Game News

Manor Lords Is Coming To Xbox, But Not Confirmed Yet For PlayStation

Manor Lords, the medieval strategy game made by one person, is crushing it on Steam where it’s the top-selling game overall and inside the top 10 for most-played with more than 138,000 concurrent players. And this is to say nothing of its performance on PC Game Pass. Given the huge amount of interest in the game, many might be wondering if it’s coming to console.

The game’s developer said on social media that he is working with publisher Hooded Horse on an Xbox version. As of late March, the developer said work would commence “as soon as possible.” As for a potential PS5 edition, the developer said, “We’re still talking about it.” There is no word yet on a possible console edition of Manor Lords for Nintendo Switch.

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Now Playing: Manor Lords – Official Medieval City Builder/RTS Launch Trailer

Again, these posts were published on March 24, so it’s possible things have changed since then. However, given the success of Manor Lords so far on PC, it makes sense that there might be a financial motivation on the publisher’s part to expand the game to a bigger audience by way of a console edition. Keep checking back with GameSpot for the latest.

In a post celebrating the launch of Manor Lords, the game’s developer said on Reddit that they want people to leave reviews, whether they’re enjoying the game or not. The game is available through Early Access/Game Preview, and the developer wants to gather feedback.

“Most players don’t leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won’t leave a review. Please leave a review,” the developer said. “And I understand it’s going to be a mix of positives and negatives especially in that first month. I’m prepared! The game is early access for a reason and I’m very confident that it will only get better. I promise to work hard.”

Manor Lords is available at a 25% discount for the first two weeks, dropping the price down to $30. PC Game Pass users, meanwhile, can play the game as part of their membership.

Fallout 4 Crucible: How To Get The Heavy Incinerator

There are a couple of new weapons available in Fallout 4 following the release of the next-generation update. One of them is the Tesla Cannon, which is looted through the Best of Three quest as well as the Echoes of the Past quest, giving you two chances to acquire it. The other weapon is the Heavy Incinerator, which is only obtainable through completing the Crucible quest.

To see exactly how to start and finish the Crucible quest in Fallout 4 so you can wield the Heavy Incinerator, take a look at the guide below.

Starting the Crucible quest in Fallout 4

First off, if your character has already progressed through some of the story in Fallout 4, the Crucible quest and all the other next-gen update content should be immediately available after downloading the update. However, players on new saves have to reach a specific point in the story before they can partake in all of the fresh content.

Approaching Saugus Ironworks

In any case, once you can start the Crucible quest, track it in your quest log. You’ll see that your first objective is to investigate Saugus Ironworks, located on the map’s eastern side, just south of The Slog. Upon reaching Saugus Ironworks, you’ll have to deal with a few enemies out in front of the building. Once they’ve been dispatched, head inside and defeat some more enemies that are located on the ground floor and on the platforms that go across the interior of the building.

The terminal that opens the door inside the ironworks building

Your goal inside is to reach a door on the upper level that’s locked via a terminal. Hack into the terminal to open the door and then find an enemy named the Forged Keeper. Defeat the Forged Keeper, who’s wielding a Flamer, and loot their body to find the Forged Keeper’s Note.

After reading the note, you’ll learn that the Forged acquired the Incinerator and tested it on their new recruits. The Keeper also scolded one of the recruits for trying to cheat the testing, and they said they put the evidence against this cheating recruit in a toolbox upstairs. When you read the note, a new quest marker appears that leads you to this toolbox, which requires Expert Lockpicking to get inside.

Killing the Forged Keeper

The toolbox contains a note from the cheating recruit, explaining that they tried to use some flame-resistant power armor legs not to get burnt by the Incinerator. The recruit says they buried the power armor legs below the crucible in the ironworks building. To get beneath the crucible, make sure you loot the Smelter Console Password from the toolbox and then head down to the ground floor to press the Molten Metal Flow Control button. You can also step into the Raider Power Armor suit that’s located behind the button and then go back upstairs to the Smelter Terminal.

Pushing the Molten Metal Flow Control button

Use the Smelter Console Password at the terminal and move the crucible from its resting place. This makes the crucible move forward on the ground floor and reveals the spot where the recruit hid the power armor legs. However, the recruit only managed to hide the blueprints for the flame-resistant power armor legs, meaning you need to craft the mod for each leg.

Digging up the recruit’s power armor mods

Fortunately, you can use the nearby power armor station on your new Raider Power Armor to build and attach the flame resistant legs. Just go over to the station, hop out of your power armor, press the “Craft” button on the station, and then go down to the right and left legs. Here, you can attach the flame resistance mod in the “Misc Mod” section. Don’t worry about the crafting materials for the flame-resistant leg mod, as the game automatically lets you craft it for each power armor leg.

With your new legs attached to the power armor suit, head over to the open smelter on the other side of the room, dip your toes into the flames, retrieve the Incinerator hanging by a chain, and get out. If you try to go into the smelter without using the flame-resistant power armor legs, you die instantly.

Stepping into the fire for the Incinerator

If you did everything right, you now have the Ghoul Slayer’s Heavy Incinerator. This completes the Crucible quest in Fallout 4.

Best Gaming Keyboard In 2024

Choosing a gaming keyboard can be more complicated than you might think. Some models are designed to be durable, robust landmarks on your desk, whereas others are streamlined to take up as little space as possible. Then there are specs to consider like switches, input latency, and wired vs wireless connections, not to mention all the extra features that keyboards tend to come with like multimedia keys and RGB lighting. There is a lot to consider.

To help make the process easier, we’ve put together a list of our favorite gaming keyboards in 2024. While our top pick, the SteelSeries Apex Pro, can handle just about any scenario, you’ll find plenty of other options in various categories like the best TKL, wireless, and budget options, just to name a few.

Since this is a keyboard-focused list, we also took some time to focus on one of the most important factors when choosing a keyboard: the switches. Scroll down below the list for details on the differences between various keyboard switches.

Looking to complete your gaming keyboard and mouse combo, or just want more gaming peripherals to shop for? Check out our picks for the best PC gaming headset and best gaming mouse. And if you also want to ditch the mouse and keyboard sometimes, take a look at our list of the best PC controllers. Finally, if you have a Steam Deck, make sure to check out our roundups of the We also have a list of the best Steam Deck games and best Steam Deck accessories.

Editor’s Note: Article updated on April 25, 2024


Keyboard switches, explained

Different types of switches will appeal to different and whether you’re going with a Cherry MX switch like Cherry MX Red or Cherry MX Blue, there are plenty of keyboards worth your time. It can get confusing quickly, especially if you can’t test these keyboards yourself and truly tell the difference with your own fingers. Thankfully, it’s easy to understand exactly what you’ll be getting if you understand the terminology.

First off, linear versus tactile switches keys. Linear means there is no physical feedback mechanism to indicate when a keystroke is registered. It’s smooth, relatively quiet, and preferred for rapidly tapping on keys. Tactile means there is a bump or click to indicate you’ve hit the actuation point; it’s louder, but some prefer having physical feedback for keystrokes. It really comes down to preference. Actuation point is the distance at which a keystroke is registered; a shorter distance means you don’t have to press the key down as far, but can lead to errant inputs. Actuation force is, well, the force needed to press the key down. Of course, there are all the quality-of-life considerations to think about, too, like multimedia keys, whether you want a programmable key row and such.

While Cherry has been the long-time dominant manufacturer of mechanical switches, some gaming peripheral brands have started making their own proprietary mechanical switches for their keyboards, namely Razer and Logitech. For a brief overview of the most common mx switches, see below:

  • Cherry MX Red Switches: Linear
  • Cherry MX Blue Switches: Tactile and Clicky
  • Cherry MX Brown Switches: Tactile with a Bump
  • Cherry MX Speed Switches: Linear with a very short actuation point
  • Romer-G Linear Switches: Linear
  • Romer-G Tactile Switches: Tactile with a Bump
  • Razer Yellow Switches: Linear
  • Razer Orange Switches: Tactile with a Bump
  • Razer Green Switches: Tactile and Clicky
  • Steelseries OmniPoint Adjustable Switches: Linear with adjustable actuation point

Save Big On Eiyuden Chronicle: Hundred Heroes On Launch Day

Eiyuden Chronicle: Hundred Heroes launched today, April 23, on consoles and PC. If you’re interested in picking up a copy on PC, you can save 20% on Steam keys at Fanatical. This special launch deal drops the price of the standard edition to $39.49 and the Digital Deluxe edition to $63.19. If you’re an Xbox or PC Game Pass subscriber, you already have access to the game. Xbox Game Pass Ultimate subscribers can play the RPG on Xbox and PC. Nintendo Switch players can save 10% on digital copies for a limited time, too.

Developed by Rabbit and Bear Studios, Eiyuden Chronicle: Hundred Heroes is a spiritual successor to the Suikoden series. Announced back in 2020, the project became one of the highest-grossing Kickstarter campaigns ever. Fast forward roughly four years and longtime fans of the cult-classic Suikoden series can finally play it.

Console players on PS5 and Xbox can pick up the standard or Digital Deluxe edition for $50 or $80, respectively. If you’re partial to physical editions, only PS5 and Nintendo Switch versions are being printed outside of Japan. The physical edition for PlayStation 5 is available now, whereas the Nintendo Switch version is up for preorder ahead of its May 21 launch.

Early reception has been largely positive for most platforms, with the PC version currently holding a MetaScore of 79 on GameSpot sister site Metacritic. The PS5 version is sitting at a 76, while the Xbox Series X|S and Nintendo Switch versions only have a handful of recorded reviews at this time. The Xbox Series X version holds a respectable average of 72, but the Nintendo Switch port, based on initial reviews–it holds a 57 MetaScore–has some performance issues that will hopefully be ironed out with post-launch patches. There aren’t any reviews for the PS4 and Xbox One versions, so it’s unclear if performance issues from the Switch version also impact the last-gen Xbox and PlayStation.

With all that said, let’s take a look at where you can pick up the console version of Eiyuden Chronicle: Hundred Heroes below.

Eiyuden Chronicle: Hundred Heroes is developed by Rabbit & Bear Studios, which was founded by several members of the original Suikoden development team who wanted to continue the legacy of the beloved RPG series. As such, many of Eiyuden Chronicle’s gameplay and story elements will be familiar to Suikoden fans, such as the large cast of 100 party members to recruit, strategic turn-based battle system, and high fantasy setting rife with political conflict. It also features modernized touches like voice acting and a stylized presentation that mixes 2D sprites and high-quality 3D environments similar to Square Enix’s HD-2D style seen in games like Octopath Traveler and Live A Live.

Sadly, Yoshitaka Murayama, the creator of both Eiyuden Chronicle and Suikoden, passed away on February 6 at the age of 54.

Disclosure: GameSpot and Fanatical are both owned by Fandom.

Game Reviews

Eiyuden Chronicle: Hundred Heroes Review – One In A Hundred

In the years since the explosion of game crowdfunding, a stigma has emerged surrounding these titles. Yes, there have been plenty of games that enjoyed great success after their crowdfunding campaigns, but more people remember the high-profile flops: games with big names and ambitious promises attached that, for a variety of reasons, betrayed the high hopes fans held for them. Many of these were revivals–spiritual or otherwise–of beloved series from ages past. Now we have Eiyuden Chronicle: Hundred Heroes, a crowdfunded game designed to carry the torch of the much-beloved Suikoden series from the PS1 and PS2–and, with such a high pedigree attached, there’s understandable trepidation: Will this be a glorious return to form, or another disappointment? Fortunately, for us (and all of the backers), it turned out wonderfully.

Gallery

Eiyuden Chronicle begins when a young man named Nowa joins the Eltisweiss Watch, a small militia unit under the command of Countess Perielle of the League of Nations. On a joint mission with a military team from the Galdean Empire, the Watch discovers a powerful, ancient artifact, the Primal Lens, earning everyone involved instant renown. However, it’s not long before squabbling between the Empire and League over the device, along with internal power struggles in the Empire, erupts into an invasion of Eltisweiss and a full-blown war. As the scope of the conflict expands, so does the story: Nowa rebuilds a resistance army in an abandoned castle, Imperial military prodigy Seign struggles with his feelings of obligation, friendship, and loyalty, and a young warrior woman named Marisa finds her clan caught in the middle.

The story doesn’t shy away from its similarities to games in the Suikoden series. In several ways, it outright embraces them: a story that branches into multiple viewpoints, loyalties among friends being tested during war, internal political intrigue, powerful magic runes being a crucial plot device, and, most obviously, the conceit of building a huge band of warriors to take on an even bigger enemy. The story was helmed by Suikoden creator and writer Yoshitaka Murayama (who sadly passed away shortly before the game’s release), and it brims with the warmth, wit, and plot twists that made the early Suikoden titles so engaging and memorable.

Throughout the game, you’ll be on the lookout for more characters to bolster the ranks of the Watch and, eventually, help build a base for the Resistance army. Some characters are easy to find and recruit, but others will require some searching or additional effort: You may have to go back to a town or dungeon from much earlier in the game, locate a rare item, play a minigame, or fend off a vicious foe to get someone to join the crew. Searching for heroes is a lot of fun (and much easier once you get the fast-travel ability), and the reward of seeing your base grow and improve with the efforts of your new comrades is immensely satisfying.

But the characters themselves are often their own reward. Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality. They don’t just fall into the background once their recruitment arc is over, either; they’ll comment on current story events while they’re in your party, chatter as you explore towns, and interact with other characters at the base and elsewhere on your travels. Sometimes they’ll show up to add extra flair when you least expect it, like when they get dragged into judging a cooking competition.

Aside from giving you a good amount of freedom to search for friends when you feel like it, Eiyuden Chronicle’s story progression is similar to the typical JRPG: mostly linear with major setpieces and battles to highlight key story points. You’ll go through the usual dungeons, deserts, tundras, forests, and mines, sometimes needing to solve puzzles to progress. While most of the puzzles are pretty simple, they can sometimes be more obnoxious than intended due to random enemy encounters interrupting things at the worst possible times. Still, the dungeon design is solid and exploration is generally rewarding.

Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality

Combat is also heavily based on the Suikoden games: turn-based, with up to six active party members at a time, plus a seventh support member who can grant passive benefits like stat boosts or money gain. Characters can have both skills based on SP (which regenerates over time) and MP (which needs items to restore), and each be changed based on the runes that character has equipped. Placement is key: Some attacks and skills won’t reach far beyond the front row, while some less-armored characters work better in the back–and there are also skills that target entire rows. One distinct combat element carried over from Suikoden is multi-character team attacks that require two or more characters with some sort of connection to be in the party together, who can then perform a tandem specialty attack.

Not every character in your army is available to fight, but you’re still given a very wide selection of party members to pick from to fight the way you prefer. You’re probably not going to use every single character you recruit in combat, and that’s fine–seeing who you click with and building them up generally works well. And if you do need to bring a character you’ve been neglecting up to snuff, a graduated XP system works to get them to parity with your high-level warriors quickly. A bit of auto-battling and they should be set.

Boss battles are where things get interesting. Many boss fights in the game come with some sort of interactable gimmick that changes the way you approach the battle. These can be objects to hide behind to avoid damage, background objects that cause damage to either you or the opponent based on who gets to it first, or even a treasure lying just beyond a row of foes. Sometimes these gimmicks are really fun and clever, like a boss who gets knocked off-balance when one of the lackeys hoisting them on their backs is felled, leaving it defenseless. Sometimes it’s miserable, like needing to guess which side of the arena the enemy will appear on to hit a book and deal extra damage, missing entirely if you guess wrong. When the gimmicks are good, they make for very fun fights, but when they’re not, you’ll be longing for more straightforward combat. And sometimes the boss is simply a big difficulty spike in general, leaving you in a very bad situation if you come in ill-prepared.

Gallery

By far the worst combat experience, however, are the large-scale army battles. These play out like a turn-based strategy game, with your party members commanding armies and moving around a grid, but lack any of the fun and excitement you’ll find in a dedicated strategy-RPG. You spend most of the time just watching things happen, feeling like you have very little control over the proceedings as the armies you moved around, slowly engage the enemy. You’re left hoping they’ll do more damage than the opposition so you can go back to the fun parts of the game instead.

Overall, Eiyuden Chronicle hits the retro-RPG sweet spot nicely. It’s focused on delivering that warm, comforting feeling of a classic JRPG, and even all of the side distractions–the card minigame, the weird Pokemon/Beyblade hybrid top minigame, the raising/racing sim, even commodities trading–don’t distract too much from the game’s prime mission. Add some gorgeously painted and animated spritework and a stellar soundtrack into the mix, and you’ve got a delightful experience that sometimes falters, though not enough to make you put it down. Eiyuden Chronicle: Hundred Heroes might not be revolutionary, but it successfully delivered on its core promise–and that’s really all it needed to do.

Ereban: Shadow Legacy Review – Way Of Shadow

In what feels like a spiritual successor to 2016’s Aragami, Ereban: Shadow Legacy transforms you into a deadly shadow that can become one with the darkness–the ultimate stealth operative. The game doesn’t quite deliver the necessary challenge to make for a successful stealth game, however, as the first trick you learn will get you through the entire game without a hitch. It does far better on the platforming front, and though its cast of characters could have used some fleshing out, the futuristic sci-fi world they inhabit is cultivated with colorful sights and intriguing snippets of lore.

As its name implies, Shadow Legacy’s main gimmick is its use of shadows. You play as Ayana, the last of the titular Ereban, a people who possess the innate ability to become one with and manipulate shadows. Using her shadow merge ability, Ayana can sink into shadows to creep past enemies, slink up walls, and dispose of bodies, encouraging you to stick to the shadows where your toolbelt is at its strongest. Alongside these shadow abilities, Ayana has an assortment of advanced gadgets–some are always useful like a recon pulse that marks enemies and items through walls, while others are more situational like mines that stun targets–which work regardless of the lighting situation.

Light is Ayana’s enemy–you don’t want to stay in it for too long.

I initially thought that this would present plenty of opportunities and strategies to sneak past enemies, most of whom will take out Ayana in a single hit. There’s a healthy variety of foes who want to take her down–standard enemies don’t pose much threat beyond the flashlight they carry to take away your darkness, but the more adept snipers can spot you from afar and the stealthy droids who can go invisible can ruin your day if you’re not taking time to look for the telltale shimmer. And then there are the human enemies who present a moral quandary rather than a gameplay one–while the mechanical droid-like enemies that dominate each level can be killed with impunity, murdering the living and breathing human workers will negatively impact Ayana’s morality and others’ perception of her (which I’ll touch on a bit more later).

Unfortunately, Ayana’s natural ability to merge into the shadows and traverse unseen is very powerful–so powerful, in fact, that you don’t really need to rely on anything else. The enemies aren’t very smart either, so they’re easy to avoid even if you solely rely on shadow merge. This means that it’s actually quite easy to go through the entire game without being seen or resorting to lethally cutting down humans, making for a stealth game that doesn’t quite give you enough opposition to challenge you to think critically when it comes to circumnavigating a threat. There aren’t any difficulty settings to make the enemies smarter or more plentiful either–though you can adjust how many environmental guides show up in each level (purple lamps or purple paint that point you in the general direction you have to go, for example).

It’s pretty easy to get past guards when you can move along walls.

Shadow Legacy teases you with a tantalizing view of what it could be in its third chapter, briefly breaking free from its otherwise linear stealth levels to give you a playground in which you can tackle an assortment of missions in any order within an open area. Within this open space, you have more of a choice in how you approach each assignment instead of being funneled through a more linear challenge. Mistakes have a more drastic impact because you’re not moving from one area to the next–it’s all one big connected location, where your actions can snowball into unintended effects. Ayana’s assortment of abilities and gadgets also have way more utility in this level. The binoculars used for scouting and mapping enemy movements are way more valuable in a giant open space than in an enclosed laboratory or city street, for instance. The game never opts for this format again, however, and in doing so it leaves me wishing for what might have been.

To the game’s credit, the back half of Shadow Legacy has some creative set pieces from a platforming standpoint, with one section in particular that I adored for how well it challenged and encouraged me to utilize all I had learned up to that point in one fast-paced gauntlet. Shadow merge can be used to eject out of shadows to make otherwise impossible jumps or interact with the environment to solve simple riddles–skills that apply to challenges that steadily get more complex as the game goes on. Even if Shadow Legacy falls short of being a great stealth game, it’s a good platformer. The environmental elements create an assortment of shadows–some oddly shaped, others that move, and still more that can be altered–and figuring out how to reach an out-of-the-way platform is sometimes a puzzle within itself, made trickier and more rewarding to solve given the stamina meter tied to Ayana’s shadow merge. Not only do you have to figure out which shadows to move or follow or jump between, but you also usually have to do it in a timely manner.

Character development feels rushed in Shadow Legacy, especially when it comes to the supporting cast.

In service of these platforming challenges, Shadow Legacy features a colorful diversity of locales, ranging from an outpost in the desert to an autonomous factory. My favorite is an urban street that hints at the human life that once populated it, now devoid of any movement save for the autonomous drones that patrol the streets and promise that this is for the best. Sporadic graffiti and text logs hint at the growing loss of autonomy among the human citizens leading up to the corporate takeover that promised everyone a better life. It’s such an eerie level, framed against the setting sun that’s causing the street to slowly be encroached by shadow. It feels fitting that Ayana uses those same shadows to sneak her way past the guards searching for her, paralleling how the oppressive regime’s efforts can’t stop the resistance–they squeezed so much life out of this one city block that now there’s no living soul to report Ayana to the authorities, just dumb, easily-fooled machines.

Guiding Ayana through these challenges is a story that never quite gets room to breathe. Initially trapped by an AI-controlled entity hellbent on using her powers for some unknown purpose, Ayana finds herself quickly working with the resistance seeking to free themselves from corporate tyranny. Ayana is hesitant to work with them, having heard they’re nothing more than terrorists but agrees to use her unique skillset to help on the condition that the group gives her everything they know about the Ereban people. There are some interesting, albeit familiar, narrative themes here, but Shadow Legacy rushes through them–Ayana buys into the resistance’s cause remarkably quickly, for example, despite being given no catalyst to do so.

This is my favorite area in the game. It’s so beautiful and yet so eerie.

In the game’s third chapter, Ayana is warned to spare humans so as to help alleviate the accusations that the members of the resistance are terrorists. This is the game’s morality system, shifting the coloring of Ayana’s design toward shining white or sinister purple depending on how bloodthirsty you play her. As far as I can tell, the ramifications of this only impact one small moment in the final level of the game–it’s not much of a narrative payoff.

At certain points in the story, Ayana can upgrade her shadow powers and you have a choice of whether to unlock new branches on one of two skill trees. One branch leans toward non-lethal abilities, like cushioning your footsteps, while the other opts for skills that make you a better killer, like making it easier to hide bodies so your deeds aren’t discovered. This creates some fun replayability as it’s impossible to fully unlock both branches in a single playthrough, but, again, shadow merge is just too strong. The new powers are cool, but I never had to use them, as shadow merge makes it fairly easy to sneak through a level without being spotted. Granted, I opted for a nonlethal run. It’s possible that if I had aimed for a playthrough where I killed everything that moved, I’d have needed to rely on more of the powers that hide bodies or kill multiple enemies at a time in order to not alert guards that something was wrong.

Ereban: Shadow Legacy sits in a weird place for me. As a stealth game, it rarely challenged me, reducing protagonist Ayana into a one-trick pony that could sneak past any target with the same shadow merge skill every time. But as a platformer, Shadow Legacy incorporates some entertaining puzzles that grow increasingly complex and rewarding to overcome. I never quite managed to connect to Ayana’s journey against the autonomous overlords planning to doom an entire civilization, but I had a lot of fun slinking up walls and exploding out of the darkness, striving to time my jumps with the movement of a windmill and the rotating shadow it was casting. Those nail-biting moments are the ones that stuck with me, not the dozenth time I slunk past an unsuspecting droid.

Another Crab’s Treasure Review – Shellden Ring

To stand out as a Souls-like these days, a game needs to either reach similar heights as the genre’s namesake when it comes to gameplay, or have a compelling new spin on the genre. While Another Crab’s Treasure gets close on the combat front, its excellent 3D platforming are what help distinguish it. Combining those gameplay elements with a genuine, if perhaps slow to start, story about a crab named Kril, who starts as a loner just wanting to get his shell back and go home, but instead finds a greater understanding of the vast ocean, makes for a fun take on the genre.

The game kicks off with Kril’s shell being repossessed as a tax by a wealthy monarch, but this setup is mainly used as an excuse to send him on a treasure hunt across the ocean. Kril’s story during Another Crab’s Treasure is a particularly strong aspect of the game. While initially framed as a tale about Kril breaking out of his routine and finding renewed purpose, it eventually tackles the ocean’s ongoing pollution problems, taking the narrative to a place that is bleak yet also genuine. Where Kril finds himself by the end isn’t one of those overdone happy endings, but instead a far more complicated place that feels true to some of the game’s more dour themes.

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Now Playing: Another Crab’s Treasure – Announcement Trailer

The game is broken up into large levels, filled with both enemies and platforming challenges, that you need to explore to find an objective, such as a piece of a treasure map, or reach a far-off structure. The levels are well-designed, with combat and platforming flowing together seamlessly. There are a few places where the brutality of Another Crab’s Treasure does overdo it–such as during platforming sections overlooked by ranged enemies–which results in unwelcome difficulty spikes. Trying to navigate these areas while not getting blown up by ranged attacks that take away a third of your health goes from difficult to frustrating, but this only happens in a handful of instances.

Another Crab’s Treasure provides very little guidance in these open levels. There is no objective marker, nor a place where you can see what your current objective is at a glance. The only direction comes from cutscenes in which characters explain your next goal, or by speaking to characters in the level, which is fine most of the time. However, there were a few instances where something as simple as seeing the current objective would have saved a headache.

In the factory area, for example, you can find a puzzle that leads to the next section of the map, and while you can interact with it if you find it early, you can’t actually solve it. But, because I couldn’t check my current objective, it wasn’t clear that I needed to head elsewhere. Another puzzle has you use a magnet for platforming. Naturally, a metal shell is required to do this, but you also have to hold the block button for it to activate, which a nearby NPC takes joy in not telling you, a reflection of the aloof characterization of characters found throughout Another Crab’s Treasure, although it loses some charm here due to the frustration of unclear mechanics. These small hiccups take away from level design that is otherwise strong overall and typically guides you without the need for objective markers.

The platforming, however, sings thanks to a simplistic approach. You have a limited toolset that enables you to grapple between points, hover jump over perilous falls, and climb nets, all of which are introduced early in the adventure. The platforming challenges instead come from the addition of increasingly tricky obstacles and length of the platforming sections, with the demands building alongside your own platforming skill. There is also some nice leeway when it comes to platforming, as falling only takes a chunk of health instead of instantly killing you, providing just enough of a safety net that you aren’t forced to take it slow and can instead let the movement really build momentum. There were a few instances of objects in the environment catching or stopping my movement in a way that felt unintentional, but it wasn’t a prevalent issue.

Where Kril finds himself by the end isn’t one of those overdone happy endings, but instead a far more complicated place that feels true to some of the game’s more dour themes

The combat should feel familiar for anyone who has played one of these hard 3D action games. It has mechanical mainstays, such as dodges, blocks, and parries, but where Another Crab’s Treasure distinguishes itself is through the use of shells. Since Kril has lost his shell, he can use miscellaneous objects found throughout the ocean as a replacement, so he’s able to equip anything from soda cans to sushi rolls and even party poppers. Each shell has its own defense value and other various stats, like increased physical or skill damage, along with a special move that you can use in combat. These special moves can be a projectile attack, like the fizz from a soda can, or a status effect like an electrically charged can, which deals damage when you get hit. Crucially, these shells break frequently, forcing you to adapt based on which shells are available nearby.

Each shell has an armor meter of various sizes, which is reduced each time you block or take damage. Unless you unlock and execute the parry, your shell will always take damage during combat and break. This extra layer adds some depth to the combat, forcing you to always be on the lookout for a fresh shell when exploring levels. Even if you really like a shell, it’s only temporarily available to you, forcing you to adapt and keeping you from becoming complacent. Not being able to lock myself into a specific build let me experience far more of the options at my disposal, which kept combat fresh over the dozen hours it took to beat Another Crab’s Treasure. While you can insure a shell later in the game to guarantee you will respawn with it, this option comes late enough–and is expensive enough–that it doesn’t disrupt the dynamic or become a crutch yet also feels like a welcome option when it arrives.

Another Crab’s Treasure falls short during fights against tougher enemies and bosses. While mistakes can be incredibly costly in games like this, here they are more often than not fatal. Missing a block can easily get you stuck in an enemy’s attack string, and with tougher enemies, you can almost never take more than two hits without dying. This resulted in losing many, many fights because of one mistake. Losing because you didn’t execute a single block or parry can be extremely frustrating, especially the third or fourth time it happens against the same boss. The vast majority of my deaths came with most of my heals unused, because I lost all of my health without the opportunity to remedy the error. While generally the challenge in the game comes from there only being a little room for error, there are plenty of fights that feel like there is no room for error in a way that is unfair and frustrating.

Gallery

Another Crab’s Treasure also has multiple instances of unnecessary friction when it comes to quality-of-life features. New skills can only be learned by fast traveling to a specific place, instead of just at any checkpoint, putting multiple loading screens between unlocking a new skill and getting back to the action. There is trash to collect throughout the game that can be sold for additional microplastics (the equivalent of XP), but instead of being able to quickly use these items, you are once again required to fast travel to a specific location to cash them in. The skills vendor and junk vendor are also in different areas, so doing both at once takes even longer.

While not everything in Another Crab’s Treasure is as smooth as it should be, and some unforgiving enemies take away from the joy of the intense combat, the game is a solid take on the Souls-like genre nevertheless. It brings in fresh ideas with the shell system and a focus on platforming–traditionally an afterthought in the genre. And while Kril’s journey takes an act or two to find its footing, the places it goes make the ocean worth exploring.

Sand Land Review – Tanks A Lot

The main character in this open-world action-RPG adaptation of the late Akira Toriyama’s Sand Land is arguably its egg-shaped tank. Developer ICLA has crafted a game with a heavy emphasis on vehicular combat and traversal, which is a fitting design choice considering Toriyama’s love and passion for anything with a motor. You only have to glance at the number of vehicles featured in the Dragon Ball series to appreciate the legendary artist’s vehicular love affair. As iconic and instantly recognizable as Toriyama’s character designs are, his unique vehicle designs are just as evocative and essential to his signature world-building. Whether it’s a car, scooter, hovercraft, or airship, Toriyama’s anomalous designs are a delight, and Sand Land’s bulbous tank is one of his best, mixing his characteristics with historical influences to create a memorable piece of machinery. ICLA’s Sand Land might lack substance beneath its oozing style, but sitting behind the cockpit of some of Toriyama’s intricately designed vehicles is a near-constant treat, even if it falters elsewhere.

The first half of the game’s story is a faithful retelling of the original 14-chapter one-shot manga released in 2000. Set in the titular wasteland, Sand Land centers on a desert world suffering from an extreme water shortage, where sci-fi, fantasy, action, and comedy intertwine. You play as the rambunctious pink-skinned demon prince, Beelzebub, a video game-obsessed fiend who’s as good as gold despite his protestations otherwise. Alongside the stern-faced Sheriff Rao and your wise old pal, Thief, you embark on a quest to uncover a rumored water source that will hopefully restore Sand Land to life. The second half of the game’s narrative covers the brand-new events featured in the recently released anime adaptation. While the first six episodes of the show rehash the familiar ground of the manga, the last seven episodes function as a sequel to the original story, with Toriyama conceptualizing a fresh tale that sees Beelzebub, Rao, and Thief embroiled in a lopsided war after venturing into the neighboring Forest Land.

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Now Playing: SAND LAND – Official Story Trailer

Sand Land might not be as popular as Toriyama’s other works, such as Dragon Ball and Dr. Slump, but despite its niche nature, its recent resurgence isn’t without merit. The characters and world-building found in Sand Land are its greatest strength, and these elements are seamlessly translated into the game. The relationship between Beelzebub, Rao, and Thief is just as charming as it was on the page, while the game’s open world gives their conversations and banter space to breathe as you travel between locations. These moments excel when pulling lines straight from the manga, but pockets of incidental dialogue have a habit of repeating over and over again, which quickly becomes grating to the point where I wish I could’ve muted it completely.

Fortunately, the story itself is well told, meshing a whimsical child-like wonder with more profound explorations of prejudice, trauma, corporate greed, and the ecologism that exists in a world ravaged by humans. One of Sand Land’s main themes is a self-reflective notion not to judge a book by its cover, and Rao’s backstory focuses on the horrors of war and genocide and how they can still impact people decades after the fact. The entire core cast of characters is also well-layered, informed by their past lives while learning and growing as they unearth more information about the world and each other. The plethora of optional side quests tend to be verbose, even when their contents aren’t particularly interesting or original. Some of these tales do at least expand on Toriyama’s world-building, though, showing how regular people live and survive in the harshness of Sand Land’s vast desert landscape.

Aside from its narrative, another area where the game captures one of the manga’s core aspects is its focus on imaginative vehicles. You have access to various two- and four-wheeled machines that can be swapped on the fly as you traverse Sand Land’s open world. The iconic tank is the star of the show, sputtering fumes from its exhaust pipes as its undulating treadwheels glide over the sand; it’s surprisingly nimble despite its bulky frame, lending combat a sense of fluidity as you dodge incoming fire and pepper enemy tanks with your own booming cannon. You also have access to a secondary weapon–typically something automatic like a Gatling gun–that can be used to dispatch foot soldiers and some of the smaller beasts you’ll encounter. This creates a satisfying flow to combat as you swap between weapons while one is reloading and outmaneuver your enemies using the tank’s speed boost and inherent agility.

Customization is a significant part of the experience, allowing you to swap out either of the tank’s weapons with new and upgraded parts. There isn’t much variety in how these weapons handle, however–one cannon might fire slightly faster than another or inflict burning damage, but they still feel very much the same. Crafting new parts is also overly cumbersome, as the game doesn’t let you compare what you’re building with what you currently have equipped. Enemies scale to your level, too, so there isn’t a tangible sense of progression, even as you install new parts with higher damage output. This is disappointing and takes away from the customization’s potential. Even so, Sand Land’s tank-based action is still fun, with rewarding shooting, despite a lack of evolution. Additional cooldown-based abilities–of which you can equip one–add another element to combat. These can be focused on defense, granting you extra armor or an interception system that shoots down incoming missiles, or they can be more offensive abilities like an explosive laser or an outrigger that locks the tank in place, allowing you to rapidly fire the main cannon while stationary.

Additional vehicles include a motorbike, hovercar, dirt buggy, and jump-bot, among others. Each has its own set of weapons for use in a pinch, but these vehicles are primarily focused on traversal. The motorbike, for instance, is the fastest way to get around Sand Land’s open world, to the point where it can cross quicksand without sinking. The jump-bot, meanwhile, is a lumbering two-legged machine that lets you leap great heights to navigate the game’s various platforming sections. You might try the motorbike’s shotgun or the car’s guided-missile system in combat, but considering you can just swap to the tank at any time, the other vehicles feel superfluous once bullets start flying. The Battle Armor you unlock towards the end of the game is the only exception, mainly because it lets you uppercut enemy tanks into the air.

When you’re not piloting one of these vehicles, Sand Land takes a notable dip in quality. Being a demon prince, Beelzebub is no slouch when fighting hand-to-hand. There’s a typical mix of light and heavy attacks, plus a dodge, and you can unlock both passive and active abilities for Rao and Thief, including a personal tank Rao will pilot to help you out. Not that you’ll need much assistance. Sand Land’s melee combat is simplistic, with a string of light attacks all that’s required to defeat most enemies. Sometimes you’ll need to dodge incoming attacks–telegraphed by your opponent glowing red–and Beelzebub has a few unlockable abilities for dealing extra damage to more formidable enemies. Fighting multiple threats at once is its greatest challenge, only because there’s no way to swap between targets when locked on, resulting in an awkward back and forth. It doesn’t take long for this ponderous dance to grow stale, with the only saving grace being that melee combat isn’t too frequent.

The same can be said for Sand Land’s rudimentary stealth sections. Trial and error is the name of the game here, with an instant fail state present whenever you’re spotted. Fortunately, these clandestine moments are straightforward enough to navigate without attracting prying eyes. The main issue is that your crouched movement is slow and monotonous, offering a change of pace that wasn’t desired. Stealth also tends to occur in samey military bases, which is also an issue elsewhere. You’re forced to traverse the innards of near-identical crashed ships multiple times throughout the game, which only adds to the inane repetition of its stealth and melee combat.

The abundance of side quests are similarly bland, often tasking you with killing a certain number of enemies to either save someone or acquire crafting materials. Sometimes, you might have to search ancient ruins for a specific item or win one of the desert races, but you’re mostly just repeating the same tasks for different reasons. Most of these quests revolve around the town of Spino and your efforts to make it somewhere people would want to live. You’ll complete quests for the likes of traders and farmers that lead to them joining the town and gradually growing it throughout the game. The quests themselves might be dull, but watching the town’s progress is rewarding, especially when it comes with the convenience of putting everything you need in a single hub. It’s just a shame the process behind the town’s resurgence isn’t more engaging.

Gallery

The story behind Sand Land’s creation is funny but also sad in a way. Toriyama initially made Sand Land for his own personal enjoyment, devising a short story about an old man and his tank. However, the tank proved more challenging to draw than expected, and since Toriyama stubbornly insisted on drawing everything himself, he came to regret the idea. He persevered anyway, eventually releasing the manga for public consumption, and his pain was certainly our gain. Toriyama’s love of vehicles shines through in Sand Land and is where its most enjoyable moments reside. It’s disappointing that it flounders in other areas, particularly when it comes to stealth and melee combat, but ICLA has still managed to capture the heart and spirit of the original manga through its story, characters, and vehicular combat and traversal. Sand Land is bittersweet in many ways, but it’ss a testament to Toriyama’s talents as both an artist and storyteller that, despite its numerous flaws, it’s still worth playing.

Stellar Blade Review – Nier As It Can Get

What we let inspire us and what we pay homage to says a lot about the creations we make. Stellar Blade’s influences come from the last two generations of character action games and it wields them proudly, channeling not just ideas but themes, designs, and even stylistic flourishes from games like Bayonetta and Nier Automata. It is only through understanding where Stellar Blade comes from that one can begin to discern what it improves upon and where it falls short of the giants that developer Shift Up’s title wishes to stand on the shoulders of.

Stellar Blade puts you in control of Eve, a human arriving at a far-flung future Earth riddled with monsters known as Naytibas. EVE possesses superhuman powers, having been raised on a space colony and trained specifically to free what few survivors remain on the planet from the oppression of this omnipresent and existential threat. Along the way, the story takes a few twists and turns but largely stays in the realm of pulp science-fiction that is sometimes undermined by its own need to one-up itself. Characters change motives in service of plot twists at the drop of a hat and then resume their previous mindset without acknowledgement or comment. There are times that I wished the writing showed a bit more self-restraint rather than feel like the first season of a TV show throwing a hail-mary for a second.

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Now Playing: Stellar Blade – Beta Skills Gameplay Trailer | PS5 Games

The weight of the inconsistent quality of the writing tilts heavier towards Stellar Blade’s disadvantage, as occasional head-scratching side quests are followed up by decidedly compelling ones, though not as often as it should. Just when you feel fatigued with following waypoints, the game serves a side quest with unique content and boss fights or a narrative beyond looking for someone who it turned out already died. The main story grazes the surface of subject matter like transhumanism and moral relativity, but it does little with them. Stilted and stiff voice acting also does little to help you take the story seriously and often brings you out of it. Historically, the quality of a character action game’s story has scarcely mattered to the overall package, but those expecting something above the genre average should readjust expectations.

Where Stellar Blade does shine is in its moment-to-moment gameplay. The act of doing things, be they running full speed down the slope of a desert dune or fighting a cockroach monster that leaps out at EVE from behind a box, is genuinely quite fun. EVE is generally given a mission that involves her, a fair amount of dynamic set pieces, and a large number of monsters, and that formula is successful more often than not. There are a handful of missteps among these moments–jumping sections, occasional puzzles that task EVE with playing an arcade-like pipe-connecting game, a keypad variation on Simon Says, or a long Sonic-like tunnel surfing segment–that either do not synchronize with the game’s inherent floatiness or feel like diversions that never end, but it understands its own strengths most of the time.

Gameplay is bolstered by an interesting and exciting combat system that leans heavily on parries and dodges as its core foundation. Far from a combofest, Stellar Blade puts meat on the bones by feeding all your actions in battle into ultra-powerful special moves. Surviving through an enemy onslaught by deflecting attacks or dodging out of the way does more than keep your life bar intact, as it cranks up the dial of the moves you use to respond when you’re finally given that frame of opportunity. Defeat at the hands of an enemy can rarely be attributed to a surprise attack or a pattern that defies reaction time, but rather a lesson in understanding how it moves and how to employ your myriad options in response. Most of EVE’s deaths in combat suggests an invitation to come back armed with knowledge you did not possess the last time you crossed that threshold.

The larger issue, and what keeps Stellar Blade from surpassing its well-known muses, is that Shift Up’s title does not demonstrate a particularly learned display of pacing. This is not to say that Stellar Blade is too short; for the genre, it sits on the higher end of hour-counts. The problem is that individual sections of the game are entirely too long. Nearly every door you need to go through is locked or unpowered, leading to a detour to find the key or press the switch that opens the door you hoped to go through ages ago, making it a rarified occasion when you do simply walk through the path you expected. Things that should feel like set pieces you are meant to tear through start to feel overlong in their execution when tasked with fighting 30 enemies before you can get to the anti-air turret you’re meant to destroy while being fully aware that it is one of nine that need to be sought out before the level can end. Sections like this needed a hammer, not a scalpel.

In that sense, it is often like Stellar Blade wants to have its pacing both ways. On one hand, the game is constantly pushing you in a direction that feels like progression from a top-down perspective. On the other hand, a fair proportion of the game’s enemies feel like genuine threats that can destroy EVE in one strong combo and, by contrast, they take a fair number of special moves and attacks to finally rout. But by putting so many of them between you and the objective, those little moment-to-moment instances of fun begin to feel unwieldy and slightly tedious when stacked on top of each other. When the only real punishment for death is retreading the same combat-filled path once again, at some point that feels punitive enough.

The game’s structure sometimes allows for you to make your own pacing by completing missions largely centered in the game’s open fields. While large, these areas mostly funnel you down existing paths regardless of whether or not you can imagine a more creative trail. Most frustratingly, there are only two of these zones and both are themed after deserts–one subtropical, one semi-arid–meaning a prime opportunity for variety is wasted. A minimap desperately needed to be included for these more open areas rather than a separate and ill-used map screen. Moreover, the cutoff for side quests is surprisingly early into the game and explicitly warned to you, meaning you have to pack a lot of these missions in when they would feel better spread out over a longer period of time.

A mitigating factor for that occasional tiresomeness is the game’s soundtrack, which consists of banger after banger. Cruising through the desert doing sub-missions for hours feels almost zen-like when accompanied by the soft interjections of a vocalist’s crooning. Boss fights run the gamut from heavy metal to pop, all making appropriate aural partners to the sound of steel clashing against steel.

Similarly, Stellar Blade can often impress graphically, between giant set pieces that dazzle to rather stunning character models. The NPCs were clearly prioritized in different categories, with some looking like living plastic dolls and others reusing bits and pieces of other less-prominent characters, but the main cast generally impresses in both fidelity and animation.

While Stellar Blade’s non-linear areas offer little in the way of environmental variety, the main story stretches itself a little bit further. The game as a whole, barring a last-minute jaunt into a visually exciting new frontier, tends to take place in the ruined buildings and the tunnels beneath them. The post-apocalyptic setting allowed Shift Up to create any combination of elements and ambiance they wanted, so it is disappointing to delve into samey tunnels so often. A globetrotting adventure in the middle of a sci-fi world should inspire awe, but Stellar Blade only manages this with its environments in rare instances.

While exploring, you will also find mountains of loot from both treasure chests and enemy drops, but it never gets overwhelming. The vast majority of collectable items are resources given to various shopkeeps, with the occasional equipment drop hoping to fit your playstyle. Each equippable spine or gear can slightly alter the way EVE plays, but nothing makes such a dramatic difference that stats are completely unignorable. If you wish not to bother with them and only care about bigger numbers, Stellar Blade is happy to oblige.

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As for the game’s controversial sexiness, I found it to largely be nothing notable as either a pro or a con. The only time it became anything more than window dressing for me was a twinge of annoyance when quests or exploration yielded naught but another dress that gives no stat benefits. I would have preferred something that makes me stronger rather than yet another skintight suit, as if I did not already possess an inventory full of them. That EVE has breasts was immaterial to the rest of the game beyond her character model and only really novel in its opening hours.

Stellar Blade has a dreamlike quality in a way, which shouldn’t be misinterpreted as saying everything about it is fantastic. Rather, it is like one of those half-remembered dreams that sticks in the back of your mind the entire day. You recall vague details–a collapsing train yard, a ruined opera house, an Asian garden–and forget the blips in between. I came away from Stellar Blade having enjoyed the game quite a bit despite its foibles on the back of its incredibly strong systems. That its biggest weakness is that its tribulations can go on too long is perhaps praise from another perspective not my own.

There is a nagging question, though, that sticks in the back of my mind: Does this game rise to the heights its inspirers achieved? The conclusion I came to is no, but that it attempts so without falling on its face is remarkable enough. That it manages to be a great game in that pursuit is a true testament to the power of being galvanized by those that came before.

Tales of Kenzera: Zau Review – Bladedancing

Grief is a messy, convoluted emotion to navigate. There’s rarely a straightforward path to get through it; oftentimes it can feel like you’re walking in circles around what you’re looking for, or banging your head against the same mental roadblock again and again. In many ways, the experience of playing through a metroidvania mimics the feeling of working through grief–the genre is built on a similar path of progression, where the necessary tools to move forward are earned step-by-step, and a protagonist’s evolving moveset makes it easier to overcome its challenges and navigate a seemingly inescapable world. Tales of Kenzera: Zau leans into that parallel, creating a powerful and moving message within the context of a stellar action-adventure game.

Tales of Kenzera sees you play as Zau, the fictional hero of a story that a father wrote for his son just prior to the father’s death. Zau, similarly, is working through the grief of a lost father. Unable to get past the pain, he calls upon the god of death, Kalunga, and offers him a deal: If Zau successfully brings the three great spirits that have resisted Kalunga to the land of the dead, then Kalunga will bring Zau’s father back to life. The god agrees and the duo set out, Zau relying on the shaman masks and training he inherited from his father to overcome the dangers of nearby lands. As a metroidvania, the game features moments where Zau must backtrack and use newly unlocked abilities (freezing water, for example, or a grappling hook used to swing over large pits), which Kalunga helps Zau master to navigate the distinct biomes of the map.

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Now Playing: Tales of Kenzera: ZAU GameSpot Video Review

Inspired by Bantu mythology, Tales of Kenzera’s map is a beautiful maze that pulls from African culture to characterize and flavor the interconnected areas. The myths of the Bantu color the undertones to the story, equating Zau’s battle against larger-than-life monsters with a spiritual journey–you don’t question how or why Zau’s efforts to beat up a mother helps convince her to come to terms with leaving her daughter behind. Within Tales of Kenzera’s lore, these actions make sense, reframing the physical space of the world into something more akin to a mental palace. That reframing contributes to the explosive battles, too, with the sound design and orchestral score of the soundtrack transforming each fight into a frenetic dance of emotion and spiritual energy where flame-infused shockwaves are stand-ins for violent outbursts and well-timed dodges equate to a carefully considered counterargument.

Each locale feels distinct from the others, both in color scheme and challenges. The sickly green swamps and massive trees of the forest to the west test Zau’s acrobatic abilities, for instance, while the volcanic heat and dry oranges and reds of the desert to the north features plenty of endurance-focused challenges that force Zau to withstand large groups of enemies or solve multi-step environmental puzzles. The structure of these areas interweave with the story, enriching the narrative in rewarding ways. The aforementioned desert sees Zau come to understand that grief isn’t something that can be simply overcome–it continues to wash over you in waves, much like the waves of enemies he has to contend with. And sometimes grief can waylay you by showing up in a recognizable but slightly different form, much in the same way the numerous environmental puzzles in the desert region are larger, more convoluted versions of what Zau had to solve in previous areas. We as the player overcome these obstacles alongside Zau working through his pain–he grows as we do, strengthening our connection to his journey.

Tales of Kenzera is pretty easy at the start but it does not stay that way.

The mentor/mentee relationship between Kalunga and Zau is front and center throughout, with Kalunga regularly appearing to Zau to provide insight and guidance to the lands’ history and culture, as well as to help Zau process his bubbling emotions. Actors Abubakar Salim and Tristan D. Lalla lend incredible gravitas to their respective performances–Salim seamlessly dips back and forth between hot-headed arrogance and barely contained sorrow in voicing the grieving Zau, while Lalla lends a power and authority to Kalunga’s fatherly tone. The two characters’ growth over the course of the game is surprisingly wholesome despite the dour plotline, making it easy to invest into Zau’s development as a shaman.

The other characters in Tales of Kenzera aren’t as fleshed out, only appearing a handful of times and always being relegated to narrative devices that tell Zau what macguffin he has to chase after next. The voice acting for these characters is still superb, but the supporting cast–both the humans and the great spirits–is let down by its minimal presence in the story.

The framing device for Zau’s story–that this is a story left behind for a grieving boy in the real world–also feels disruptive. Near the end of Zau’s adventure, you’re abruptly yanked back into the real-world to be reminded of this framing device, which felt incredibly jarring. Zau’s story of working through loss was working as a healing experience for me and the game felt the need to stop to explain its own premise, as if it were directly telling me that media can help people overcome grief. And, yes, I know. I was experiencing that sensation. The game broke its own illusion to specifically remind me that it was an illusion, and that lessened the impact of the final moments of Zau’s journey. It didn’t ruin the ending, but it certainly disrupted the narrative flow leading into Tales of Kenzera’s conclusion.

Zau has two different move sets and can change between them on the fly.

Tales of Kenzera’s combat mechanics, however, are fantastic all the way through. Zau can instantly swap between wearing the mask of the sun and the mask of the moon, each granting him different mechanics. The sun mask focuses on melee while the moon mask prioritizes long-range attacks, but the cadence of each bleeds into the other, rewarding you for chaining together the movements of both masks with devastating pirouettes. One of my favorite combos is slamming down into a foe with the summoned spears of the sun mask, switching to the moon mask to blast them away, dashing toward them, and switching back to the sun to hit them with a four-hit melee combo that launches them skyward, giving me a chance to switch back to the moon and juggle them in the air with ranged attacks.

Zau is powerful, but his enemies are numerous, transforming combat into a puzzle where situational awareness trumps power. As such, the game encourages you to dance between targets, overcoming overwhelming odds by being nimble. The movements of both Zau and enemies are sharp and the game makes good use of color–blue and orange for Zau and green and purple for enemies–to keep the fast-paced fights readable. Rarely does it feel like a loss is due to poor luck–the visual clutter of particle effects can become a problem if you’re ever standing still long enough for enemies to surround you, but that feels more like a consequence of a mistake on the player’s part rather than a detriment of the game itself.

You don’t get many upgrades to Zau’s combat throughout the adventure. There is a skill tree, but unlocks are geared toward improving existing mechanics–charging the projectiles of the moon mask to unleash a more substantial attack, for instance, or increasing the sun mask’s combo chain from three to four strikes. Instead, most of the combat’s evolution is based on the enemies that Zau has to fight. You initially only face warriors armed with simple melee attacks or slow-moving projectiles, but you quickly have to take on enemies who shield themselves or fast ball-like foes who willingly explode to take you down with them. And none of them compare to the dastardly fireflies who sap your health to heal other enemies.

The desert area is my favorite part of the game.

Tales of Kenzera’s easy opening belies its surprising challenge, especially its tough latter half. There is a difficulty slider that allows you to adjust how much Zau can endure before dying and how much damage he has to deal in order for an enemy to perish, so there is some control in how tough combat is (you can adjust the slider at any time as well, so you won’t be punished for accidentally picking a setting too tough or easy at the start). Instant-kill hazards are not affected by difficulty, so there’s no way to make traversal challenges easier, but the game is generous with the checkpoints (save for a few exceptions, which we’ll get into in a bit), preventing any seemingly insurmountable walls from becoming frustratingly so.

Zau’s efforts to pull the great spirits into the realm of the dead culminate in boss battles, and the combat is at its best during these. Most of them see Zau clash with monstrously large beings who are grieving in their own right. Their emotional state informs not only how they fight but what Zau must do in order to get through to them and defeat them. A great spirit overcome with rage angrily lashes out at everything around him, for example, creating huge walls that push out at Zau and threaten to force him off the ledge of the arena unless you use his recently acquired ability to blast through obstacles. This also causes the spirit’s own attack to explode and briefly stun him–his anger literally blowing up in his face makes it harder for him to fight you.

The drama and tension of these encounters are amplified by powerful musical scores. I had to step away from Tales of Kenzera and compose myself after battling the great spirit who is overcome with fear, as the escalating rhythm of the score and tension of the string instruments playing through the boss fight made an already stressful fight a more unnerving experience than I expected. The true strength of these fights is how they are emotionally resonant as well as mechanically satisfying–they’re the moments when the game is firing on all cylinders, using combat and traversal mechanics, enemy and sound design, and music to emulate one of the more pivotal steps in one boy’s struggle with grief. They’re all powerful spectacles that I’m still marveling over.

Tales of Kenzera has incredible boss battles.

On the other hand, Tales of Kenzera has a few chase sequences that veer toward irritating. These cinematic platforming sections are a common inclusion in the metroidvania genre, a staple that goes back to the original Metroid and Samus’ scramble to escape Zebes after killing Mother Brain. In most cases, however, these sequences either afford you a chance to recover from your mistakes (like Metroid) or incorporate numerous autosave checkpoints throughout the section (like Ori and the Will of the Wisps or Hollow Knight). Tales of Kenzera does neither, meaning a mistake usually results in a death that sends you back to the beginning of the sequence, forcing you to redo it over and over. There’s a particularly tough sequence near the end of the game where Zau is being chased by something that will kill him instantly, which requires hopping between narrow platforms and over lava that will also kill him instantly to escape. Maybe I’m just getting old, but it took me nearly a dozen attempts to get through that part of the game and by try number seven, I was really frustrated that I had to start over each time.

Thematically, you could say that these sequences emulate working through the fear and anger parts of grief, as both sections deal with the great spirits that embody those emotions, as well as the idea that false starts are an inevitable part of the healing process. And in the same way that there are no save points in working through fear or anger, there are no checkpoints to these platforming sections. That comparison loses value when the rest of the game is hypervigilant about autosaving your progress, however. It’s in these moments that there is a conflict between the fun you expect from a metroidvania and the potential desire to convey an emotional state. Tales of Kenzera cleverly blends the two through most of its elements (especially its world and boss design), but falters when it comes to these traversal challenges–the sheer frustration of these platforming do-overs results more in a lack of fun than it summons a sensation of anger or fear. Thankfully, these moments are few and far between, meaning they’re only a small irritating blip to what’s otherwise a fun game.

Tales of Kenzera: Zau’s strength lies in its powerful narrative, digging into how one navigates the sadness, rage, and terror that accompanies the worst moments of grief. Its tale has its hiccups, but Zau’s adventure of coming to terms with loss resonates through the beating heart of the thumping musical score, standout vocal performances, and dance-like battles that feel straight out of Bantu myth. Loss is a universal human emotion, making Zau’s attempts to grapple with grief uncomfortably relatable. But there’s catharsis to be earned in working through that discomfort alongside Zau, and a touching story to enjoy along the way.

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MLB The Show 24 Collector’s Edition Gets Nice Discount

If you’ve been watching the 2024 MLB season and have felt the itch to play some baseball for yourself, there’s a great price cut on the MLB The Show 24 Negro Leagues Edition. Typically listed for $125, you can pick up the collector’s edition of the recently released baseball sim for just $100. That’s the best price we’ve seen–though it’s unclear how long the discount will stick around.

While both the PS5 and Xbox versions are on sale at GameStop and Best Buy, Amazon is only carrying the Xbox version of the game. Amazon offers free overnight shipping for Prime members, while Best Buy and GameStop offer in-store pickup for select locations and free shipping (not as fast as Amazon, though). Keep in mind Xbox owners who are subscribed to Game Pass can play MLB The Show 24 without buying a copy.

Our MLB The Show 24 review found it to be a solid entry in the series–and while it doesn’t do a whole lot to innovate, it’s still the premier baseball game on the market.

“MLB The Show 24 still maintains the series’ commendable output with fantastic gameplay and another collection of fascinating stories exploring The Negro Leagues and its players,” wrote critic Richard Wakeling. “The addition of women in Road to the Show is another positive step, further reinforcing the overarching theme that baseball is for everyone, while the ability to customize how you play Franchise mode makes it a much more palatable proposition for those embarking on a 162-game season. MLB The Show 24 might not swing for the fences, but it’s still a great way to spend the looming summer months.”

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Marvel Multiverse Movie Directors Confused Why Downey Jr. Thinks Iron Man Can Return

Earlier this month, Robert Downey Jr. expressed his willingness to return to Marvel despite the fact that his signature character, Tony Stark/Iron Man, perished in Avengers: Endgame. During a recent interview with Total Film, Endgame directors Anthony and Joe Russo shared their skeptical response to Downey’s desire to make a MCU comeback.

“I don’t know how they would do it,” said Anthony Russo. “I don’t know what the road to that would be [laughs].”

“I mean, we closed that book,” added Joe Russo. “So it would be up to them to figure out how to reopen it.”

Somehow, the Russos seem to have forgotten that their own movie led to the return of multiversal variants of Gamora and Loki despite both of those characters dying at the hands of Thanos in Avengers: Infinity War. And with Avengers: Secret Wars just a few years away, it shouldn’t be outside of the realm of possibility for a Tony Stark variant to appear, especially if Downey is game for an epic comeback.

If the MCU’s primary Tony Stark did manage to come back to life, he’d be far from the first superhero to pull off that feat. Regardless, Marvel Studios chief Kevin Feige recently told Vanity Fair about his reluctance to undo Stark’s heroic sacrifice.

“We are going to keep that moment and not touch that moment again,” said Feige. “We all worked very hard for many years to get to that, and we would never want to magically undo it in any way.”

Manor Lords Is Coming To Xbox, But Not Confirmed Yet For PlayStation

Manor Lords, the medieval strategy game made by one person, is crushing it on Steam where it’s the top-selling game overall and inside the top 10 for most-played with more than 138,000 concurrent players. And this is to say nothing of its performance on PC Game Pass. Given the huge amount of interest in the game, many might be wondering if it’s coming to console.

The game’s developer said on social media that he is working with publisher Hooded Horse on an Xbox version. As of late March, the developer said work would commence “as soon as possible.” As for a potential PS5 edition, the developer said, “We’re still talking about it.” There is no word yet on a possible console edition of Manor Lords for Nintendo Switch.

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Now Playing: Manor Lords – Official Medieval City Builder/RTS Launch Trailer

Again, these posts were published on March 24, so it’s possible things have changed since then. However, given the success of Manor Lords so far on PC, it makes sense that there might be a financial motivation on the publisher’s part to expand the game to a bigger audience by way of a console edition. Keep checking back with GameSpot for the latest.

In a post celebrating the launch of Manor Lords, the game’s developer said on Reddit that they want people to leave reviews, whether they’re enjoying the game or not. The game is available through Early Access/Game Preview, and the developer wants to gather feedback.

“Most players don’t leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won’t leave a review. Please leave a review,” the developer said. “And I understand it’s going to be a mix of positives and negatives especially in that first month. I’m prepared! The game is early access for a reason and I’m very confident that it will only get better. I promise to work hard.”

Manor Lords is available at a 25% discount for the first two weeks, dropping the price down to $30. PC Game Pass users, meanwhile, can play the game as part of their membership.

Nintendo Switch 2 Might Be Using Magnetic Joy-Con Controllers – Report

The Nintendo Switch successor is reportedly using magnetic Joy-Con controllers, and the Joy-Con controllers currently used with the Switch might not be backwards compatible with it.

According to a report from Spanish outlet Vandal (translated by VGC), it was able to get some details about the Nintendo Switch successor from accessory and peripheral manufacturers. Those companies were apparently able to touch the console through an opaque box, giving them a literal feel for the console without seeing it.

While the console will reportedly be bigger than the current Switch system, it won’t be nearly as big as the Steam Deck. As mentioned, because the magnetic system would replace the rail-based one, it would mean the original Joy-Con controllers will not be backward-compatible. However, this should not be an issue for the Switch Pro Controller, which is said to be compatible with the new system.

Furthermore, the manufacturers allege that Nintendo can already put the console out in the market, but wants to wait until it has a stronger launch catalogue. This indicates that we might not see it release until later, like in 2025 as rumors have suggested.

It’s currently unknown what Nintendo has in store for its next console, but we do know that Pokemon Legends Z-A is due out in 2025.

Tekken 8 Drops To Best Price Yet, Comes With Free Merch

Tekken 8 hasn’t seen any notable discounts since launching in January, with most retailers continuing to list it for a full $70. That’s finally changing, as right now you’ll find it for its lowest-ever price at both Best Buy and Amazon, as the two retailers are listing it for just $50. The discount applies to PS5 and Xbox, making this a great time to finally check out the new fighting game. You’ll also get a freebie with your purchase at either retailer.

If you care about collectibles, Best Buy is offering a free metal display plate with your purchase. It’s nothing too fancy, though it could make a cool decoration for a game room–and since it’s included free with Tekken 8 on PS5 or Xbox, it only makes the deals at Best Buy more enticing.

Tekken 8 Metal Display Plate

Meanwhile, at Amazon, you’ll get the Tekken 8: Amazon Launch Edition for PS5. This includes the Jin’s Jacket DualSense Controller Skin, giving you a fun way to customize your controller. Note that this deal is only available for PS5. Tekken 8 on Xbox is still just $50 at Amazon, though it comes with no additional bonuses.

Tekken 8 Deals

In short, you’ll get a free metal display plate with your purchase at Best Buy, while Amazon is giving away a free DualSense skin to PS5 owners. Select locations are eligible for Amazon same-day shipping, while Best Buy offers free shipping, though you can also opt for in-store pickup.

Not sold on these Tekken 8 deals? Then be sure to look at some of the other fighting games on sale, which includes Mortal Kombat 1 for $40 (down from $60) and Street Fighter 6 for $40 (down from $60). You’ll even find some nice price drops for Granblue Fantasy: Relink, with the standard edition seeing a $10 discount and the deluxe edition seeing a $20 discount. Along with the base game, the deluxe edition gets you an art book, soundtrack CD, set of postcards, and a bunch of in-game DLC.

Why Honkai: Star Rail Players Have Stuck With The Game For A Year–And What Needs To Change

Honkai Star Rail is celebrating its one-year anniversary today, April 26, 2024. Below, we look back at the RPGs first year through the eyes of fans who are still playing–what they love, and what they’d still like to see improve.

Some see Honkai: Star Rail as just another gacha. To me, it’s an evolving free-to-play RPG with more self-awareness than the average release. Right away, it sets up the intriguing mystery behind the Trailblazer and the nuclear-level object inside their body called the Stellaron, and showcases flashy, effective turn-based combat that emphasizes elemental weaknesses to break enemy toughness bars. Long after I wrapped up my review, its strengths kept me coming back as a regular player, despite complaints like power creep from new units.

I’m not alone in this sentiment. Despite earning over an 80% score on our sister site, Metacritic, HoYoverse has continued to polish its turn-based space adventure in its regular updates. Fans who have kept up with Star Rail over the past year say it’s grown sweeter, but admit it still has a few flaws that tarnish an overall winning formula. GameSpot asked fans and community leaders about their thoughts on Star Rail over the past year, most of which centered around their enjoyment despite the drawbacks.

Storytelling and convenience

HoYoverse emphasizes Honkai: Star Rail’s story with its cinematic cutscenes, character development, and flashy animations. Even NPCs with non-changing facial expressions have more expressive voice acting than the typical stock character. Candy, a casual player who shares the hobby with her husband, says she was hooked from the beginning thanks to Star Rail’s killer intro.

“From the moment it began with Kafka and the classical/instrumental music, I was blown away. I still feel it has one of the best openings stylistically. I had to see where it would go and how they would top the opening and I haven’t been disappointed in pivotal moments and fights,” she told GameSpot via Twitter DM. “From little tidbits such as why [one character’s] name is March 7th to larger acts of rebellion and hope, the story has yet to bore me. In fact I struggle with not rushing through the story because I want to savor it all as it comes. It also feels dark but real and touches upon themes in a way that feels approachable without being over the top and too preachy.”

Matthew Arcilla, another player, stayed for the pretty graphics and audiovisual presentation, and praised the localization for entertaining him throughout. “There’s a lot of humor and irreverence that I’ve heard is really in the game’s original text and appears to have been preserved by strong localization,” he said, referring to the Chinese source material, “The humor and the visual flair really goes a long way with me.”

He continued: “New characters, new story beats (with new jokes) and an abundance of things to do makes it feel like one of the most generous free-to-play experiences. The gacha temptation is minimal, to boot.”

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Sam, another player who started the game at a whim at launch, cited the weaker Xianzhou Luofu arc–widely considered one of the least popular story arcs so far–as a concern but noted how it improved with the latest story arc introduced in the planet of Penacony.

“Honkai Star Rail surprises me because whenever I have a complaint about the game, it gets resolved very quickly. They’ve been very proactive about iterating on the endgame before it gets stale and great about [quality of life],” Sam says. “I had serious concerns with the writing of the Xianzhou story which started off strong but then abandoned its intrigue to end up completely all over the place but the writing in Penacony, 2.1 in particular, has been leagues above anything else Mihoyo has ever written. It’s surprisingly mature and does a good job of fleshing out its cast.”

Besides the ongoing story, HoYo also puts effort into making Star Rail easy to keep up with in the long run. Many Star Rail players praise the auto-battle feature because of how it enables them to automatically farm materials without needing to constantly pay attention.

In Genshin Impact, you at least need to watch where you’re landing attacks and switching characters in and out at the right times. There isn’t an auto-battle that will strategize for you. Meanwhile, Star Rail’s auto-battle generally heals, buffs, and attacks well enough to breeze through low-level challenges just for farming. For higher-level challenges like certain boss battles, it might be better to strategize on your own to avoid auto-battle pitfalls.

Amiral Adlan admitted he started playing to get Kafka, one of the mysterious Stellaron Hunters that appears at the start of the game. However, even after getting her, he has stuck with Star Rail because of how structures like auto-battle make it easy to stay updated. “It helps that by being turn based it’s actually playable since I can farm at work too. It’s a big part of why it’s the only HoYo game I regularly keep up with,” he says.

HoYoverse has also added features like Reserve Trailblaze Power, which gives you currency to claim leveling materials, even when your regular Trailblaze Power gauge is full and you’ve been offline for over two weeks. Meanwhile, in another gacha game like Genshin Impact, you wouldn’t receive additional currency at all. “Stuff like overflow for the Trailblaze power is a godsend, and the Penacony Arc is hands down one of the best stories I’ve seen in a mobile game,” he adds.

Andrew Coulombe, who plays Star Rail as part of his daily routine, points out that HoYoverse’s openness toward beginners also makes it easy to get into compared to other mobile games he played like Final Fantasy Brave Exvius and Fire Emblem Heroes.

“HSR and Genshin both are new player and end-game friendly as you’re able to enjoy the bulk of content without needing to be invested in the end-game, but for end-game players you’re not nearly as heavily punished if you disappear for months like I did with Genshin,” he explains. “I skip probably ~3 banner cycles in a row on average and that doesn’t stop me from clearing the current endgame content, which means someone could just disappear for the same time period and still be in position to be relevant.”

This stability makes it possible to keep coming back to Star Rail, whereas other mobile games might make it difficult to return if you’ve put them down for too long.

“When I say ‘stable,’ what I mean is they don’t feel the need to constantly shake things up to make the game feel fresh,” Coulombe said. “You’re not forced to play every day or pull for new units, which I feel like a lot of other gachas do because they need that power-creep to get people spending to be able to enjoy the new content.”

Growing pains and power creep

Honkai: Star Rail introduces new events every few weeks, but not all of them receive a warm welcome from players. Understandably, these events are meant to be temporary experiences and not permanent story quests. Some players enjoy the events because of the entertaining worldbuilding and easy ways to earn Stellar Jade to use on character banners. Others force themselves through lengthy quests, even though they feel like they take too much time, because the rewards are too much to ignore, especially for free-to-play players.

“They feel like they’re testing beds for games that aren’t directly linked to the core gameplay of HSR,” says Coulombe. “Which is clever game design when you’re trying to see what does [or] doesn’t work to determine what you should spend your development time on improving, but some events don’t work for me and it feels like an absolute drag to go through them during the limited time given for the bonus rewards.”

Even I dismissed the Everwinter City Museum Ledger of Curiosities event as a storyline of back-to-back fetch quests, but others appreciated the museum simulator minigame that gave them a break from the typical grind. Coulombe in particular had an issue with the recent Hanu event that required out-of-combat gameplay that wasn’t very mobile-friendly, and the current mixing event where you click objects in a certain order.

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Honkai: Star Rail – Sparkle Trailer | “Monodrama”

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Another pain point is the inconvenience of raising characters you might get without being caught up on the story. In the beginning, nearly all leveling materials were available because the starting characters came from the planets available at launch. Now, things are starting to look different for players not caught up to Penacony.

Alvin Arquisola, who has one main account and two free-to-play (F2P) accounts that he uses for fun, points out the downsides to newbies pulling for new characters.

“Depending on who you pull (and this technically can be a criticism for anyone getting into any gacha that’s been out for awhile), it makes it almost impossible to build. For example, on one of my F2P accounts, I pulled Black Swan on the last day of her banner. I have NO WAY to build her efficiently since a lot of her dungeons are locked until later in the game.”

Similar to Arquisola’s case, I recall helping my partner with a similar issue because he pulled for Sparkle when he hadn’t even completed the Belobog arc. The materials you need to level her up are locked behind Penacony, the planet where she first appeared in the story.

For better or worse, Honkai: Star Rail has a large community interested in min-maxing teams to be as strong as possible. Like its sibling Genshin Impact, players relish in picking the best Light Cones, team comps, and relics to make sure their characters hit as hard as possible. It’s especially relevant for challenges like the Forgotten Hall and Pure Fiction, which give you rewards for completing challenges under certain conditions. That said, players like Arquisola don’t think that HoYo has done enough to make other team comps more viable.

“I can’t imagine any new player getting into [the Forgotten Hall] until about six or seven months from now, which unfortunately may introduce obstacles meant for future characters like Boothill or Robin,” Arquisola said.

Gacha Gamer, a YouTuber who regularly covers Honkai: Star Rail, also commented on the lack of strategy that ultimately comes into play based on the combat system.

“To me, it still feels like the variety of teams you can build is a bit restrictive and it mostly has to do with the whole Element Weakness type where you want to build teams that can quickly reduce the enemy’s toughness bar. There’s a reason why a lot of people talk about Mono Quantum with Silver Wolf since that helps you ignore those weakness types and just always provides an answer to deal with that problem,” Gacha Gamer said. “Also, it seems like sometimes, some featured five-star characters’ potential is locked behind their signature Light Cone, but perhaps this will change with time as we get more four-star gacha and F2P Light Cone options.”

Mono Quantum is a team full of all Quantum-type characters. Limiting the entire team to Quantum only guarantees that Silver Wolf’s ability will implant a Quantum weakness on enemies, making it easier to defeat them.

Daniel Smith, who enjoys gacha games as a timesink, appreciated the initial burst of content at launch and the minimal daily maintenance to keep your account running. However, he has complaints about the team variety. “Enemies have weaknesses, but generally, if your team is doing powerful things you can mostly ignore those, there’s no true elemental system like Genshin or other gachas, so people are encouraged to just gravitate towards whatever the four most powerful units are at the time,” he says.

“At a macro level I don’t love that the power creep of banners seems to impact content. Power creep is inevitable in these sorts of games, but usually it either exists for whales to flex or they give you a way to bring your existing characters up to the ‘new’ standard. HSR seems to introduce powerful units like [Dan Heng IL] and then, in parallel release content, that is a real uphill battle unless you have that unit. Even now, I’m finding the 2.0 content I have played a little challenging, which is wild because I was one-shotting things left and right at the end of Version 1.”

Star Rail shares some unpopular mechanics with Genshin Impact, too. Star Rail’s Relics, which level up specific substats based on RNG, copy its sibling’s unpopular Artifact system. When first asked about Star Rail’s flaws, Adlan said, “I think I’m legally obligated to mention that relic farming is not very fun. I don’t even fuss about substats and rerolling, and even then I still find it’s like pulling teeth.”

Honkai: Star Rail’s Relics, gear that you can equip to trigger bonuses like higher attack or crit rate, have randomized substats. Each one has a main stat that levels up with the Relic and four possible substats, which level up at random every four levels. Even if you manage to snag a Relic with an ideal main stat that will guarantee a raise every time you level it up, the worst substats could still become a priority in luck’s draw. Genshin Impact has similar equipment called Artifacts, which fans have also complained about since release.

As Star Rail grew in size, so did the quality-of-life features that make the experience even more enjoyable. By design I wouldn’t play as much without the reserve Trailblaze Power because there wouldn’t be anything to use to claim rewards or even notice the drawbacks like the team varieties. While HoYo seems to improve based on player feedback, such as adding quality-of-life features and telling a more compelling story in Penacony versus its previous arcs, it’ll have to prove if it’s a continuing success past a praiseworthy first year.

Isabela Merced Says The Last Of Us Star Bella Ramsey Gave Her “Really Good Advice” For Season 2

Actress Isabela Merced joins the cast of HBO’s The Last of Us for its upcoming second season as Dina, one of the main characters. Speaking to Flaunt, Merced revealed more of how she prepared and what fans can expect from Season 2.

Merced said she was asked to audition for Season 2 and played both The Last of Us and The Last of Us: Part II in one weekend. But Merced didn’t even know who she was auditioning for.

“I guess I could’ve just gotten on YouTube and watched scenes from the game,” she said. “But it’s just so different. I am so glad I did play the game, because now when I am on these sets that look just like the game, I am familiar with it.”

Merced went on to say Ellie actress Bella Ramsey gave her “really good advice” for Season 2, but she didn’t go into specifics. “She really just laid it all out there and her advice has been great and true. They put people first on this set, and that’s a really lovely and often rare thing to see in this industry,” she said.

Merced previously talked about how she had a “mind-blowing instant connection” with The Last of Us bosses Craig Mazin and Neil Druckmann and that she had chemistry with Ramsey on day one.

The Last of Us Season 2 is just one of Merced’s high-profile projects debuting in 2025, as she’s also starring in James Gunn’s Superman as Hawkgirl. She will be seen next in the horror movie Alien: Romulus from director Fede Alvarez; the movie debuts this August. “I’ve already seen a lot of the scenes from it, and it’s truly terrifying,” she said.

In addition to Merced, The Last of Us Season 2 adds Kaitlyn Dever as Abby and Young Mazino as Jesse. Ramsey returns as Ellie and Pedro Pascal comes back to play Joel. Season 2 releases in 2025, and filming is now underway.

Oppenheimer Star Emily Blunt Gets Blunt About Algorithms In Hollywood

Don’t talk to Oppenheimer and The Fall Guy star Emily Blunt about algorithms. She isn’t a fan, to put it lightly. Speaking with Variety, the actress expressed her annoyance at the mathematical equations being utilized to decide what movies and shows get made in Hollywood.

“Some new things frustrate me: algorithms, for example,” Blunt said. “I hate that f**king word, excuse the expletive! How can it be associated with art and content? How can we let it determine what will be successful and what will not?”

Recently, A Knight’s Tale director Brian Helgeland talked to Inverse about how Netflix tested a sequel to that film in one of its algorithms and concluded it wouldn’t be successful. Additionally, Helgeland opened up about writing the Game of Thrones spin-off 10,000 Ships, an HBO show that’s no longer in development.

Blunt believes an algorithm, like in the Netflix example above, would have never given the greenlight to Oppenheimer, the highest-grossing biopic ever. “I was in a three-hour film about a physicist, which had the that impact it had–the algorithms probably wouldn’t have grasped it,” she said. On top of the blockbuster box office success, Oppenheimer was also the big winner at the 2024 Oscars. The Christopher Nolan-directed film took home seven Academy Awards.

For more, check out GameSpot’s Oppenheimer review. Blunt will next be seen on the silver screen alongside Ryan Gosling in The Fall Guy, which premieres May 3 in theaters.

Manor Lords Out Now With Limited-Time Discount

Manor Lords, the medieval strategy game, is out now in Early Access/Game Preview, and publisher Hooded Horse is offering a nice discount at launch. The game is priced at $40 USD but Hooded Horse is offering a 25% discount on the full game for the first two weeks, dropping the price to $30.

“Early Access isn’t for everyone, [and] if you check back later the game will just keep getting better and better,” Hooded Horse CEO Tim Bender said. “We want you to make the right decision for you, without any pressure or rush of any kind.”

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Now Playing: Manor Lords – Official Medieval City Builder/RTS Launch Trailer

The game’s digital soundtrack and artbook are also marked down by 25% for the first two weeks, dropping their prices down to $4, down from $5. These launch discounts will end on May 10.

PC Game Pass users can get the game at no extra cost, and like other Game Preview titles, there is a free trial available. The Windows PC store page lists a price of $40 for Manor Lords and also mentions that the game is optimized for Xbox Series X|S despite not even being announced for console. GameSpot has contacted Hooded Horse in an attempt to clarify.

Manor Lords was developed by a single person, Greg, who is asking people to leave their feedback.

Manor Lords was one of the most wishlisted games on Steam, reaching 3.2 million player wishlists, according to Hooded Horse. The publisher is promising regular updates to the game.

Russell Crowe Loses Himself To Evil In The Exorcism’s First Trailer

A year ago this month, Russell Crowe put on a priest’s collar and vestments in The Pope’s Exorcist to play Father Gabriele Amorth, who was supposedly a rock star in the field of sending demons back to Hell. But in his next horror movie, The Exorcism, Crowe’s character, Anthony Miller, is much more vulnerable to evil and he’s not a man of God. Instead, Anthony simply plays a priest in a film within the film. That’s right, he’s an actor who gets possessed while making a movie about possessions.

The trailer reveals that Anthony was not the first actor cast in this role, and his predecessor apparently committed suicide. That should have been Anthony’s first cue to turn down his part. Instead, Anthony accepts the role and feels evil tugging at his body and soul. But his daughter, Lee Miller (Fear Street’s Ryan Simpkins) interprets Anthony’s vulnerability as signs that he’s relapsed into his old addictions.

However, any doubts about whether Anthony is simply giving into his vices are dispelled when he apparently goes the full Linda Blair during an on-set possession that horrifies his daughter, the cast, the crew, and even Father Conor (David Hyde Pierce), who was brought in to consult on the film. The trailer hints that Father Conor may have had prior experience dealing with a real demon, and if so, he’ll need that here. Because it looks like no one is safe when Anthony loses control of his own body to the evil within.

Chloe Bailey also stars in the film as Blake Holloway, with Sam Worthington as Joe, Marcenae Lynette as Monica, Tracey Bonner as Regina, Samantha Mathis as Jennifer Simon, Adrian Pasdar as Tom, Adam Goldberg as Pete.

The Exorcism was written and directed by M. A. Fortin and Joshua John Miller in 2019, and it spent the last five years on the shelf. It will finally escape into theaters on Friday, June 7.