains intact, with the game retaining its gritty and bizarre charm. Plus, the addition of new costumes is a fun touch, adding a bit of extra flair for returning players.

Screenshot by Siliconera

One of the most welcome aspects of this remaster is its pricing. Shadows of the Damned: Hella Remastered is priced lower than most new games. This makes it easier to recommend to newcomers and longtime fans alike. It’s a good approach that respects the fact that this is, at its core, an update to a cult game rather than a full-fledged remake.

But the question remains, how well does Shadows of the Damned hold up beneath the updated visuals and smoother performance? The gameplay definitely feels closer to the original Resident Evil 4. The over-the-shoulder combat mechanics involve precision aiming and strategic use of Johnson’s various weapon forms. It’s still a solid experience, but certain aspects—like the controls and camera—can feel a bit clunky in 2024. Those accustomed to modern third-person shooters may find the movement a little stiff. However, it’s more than serviceable, especially if you remember games of this era.

There’s a certain charm in the simplicity of Shadows of the Damned: Hella Remastered that stands out, especially in today’s era of sprawling worlds and complex systems. The game’s environments are compact and tight, creating an experience that is more focused and direct. The upgrade system is straightforward, offering just enough customization without overwhelming the player.

Screenshot by Siliconera

While you won’t find intricate puzzles like in some of Shinji Mikami’s other projects, the emphasis here is on action with a few clever twists. This streamlined approach fits right into Suda 51’s offbeat style, allowing the bizarre world and story to take center stage. It’s a refreshing reminder of an era when games didn’t always strive for maximalism. Instead it's a more concise, focused vision.

Yet, Shadows of the Damned’s true strengths lie in its story, dialogue, and aesthetics. The offbeat humor and imaginative underworld setting are as entertaining as ever, giving the game a unique personality that stands out even today. Garcia Hotspur and Johnson are a duo that brings much of the personality to Shadows of the Damned: Hella Remastered. The story isn't particularly deep or layered, but it embraces its absurdity, delivering a wild, over-the-top adventure filled with tongue-in-cheek humor and innuendos.

Screenshot by Siliconera

Johnson’s versatility as both a guide and a weapon, coupled with Garcia’s brash, unapologetic attitude, creates a dynamic that’s as entertaining as it is offbeat. If you’re familiar with Suda 51’s work, you’ll instantly recognize the blend of irreverent dialogue and surreal charm that defines their interactions. This is a game that doesn’t take itself too seriously.

Shadows of the Damned: Hella Remastered is a wild ride that embraces its weirdness. Offering a mix of campy horror and dark comedy that’s rarely seen in games. If this remaster gives a new audience the chance to experience Garcia Hotspur’s journey in 2024, then it has more than accomplished its mission. Shadows of the Damned: Hella Remastered is a welcome return for a cult classic that deserves another moment in the spotlight.

Shadows of the Damned: Hella Remastered will release on October 31, 2024, for PS5, PS4, Xbox Series X/S, Xbox One, PC and Nintendo Switch.

The post Review: Shadows of the Damned: Hella Remastered Revives a Cult Classic appeared first on Siliconera.

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Is There Romance in Ys X: Nordics? https://www.siliconera.com/is-there-romance-in-ys-x-nordics/?utm_source=rss&utm_medium=rss&utm_campaign=is-there-romance-in-ys-x-nordics https://www.siliconera.com/is-there-romance-in-ys-x-nordics/#respond Fri, 25 Oct 2024 23:15:00 +0000 https://www.siliconera.com/?p=1059878

Some players really like to have romance in their games. So, does Ys X: Nordics feature love interests or any romance?

Ys X: Nordics might initially seem like it could feature a love story. Especially with its focus on two similarly aged, playable characters—Adol and Karja. This setup might lead some to expect a romantic narrative. However, the game takes a different approach, building a bond between Adol and Karja that feels more familial than romantic.

Rather than romantic tension, the story focuses on their deep connection built on shared experiences and mutual respect. It explores their dynamic as they grow closer, highlighting their importance to each other without introducing many romantic overtones.

The story of Ys X is crafted around this relationship, emphasizing how Adol and Karja learn to rely on one another. Their partnership is central to the game’s plot and adds depth to their individual journeys. The sincerity of the bond's writing makes it feel genuine. It's a unique narrative focus that differs from many romance-centered pairings seen in many JRPGs.

Screenshot by Siliconera

Does Ys: X Nordics have a romance mechanic?

As players progress, they’ll also meet a variety of other characters who lend their support to Adol and Karja's journey. Interacting with these characters can unlock additional details about their backstories, filling out their profiles. However, there is no relationship-building mechanic similar to those found in other games. These interactions remain limited to story and lore rather than gameplay mechanics.

In the end, Ys X: Nordics explores a strong, non-romantic relationship that feels central to the game’s narrative. This choice makes the game feel fresh and heartfelt, allowing the connection between Adol and Karja to stand out without relying on a love story. However, those looking for a romantic angle might still be pleasantly surprised by the direction the games takes.

Ys X: Nordics will release on the Switch, Playstation 4 and 5, and PC on October 25, 2024.

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I’ve Been Thinking About P.T. for 10 Years https://www.siliconera.com/ive-been-thinking-about-p-t-for-10-years/?utm_source=rss&utm_medium=rss&utm_campaign=ive-been-thinking-about-p-t-for-10-years https://www.siliconera.com/ive-been-thinking-about-p-t-for-10-years/#respond Wed, 16 Oct 2024 19:00:00 +0000 https://www.siliconera.com/?p=1058331

I wasn’t a fan of Silent Hill in 2014. To be honest, I had never even touched one of the games in the series. But once I booted up P.T. on my PS4, long before I knew it had anything to do with the series, I was hooked. From its haunting first-person perspective to its cryptic narrative, it delivered a terrifying experience that kept me thinking about it for the past ten years.

For many, P.T. was more than a game—it was an event. Its mysterious release on the PlayStation Store as a free "playable teaser" offered no hints about what it was beyond the title. A complete mystery ready for a community of eager players to unravel. That collective discovery process was part of what made the experience so impactful.

Players quickly realized that they were not just playing through a demo they were solving something larger, one piece at a time. It was almost as if everyone online was working together to figure out each step. From cryptic puzzles to whispered rumors about hidden mechanics. The immersion of discussing theories, piecing together clues, and hearing rumors about solving the teaser’s intricate puzzles was such a unique aspect of gaming at the time.

The environment of P.T. was one of its greatest strengths. Despite the entire game confining you to a single looping hallway, the tension never lets up. Every loop introduced subtle changes, making the world feel unstable and unpredictable. From flickering lights to the eerie sounds of a crying baby or the sudden appearance of Lisa, the game’s hostile ghost, P.T. mastered the art of suspense. Even when nothing was happening, the atmosphere made it terrifying. I remember walking through that first hallway, sweating before anything even occurred. The game's ability to instill fear without relying on constant jump scares was a testament to its brilliant design.

One of the most engaging aspects of P.T. was its unconventional mechanics. There was no clear guide or objective, no overt explanations, which made each playthrough a puzzle in itself. I still question to this day whether we ever truly figured out all its secrets.

Did speaking into the PlayStation’s microphone really solve a puzzle? The idea that your voice, an external input, could affect the game was unique. It’s a shame we never got to see how that idea could have been developed in a full game.

Image via Konami

And that’s where the real tragedy of P.T. lies. It wasn’t just a teaser for any game—it was a teaser for Silent Hills. A collaboration between Hideo Kojima and Guillermo del Toro, starring Norman Reedus. The revelation at the end of P.T. was shocking and the prospect of this dream team working together on a full Silent Hill entry was beyond exciting.

But then Kojima and Konami publicly and dramatically parted ways. Not only did Silent Hills not survive the fallout, but P.T. was completely wiped from the PlayStation Store. You can't even redownload it if you had it before. To a game preservationist like me, it's our worst nightmare. To this day there's no way to play the original teaser. It was heartbreaking when the project was canceled, especially since P.T. had built such a fervent fanbase in such a short amount of time.

Even though we never got Silent Hills, P.T. left an indelible mark on gaming. Its influence can still be felt today, particularly in how it inspired Resident Evil 7 to take a first-person approach. Norman Reedus also carried on his collaboration with Kojima in Death Stranding, ensuring that the creative partnership didn’t entirely go to waste.

Still, after a decade, I can’t help but feel cheated. We were so close to getting something truly special. P.T. wasn’t just another horror game; it was an experience that transcended the genre and reshaped the way we think about fear in games. It opened the door to countless possibilities and, in a way, changed the horror gaming landscape. But we’ll never know what Silent Hills could have been, and that’s a regret that will linger for years to come. Even though P.T. was ultimately just a demo, it left an impression far greater than many full-length games ever could. Ten years later, I’m still thinking about it, and I probably won’t stop anytime soon.

P.T. was available on the PlayStation 4.

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Fairy Tail 2 Might Make You a Fan of the Series https://www.siliconera.com/fairy-tail-2-might-make-you-a-fan-of-the-series/?utm_source=rss&utm_medium=rss&utm_campaign=fairy-tail-2-might-make-you-a-fan-of-the-series https://www.siliconera.com/fairy-tail-2-might-make-you-a-fan-of-the-series/#respond Wed, 16 Oct 2024 13:00:00 +0000 https://www.siliconera.com/?p=1058683

I’ll admit right from the start: I have little to no experience with the Fairy Tail anime or manga. My only previous encounter with the series was playing a bit of the first game, which I found surprisingly enjoyable. However, I do know JRPGs. So while it's important how well Fairy Tail 2 translates the anime's world into a new format, my main question when given the opportunity to preview it on PC was, “Could it end up being a good JRPG?”

In the world of JRPGs, you might expect to see a wealth of titles based on anime, given the strong overlap between the two genres. But surprisingly, there aren’t as many standout JRPGs based on popular anime as one might expect. (However, I did put together a list of some notable anime-based JRPGs a few months ago.) That context made me more interested in seeing how Fairy Tail 2 might hold up.

Image via Koei Tecmo

In Fairy Tail 2, players again follow members of the Fairy Tail wizard guild as they navigate the series’ climactic "Alvarez Empire Arc." If you’re like me and aren’t fully familiar with the arc, don’t worry. From my experience with the first moments of Fairy Tail 2, Koei Tecmo goes to great lengths to make the story at least a little accessible to newcomers. The game sets up the narrative, providing clear context for players stepping into the series for the first time. Additionally, It includes detailed lore, backstory, and character explanations through an in-game encyclopedia. This is one of my favorite modern JRPG quality of life mechanics. I found myself consulting it often. It genuinely helped bridge the gap in my limited knowledge of the anime.

But let’s talk gameplay. Fairy Tail 2 builds on the first game’s combat system, which was already a highlight for me. It’s a turn-based system with a twist, resembling an Active Time Battle (ATB) system. Players build SP (Skill Points) through basic attacks as their action bar refreshes. SP can unleash powerful, flashy moves, adding a strategic layer to the gameplay as you decide when to go all-in with bigger attacks.

One of the standout features of combat is the ability to chain together special moves for devastating combos. Timing and strategy are crucial here. You’ll want to set up smaller attacks to build SP before unleashing more powerful abilities. During battle, you also build the Fairy Meter, which gives you access to more SP to extend combos. This can turn longer battles, especially boss fights, into almost cinematic experiences, with explosive attacks flying back and forth. The pacing of combat, alongside the spectacle of special moves, made it fun and engaging, even for someone who doesn’t know the source material inside and out.

What’s more, the variety of characters available from the outset adds a lot to the gameplay, based on what I saw in these early moments. Each character brings a unique set of skills to the table, with different elemental affinities and specialties. This diversity means that you’ll often need to think strategically about party composition and the elements you bring into each battle. Since enemies have their own affinities and weaknesses, planning your approach becomes crucial to maximizing damage and efficiency in combat. This dynamic keeps the gameplay fresh and ensures that encounters never feel like mindless button-mashing.

Image via Koei Tecmo

All of this seems wrapped in a story that still had enough hooks to draw in a relative newcomer like me within about an hour of play. The interactions between characters and their relationships feel authentic. They’re presented in a way that even someone unfamiliar with the history of Fairy Tail can appreciate. Fans of the series will probably find even more to love here, with key moments from the anime and manga brought to life.

While I initially approached Fairy Tail 2 as a game first and adaptation second, I came away pleasantly surprised. I wasn’t just learning about this world passively. I was experiencing it through the characters and their battles. It piqued my interest in the broader series, making me curious to go back and explore the anime or manga to get the full picture.

Ultimately, Fairy Tail 2 has the potential to be more than just a game for fans of the series. It could be the gateway that brings new players into the fold. The combination of accessible storytelling, strategic combat, and a vibrant cast makes it a strong entry in the world of anime-based JRPGs. And for those like me, who might have missed the Fairy Tail phenomenon the first time around, it might just make a fan out of you too.

Fairy Tail 2 will release on Steam on December 11, 2024, and it will be on the PS4, PS5 and Switch on December 13, 2024.

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Review: Ys X: Nordics Isn’t Always Smooth Sailing https://www.siliconera.com/review-ys-x-nordics-isnt-always-smooth-sailing/?utm_source=rss&utm_medium=rss&utm_campaign=review-ys-x-nordics-isnt-always-smooth-sailing https://www.siliconera.com/review-ys-x-nordics-isnt-always-smooth-sailing/#respond Mon, 14 Oct 2024 13:00:00 +0000 https://www.siliconera.com/?p=1058092

The Ys series is one where if you're into the games, you're really into it. It forgoes traditional JRPG conventions by having each game serve as an adventure in the life of protagonist Adol Christin, almost like a throwback to classic adventure novels. The newest title Ys X: Nordics aims to bring it into the swashbuckling world of piracy. However, that's not exactly where the games strengths lie.

The story kicks off with Adol meeting Karja, a fierce "pirate princess," on his travels. Inadvertently, a magical tether binds the two. This connection sets the stage for an action-packed journey during which the pair must confront a looming magical threat. Their dynamic avoids the overdone "reluctant partnership" trope. Instead, Karja actually accepts her bond with Adol pretty quickly, which brings a refreshing sense of camaraderie to their interactions.

Screenshot by Siliconera

Ys X: Nordics draws heavily from Norse mythology, with plenty of Viking-inspired culture sprinkled throughout the game. The pirate ambiance obviously adds to the flavor of the setting. The characters Adol and Karja interact with are enjoyable and the adventures they go on fit all the themes. I found the premise of a swashbuckling Adol to be both refreshing and engaging. However, it quickly becomes clear that the game’s sea-based mechanics aren’t up to par with its land-based exploration.

Ys X: Nordics introduces an entire naval mechanic involving ship-based exploration and combat. However, ship combat is where Ys X falls short. This sure as heck isn't the intricate, multi-layered naval battles of Assassin’s Creed IV: Black Flag. It's not even the arcade style system from Kingdom Hearts III's Port Royal. Ys X opts instead for something so simple it's hard to call it a minigame, much less a full mechanic.

Sea battles amount to little more than locking on and firing cannons, with the occasional special volley attack peppered in. After a few encounters, the novelty fades, and it starts to feel quite bland. It doesn't help that the ship moves pretty slow. It especially stands out because the Ys series is famously fast, especially in combat.

Screenshot by Siliconera

Also there's not a lot to do in the water other than just make it to your next destination. Honestly, when I first got the ship, the freedom of sailing around seemed pretty exciting. However, the uninteresting waters and slow pace really takes the shine off of it quickly. It’s a shame, as the pirate theme fits Adol and the game so well, but the execution falls short.

On the flip side, exploration and combat on land are where Ys X: Nordics stands tall. Adol and Karja’s adventures take them across various islands filled with dungeons, plains, or towns to discover. The smaller, scattered islands break away from the massive single-location structure of recent Ys games. The openness and occasional variety make this aspect feel especially like they're going on some grand escapade.

Navigating once you're on these islands is quite fun, especially with the help of your mana abilities. These are powers that you use in the field not for attacking, but for exploration. For example, one ability emulates a grappling hook. Combining Adol and Karja's natural speed with the additional locomotion from these abilities makes exploration feel so smooth.

However, the meat and potatoes of a Ys game is always going to be the combat. It's why fans pay the price of admission. One of the most compelling aspects of Ys X is its fast-paced combat, a hallmark of the series. Luckily, Ys X: Nordics knocks this out of the park.

Screenshot by Siliconera

The game introduces a new "Duo Mode" where Adol and Karja team up for powerful attacks, and I found this to be the highlight of the combat system. Switching between the two characters mid-battle felt seamless, and the chaotic energy of teaming up added a lot of excitement to fights. Duo Mode is so effective that I rarely saw the need to switch out of it. Most of the fights /i did I ended up just lamming through fight in Duo Mode.

To be fair though, I was playing on "normal" difficulty the entire game. Higher difficulties might demand a bit more strategy before leaping into the fight. I know some of you die-hards don't get out of bed for anything less than "Nightmare."

As you progress, you'll unlock new abilities via a skill tree system. The tree has nodes, which are enhanced by slotting "mana seeds" into them. These provide both passive buffs and for certain nodes along the tree, new combat techniques. While not the most revolutionary system, it’s intuitive and offers some flexibility in building your characters. The seeds come in different types, each offering different bonuses and stats. Therefore, experimenting with combining the different seeds is crucial.

As you gain more techniques, it only makes battles look even flashier. Some battles can actually look like an anime episode. This is of course helped by the gorgeous art style of the game. I would say it's the prettiest Ys game yet.

Screenshot by Siliconera

Another area where Ys X: Nordics never falters is its music. The series has always been known for its rocking, high-energy soundtrack, and this entry is no different. Whether you’re engaged in a fierce boss battle or exploring a new island, the music elevates every moment. It helps keep you pumped and immersed. Fans of the series will be pleased, the soundtrack lives up to the standards set by its predecessors.

In the end, Ys X: Nordics is a solid addition to the Ys series, but it should have stayed docked. The ship combat, which should have been a thrilling new addition, ultimately feels bland. Despite this, the game more than makes up for it with its land-based exploration and fast-paced, duo-driven combat. Fans of the series will no doubt want to pick it up for the continuation of Adol’s story and the exciting new setting. And if you’re new to the Ys franchise, this isn’t a bad place to start.

Ys X: Nordics will come to the PS4, PS5, Switch, and PC on October 25, 2024.

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What’s the Sweet Spot for How Long a JRPG Should Be? https://www.siliconera.com/whats-the-sweet-spot-for-how-long-a-jrpg-should-be/?utm_source=rss&utm_medium=rss&utm_campaign=whats-the-sweet-spot-for-how-long-a-jrpg-should-be https://www.siliconera.com/whats-the-sweet-spot-for-how-long-a-jrpg-should-be/#respond Mon, 30 Sep 2024 16:00:00 +0000 https://www.siliconera.com/?p=1055967

The ideal length of a JRPG can be a tricky balance to strike. A great JRPG story should feel epic and expansive, much like a sweeping fantasy novel or an engrossing TV show. However, it has to avoid overstaying its welcome. The gameplay hours need to allow for twists, turns, character development, and world-building that keep players invested. Yet, if a game is dragging or becoming repetitive players might just stop playing altogether.

Long games filled with unnecessary content or “filler” often struggle to maintain this balance. Ideally, a JRPG’s length should feel justified by the story it tells. This of course rather than being long simply for the sake of it. I’m also talking first playthroughs — where players aren’t aiming for 100% completion, but probably do a handful of side quests. Completionist runs are a whole different discussion

I believe the sweet spot for most JRPGs tends to fall around the 40-60 hour mark. This timeframe gives players enough room to immerse themselves in the world and characters. There's time to experience meaningful plot twists, and explore various gameplay mechanics. However, typically JRPGs at this length don't feel unnecessarily padded.

Final Fantasy XV Action Combat
Screenshot by Siliconera

Many JRPGs comfortably sit within this range, providing an optimal mix of narrative depth and gameplay variety. Take, for example, most modern Final Fantasy games. For a casual playthrough, allowing for some side quests and exploration, most of these titles clock in around 40-60 hours. Final Fantasy XV, for instance, strikes that balance. The story feels epic, with plenty of personal character moments and world-building. However, it doesn’t get bogged down in too much filler. This length allows players to get emotionally invested without ever feeling like the game overstays its welcome.

Of course, there are exceptions to this rule. A game like Persona 5 completely defies the 40-60 hour ideal, and yet, it works. My first playthrough of Persona 5 took around 90 hours. Persona 5 Royal, with its additional content, pushes that even further. The sheer depth of the story, the expansive character arcs, and the social-simulation aspects extend the playtime significantly. However, the pacing is so well-executed that it never feels bloated. Every moment in Persona 5 serves a purpose, adding layers to the narrative and gameplay, making the longer runtime feel justified and engaging rather than tedious.

Persona 5 Royal Art
Image via Atlus

Similarly, a JRPG classic like Final Fantasy VII might fall a bit short 40-60 hour mark. However, it delivers a rich, fulfilling experience nonetheless. The story it tells is epic, with a tightly woven plot and a variety of side content to explore. The game doesn’t artificially pad its runtime with unnecessary quests or dialogue. However, players who dive into the various optional side content and hidden secrets could easily spend over 40 hours. For games like FFVII, the shorter runtime doesn’t detract from the story’s impact — it knows what it needs to do, does it effectively, and leaves the player satisfied.

Some games are worth the extended playtime, such as Persona. Others, like Final Fantasy VII, hit that sweet spot in less time, leaving you feeling equally satisfied. This isn’t to say one is better than the other, different games have different storytelling needs. However, I have found that JRPGs that fall in the 40-60 hour range seem to balance epic storytelling with enjoyable gameplay perfectly.

Ultimately, the ideal JRPG length is going to come down to preference. Maybe you think the 40 - 60 hour range is too broad, or even not broad enough. We all also have different opinions on what we consider repetitive. What matters most is that the journey feels complete, enjoyable, and worth the time invested.

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