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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Manor Lords – Best Game Settings And Difficulty Options

So, you’ve decided to play Manor Lords. This strategy game from Slavic Magic sees your character grow a village from humble beginnings to economic and military powerhouse. Still, you might be wondering about the ideal options when starting your playthrough. Here’s our guide on the best difficulty options and game setup for Manor Lords.

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What are the difficulty options and best game setup in Manor Lords

After you’ve spent some time designing your ruler’s coat of arms, you’ll see the Game Setup screen. This presents you with several scenario templates and options related to AI behavior, supplies, and events.

Game setup options

Here are the most notable options from the Manor Lords game setup screen:

  • End goal – This determines how you’ll win the campaign:
    • Growth – Reach “Large Town” settlement level.
    • Conquest – Claim all regions.
    • Domination – Defeat other lords by claiming their territories; can only be selected if there’s an off-map adversary.
    • None – Endless play with no completion goal.
  • Off-map adversary and AI aggressiveness – There’s an AI lord located off-map, but they control a couple of regions at the start. AI aggressiveness determines whether this lord will not press claims on your lands or will press claims at will.
  • Raiders and bandits – Think of these hostiles as regular mobs you need to handle occasionally. You can set the frequency of raids, the years when there would be no raids, and the number of bandit camps that spawn on the map.
  • Residential requirements and approval – Your villagers have needs that should be met. Failure to do so impacts the growth of your town.
  • Starting season – Starting during spring means you can farm early, whereas a winter start date is just asking for trouble due to a lack of supplies and unpreparedness.
Tweak the settings as you see fit, including the frequency of raids, the presence of a rival lord, and the starting season.

Starting out: Rise to Prosperity scenario

Manor Lords offers three scenario templates, each with predetermined settings. However, you can still tweak each setting manually. Template difficulties–Relaxing, Default, and Challenging–change all the settings.

The first scenario template is Rise to Prosperity, and we think it’s the best game setup in Manor Lords. The primary goal is to grow your town. There’s no off-map adversary, and there are no bandits/raiders either. For the most part, you can think of this as a way to learn the basics of the game, with a game flow more similar to a town management sim.

Rise to Prosperity is a good pick for your first playthrough, since it focuses solely on economics and town-building.

On the Edge, meanwhile, is for those who want a bit of a challenge. The key difference here compared to Rise to Prosperity is the presence of bandit camps, as well as frequent raids. This time, you have to grow and defend your town from encroaching enemies.

Facing a rival lord: Restoring the Peace scenario

Finally, there’s Restoring the Peace, which now includes an off-map adversary. Your initial concerns are the bandits and raiders near your lands. Once you’ve fended them off and feel ready, you can challenge the baron to capture the remaining territories. Domination is the end goal here, which means you have to ensure that the baron no longer holds any region on the map.


This is everything you need to know about the difficulty options and game setup in Manor Lords. How you approach the sandbox campaign is entirely up to you. We recommend starting slow so you can learn how to manage your town and residents first. Still, if a peaceful and relaxing time isn’t your jam, then a bit of medieval warfare might suffice.

Eiyuden Chronicle Devs Open Up About Murayama’s Passing And Going Beyond A Suikoden Successor

As the number of video game remakes, remasters, and spiritual successors grows, so does the hesitation surrounding these projects. Though some might see these games as loving homages to the art and stories that made us who we are, it’s just as easy to see them as attempts to bottle lightning–or perhaps, more accurately, nostalgia. So, how do these games set themselves apart? Well, as Rabbit and Bear Studios’ debut title Eiyuden Chronicle: Hundred Heroes–a spiritual successor to legendary RPG Suikoden–proves, having a team of veteran developers united under a beloved series’ creator is a great place to begin.

Rabbit and Bear Studios launched back in 2020, with four ex-Konami developers at its helm: character designer Junko Kawano of Suikoden fame, Castlevania: Aria of Sorrow director Junichi Murakami, Suikoden and Silent Hill’s Osamu Komuta, and Suikoden’s creator, the late Yoshitaka Murayama. The team came together with a very clear purpose: to create the game the four of them had always dreamed of making, Eiyuden Chronicle: Hundred Heroes.

Nowa and Lian address their comrades.

“All of us are ex-Konami, so we’d meet up and drink together sometimes,” Junko Kawano told GameSpot. “One time when we were drinking and talking to each other, we sort of realized that we’ve reached a good age, and that we really wanted to develop a game that we were deeply interested in together. So we decided to form the studio.”

After the studio had been formed and the team cemented their vision for the title, they decided to launch a Kickstarter to help fund the project. Though the studio opted to not explicitly refer to it as a spiritual successor to Murayama’s Suikoden series in the description, fans quickly made a connection between the team’s vision and the critically acclaimed series. Within three hours, Rabbit and Bear raised over $500,000, exceeding the initial goal they had set for themselves.

In the days that followed, stretch goals were added, with the promise of a companion game being released if the studio hit its astronomical end goal of $4.5 million–it did, and Eiyuden Chronicle: Rising was released on May 10, 2022. However, massive crowdfunding success–and the weight of being an assumed spiritual successor–comes with a lot of pressure.

“Since I am the person least involved with Suikoden, I think I’m also the one most outside of all the pressure. It [was] probably the easiest for me,” art director Junichi Murakami said. “However, I know a lot of the people at Konami. I understand the feeling and the weight of that title. Even if I am not directly related to that title, I know I am making a game with those members. I feel that pressure.

“The target for us was really how much we could realize the thing that Murayama-san wanted to achieve. In that sense, I believe Murayama-san was actually under the greatest pressure,” Kawano added.

Yet for as much pressure as Murayama had placed upon him, Kawano, Murakami, and Komuta made it clear he was driven by a very specific vision for his next–and regrettably final–project. From the very beginning of Eiyuden Chronicle’s development, Murayami knew who the game’s protagonists would be. He had a clear idea of what they would look like, how they would fit into the world, and how their stories would collide and conclude. He conveyed this all to his team, who then set out to bring his visions to life while also showcasing the experience and artistry they had acquired over decades of working in game development.

“I started by learning about the setting made by Murayama-san. For the main characters, he gave me the information first. So I knew this would be their age, this was the kind of weapon they would carry …Even some of the hair colors were predetermined,” Kawano said. “I took all the information I received from Murayama-san and came up with different versions of these characters. And then he said, ‘Yes. Now keep going.'”

Nowa and party members stand by a fountain.

As the latter half of Eiyuden Chronicle: Hundred Heroes name implies, the team–and particularly Kawano–then created over a hundred recruitable characters for the game. Throughout development, it became a group effort to balance these characters–ensuring each one had an interesting design and role in Eiyuden Chronicle, while also making sure the game’s core thread and main cast weren’t buried underneath it all. It’s a delicate balancing act that, Komuta says, can be “difficult to strike.”

“As for the characters related to the main story, Murayama-san had determined their stories so the backbone was already established,” Komuta told me. “However, for the characters other than the main characters, the timing in which they join, their background, and how that person develops, was more open. There was a setting, but we had to actually deepen the story and the design.”

Thanks to Murayama’s fantastical setting, the sheer amount of characters that needed to be designed, and Rabbit and Bear Studios’ own creativity, the team was able to dream big while filling out Eiyuden Chronicle’s roster. From Mellore, a self-proclaimed magical girl adorned in a Sailor Moon-esque uniform, to Kawano’s favorite character, a luchador named El Alicante, Eiyuden Chronicle has quite the colorful cast–and I’ve yet to even mention the giant, sword-wielding kangaroo.

That’s not to say, however, that there aren’t plenty of realistic or edgy characters in Eiyuden Chronicle as well. It might come as little surprise given Murakami’s history with the Castlevania series, but his favorite characters were a pair of “cool-type” women he created.

“Mio and Hildi are my favorites. Mio is a woman samurai warrior and then Hildi is the assistant commander to Seign, and I actually created both of them by myself. Both of them are women with a “cool-type” personality because…” Murakami gave a coy smile, and I watched as both Kawano and Komuta began to laugh. “I like cool women.”

Similarly, Komuta shared that his favorite character was also a strong woman: General Elektra.

“Originally, Elektra was not supposed to participate in battle, but because I liked her so much, I asked Murayama-san and Murakami-san if we could increase the number of characters so we could add her,” Komuta said.

General Elektra.

Though Murakami might not have been in charge of designing all Eiyuden Chronicle’s characters, implementing them into the game’s hybrid art style fell upon his shoulders–and, according to Murakami, this process was difficult and time-consuming. Similarly to Octopath Traveler, Eiyuden Chronicle places expressive, 2D character sprites atop 3D environments to create an experience that feels lush and modern, as well as in line with its ’90s-RPG roots. Though I found the end result beautiful and extremely natural-looking, Murakami said ensuring that was the case took the team about two years.

“Merging those art styles is actually very, very, very hard,” Murakami said. “It took us more than two years because you have to make sure all your 3D angles and camera work do not disrupt the 2D expressions, or make them look placed unnaturally, or clip anything… It actually took a lot of time to make it seem perfectly natural.”

Merging the old with the new was a recurring theme in Eiyuden Chronicle’s development. Komuta, for example, recalled the team having a conversation around a classic, ’90s-RPG feature that some were worried might be a little outdated: the save point.

“We did have a discussion,” Komuta said. “The save point was actually very important to Murayama-san’s concept, as it gives you an indication of how the scenario is progressing. He had a strong focus on conveying when the game could naturally be suspended by using a save point. But on the other hand, in order to strike a balance between this classic feature and something modern, we incorporated some auto-save functions. We want to have a good balance between the modern and the classic.”

Some things, however, were set in stone from the beginning–including the game’s music. When it comes to which musicians would create Eiyuden Chronicle’s score, Murakami said that even before launching their Kickstarter, the team was set on two artists in particular: Michiko Naruke and Motoi Sakuraba.

“We knew that, alongside the four of us, they would really be the core and one of the strongest appeals of this project,” Murakami said. “In that sense, we knew we wanted Michiko Naruke and Motoi Sakuraba to join us. We felt they were artists that really represented Japan while also being well-known overseas.”

Both Naruke and Sakuraba have an impressive number of well-received games under their belt, with Naruke’s most notable work being her arrangements for the Wild Arms and Super Smash Bros. series. Meanwhile, Sakuraba’s portfolio includes a number of titles from the Tales, Star Ocean, Golden Sun, Dark Souls, and Mario sports series. Together, the pair created a soundtrack both I and GameSpot’s reviewer found “superb,” and truly proves Murakami correct: These artists did contribute significantly to Eiyuden Chronicle’s core appeal.

Nowa approaches a character waiting on the docks.

Other factors that add to Eiyuden Chronicle’s appeal are simply how much fun it lets you have and its sheer replayability. According to Komuta, the timing in which you add a character to your party can change the script and how the character speaks, enticing players to replay and attempt to grab characters at different points throughout the game.

“There are certain scripts you cannot hear in the early scenario because they are tied to a character becoming a member in the latter part of the game. So in that sense, if you are replaying the game, you can maybe find these characters in their first place and hear a different script if you previously picked them up in the second place. For all of those characters, we have prepared those scripts,” Komuta said.

Additionally, some of the game’s recruitable characters are optional, meaning it’s very easy to miss them your first time playing. And yet, this is a very intentional part of Eiyuden Chronicle’s design, Komuta said. According to Komuta, “How you find heroes and members of your party is a fun and important part of the game.” He then added there is one character in particular, hidden within a hidden dungeon, that he recommends players try to find. “It’s fun,” he said with a laugh.

Kawano and Murakami also pointed out that some of the game’s funnier moments–such as the theater and the hot springs–play out differently depending upon your current team composition.

“The theater, I think, is interesting. In both the Japanese and English versions, the voice cast acts according to the ongoing story. You can actually have different [character] combinations and different things will happen according to these combinations,” Kawano said.

Keeping in line with his more mischievous statement earlier, Murakami said the onsen–or hot springs–was one of his favorite parts. Naturally, all three of the founders began to laugh.

“I think fans will have fun with the hot spring scene. I want you to actually find and watch all of the hot springs scenes with all of the characters. Particularly when they enter the bath.”

Nowa and his party members relax in the hot springs.

In the few hours I spent with Kawano, Murakami, and Komuta, I can’t count the number of times their laughter filled the room. From the team chuckling while sharing stories about the game’s development, to a near teary-eyed Komuta giggling as I explained that, in English, we call cats kneading “making biscuits,” there was this sense that this team exuded levity and joy. The founders stated that Murayama was perhaps the most joyous of all of them, constantly dreaming, laughing, and inspiring their work. When I shared my condolences and asked how things have been at the studio since his passing earlier this year, I could feel the weight of his loss begin to fill the room.

“It was a big shock to us,” Kawano said. “We were already in the process of producing the title and the release date had already been determined, so we were in this final stage and not really able to halt production.”

“In that sense,” Murakami added. “It was almost a relief. We had to apply and concentrate ourselves–we haven’t had time to lament his death. We have to keep going.”

Komuta nodded in agreement with Murakami, before adding in something that warmed my heart.

“Fortunately, Murayama-san was involved in the final adjustments, so we were able to really complete this title.”

Before our time was up, I asked the team what they thought really distinguished Eiyuden Chronicle: Hundred Heroes from being a Suikoden successor. Ultimately, Komuta said that the team’s experience, desires, and approach to creation are what elevates it.

“There is no member of staff involved in development who thought we were just making a sequel to Suikoden,” Komuta said. “No one was thinking like that, or came at it from that place. It ultimately is a totally different game.”

And yet, I don’t think it’s inaccurate or wrong to say that, in many ways, Eiyuden Chronicle: Hundred Heroes is a spiritual successor to Suikoden–and a worthy one, at that. To be one of the handful of studios that can bottle lightning–that can create an experience that makes players fondly recall playing one of their favorite games–is an incredible feat. Yet at the same time, it’s much more than that.

Eiyuden Chronicle is a game four friends decided to make over drinks and jokes about needing to get started before they got any older. It’s a game that seeks to grant nearly three decades of wishes made by both Suikoden fans and the series’ creators. And most importantly, it’s a shining example of an artist’s final work fully realized. It is wondrously cathartic to know Murayama was there to deliver the last rounds of edits and adjustments–to know that he was there to witness his vision brought to life. And yet, it is perhaps just as beautiful to see how deeply his dreams inspired his three dear friends, each of whom have spent the last few months ensuring the rest of us could see them, too.

Proximus Caesar Reigns In Kingdom Of The Planet Of The Apes Clip

While Andy Serkis’ Caesar was last seen in 2018’s War for the Planet of the Apes, he’s been gone a much longer time in the upcoming sequel, Kingdom of the Planet of the Apes. Nearly 300 years have passed since Caesar’s death, and apes are now the dominant species on Earth. However, Caesar would probably be horrified by his self-proclaimed successor, Proximus Caesar (Kevin Durand). Especially since Proximus twists and perverts the meaning of Caesar’s teachings while enslaving apes and humans alike.

Perhaps the most disturbing aspect of the newly released preview clip from Kingdom of the Planet of the Apes is how many of Proximus’ followers hang on his every word, especially when he gets them to chant “apes together strong.”

The only ape in this scene who isn’t in Proximus’ thrall is Noa (Owen Teague), the young and heroic ape who is the new protagonist of the franchise. It’s unclear if Noa is a prisoner or if he has infiltrated Proximus’ seaside fortress. Either way, he’s vastly outnumbered by Proximus’ followers.

20th Century Studios has also released a new video where Serkis expresses his admiration for director Wes Ball’s work on Kingdom of the Planet of the Apes, and the feeling is apparently mutual for Ball.

Kingdom of the Planet of the Apes will be released on Friday, May 10.

Bitmap’s Stunning 650-Page History Of JRPGs Is Up For Preorder At Amazon

Bitmap Books is a publisher dedicated to giving readers an in-depth look at the history of gaming and the franchises that have left a lasting impact. Its titles encompass everything from a look at SNES artwork to the complete history of Metal Slug–though they’re often sold out at Amazon or marked up by resellers. Thankfully, a two of the publisher’s most popular and gorgeous books are getting reprints, with preorders now open ahead of their September 3 launch.

While those are the only two books up for preorder, you’ll find plenty of other Bitmap Books up for grabs at Amazon. Here’s a look at a few of our favorites.

Best Bitmap Books

Manor Lords, Developed By One Person, Is Putting Up Huge Numbers On Launch Day

Manor Lords, the medieval strategy game developed by a single person, is out now on PC after much anticipation, and the game is putting up big numbers, even in its unfinished state.

According to Steam’s publicly available data, the game has reached nearly 160,000 concurrent users, putting it inside the top five for Steam’s most-played games today. Only the free-to-play games PUBG, Dota 2, and Counter-Strike 2 have reached more players on Steam today.

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

By comparison, the AAA game Suicide Squad: Kill the Justice League, which was released in February, reached a peak of 202 players today.

The game is also playable via PC Game Pass and can be purchased via the Windows PC store, GOG, and the Epic Games Store, so the player count from Steam represents just a piece of the game’s overall market opportunity for players.

Manor Lords is also the No. 1 top-selling game on Steam right now. The game is marked down by 25% for its first two weeks, bringing the price down to $30 until May 10.

Player sentiment is strong, too. Manor Lords has more than 2,000 user reviews on Steam already, with an aggregate rating of “very positive.”

Looking ahead, Manor Lords is likely coming to Xbox, but it remains to be seen if the game will be released on PlayStation or Switch.

Manor Lords is available via Early Access/Game Preview, and its developer is encouraging people to submit their feedback to help improve the game. Publisher Hooded Horse acknowledged that playing an unfinished game is not for everyone and said it understands if people want to delay their purchase until later.

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.

Stellar Blade – How To Get The Lingerie Outfit

Stellar Blade stars Eve, a warrior with killer moves and looks. Still, given all the fan service this game has to offer, it’s no wonder that a particular reward awaits those who are completionists at heart. Here’s our guide on how to get the Black Pearl lingerie in Stellar Blade.

How to get the Black Pearl lingerie in Stellar Blade

The Black Pearl lingerie is the final reward that you can obtain once you’ve acquired all 49 can collectibles. This is no easy feat given the sheer number of items, as well as certain related tasks.

Aside from the lingerie reward, collecting a certain number of cans (every seven) nets you permanent boosts, too. These increase the maximum number of consumable items readily held in your inventory, such as Lingering Potions, Smart Mines, Pulse Grenades, Sonic Grenades, WB Pumps, and more.

The Black Pearl is yours once you’ve acquired all 49 cans.

Tips to obtain all cans

If you want to unlock the Stellar Blade Black Pearl lingerie, the best thing to do is read our can collectibles guide since we have it organized per region. We also mention when certain items become accessible (i.e. an ability might be needed).

Apart from that, there’s the Can Detector upgrade for your drone. It requires you to unlock other perks along the left-hand side of the skill tree, and the perk itself costs 4x Drone Upgrade Modules. Once unlocked, the drone will make a whirring noise if a can is nearby. Sadly, the sound effect is barely audible, so you really need to be alert.

The Can Detector upgrade for your drone might be viable.

Lastly, we want to avoid spoilers as much as possible (since the game just came out). However, we do have to mention that there are two points of no return in the campaign. The game will warn you when you’re about to make a fateful decision, which will prevent you from returning to a certain area. It’s imperative that you pick up all the important items therein. If you miss out on anything, you might have no other choice but to try again in New Game Plus mode.

In any case, this is how to get the Black Pearl lingerie in Stellar Blade. For Eve’s other attires, you can check our outfits and nano suits guide.

Stellar Blade has you facing off against vicious Naytiba, all while trying to figure out your origins. Action, thrills, and a bunch of collectibles/unlockables await. For more tips, you can visit our guides hub.

Warframe’s Jade Shadows Update Adds New Warframe And Cinematic Quest In June

Today, Warframe‘s devstream revealed details on Jade Shadows, the game’s next cinematic update. Jade Shadows adds the 57th Warframe, Jade–known as the “song of devastation”–as well as the Ascension mission type, a new Clan Operation, quality-of-life changes, and more.

The Jade Shadows quest involves the return of the Stalker and will have players confront him again with all-new lore, details, and additional secrets to unveil. Jade is an angelic Warframe who thematically opposes the Stalker’s corruption, despair, and brutality, with her love, hope, and wonder instilled with her signature weapons. She is also the first Warframe in a long time to have three signature weapons. “Mechanically she is more support and debuffing. Assisting your allies and debuffing the enemies,” said Digital Extremes during the devstream.

Jade Shadows launches the new mission type Ascension, more TennoGen items, and a new Clan Operation: Belly of the Beast. Further details of Ascension and Belly of the Beast will be revealed closer to the update.

Quality-of-life changes such as new Warframe Augments and Arcanes, brand-new Duviri decrees, increased drop rates for Debt Bonds, and Whispers in the Walls replayability all debut in the Jade Shadows update.

The Jade Shadows update releases this June. Be sure to check out our interview with creative director Rebecca Ford on another upcoming Warframe story update later this year with Warframe 1999 and our Warframe tips for beginners, so you can start your journey as a Tenno.

Hades 2 Early Access Might Be Coming Sooner Than You Think

Supergiant Games has hinted that Hades II might be hitting early access sooner than we may have though. The developer also said that the technical test will start to wind down on April 29.

Once the the technical test is over, it will no longer be available to access through Steam libraries. it’s not all bad news, though. “However, we plan to launch Hades II Early Access relatively soon after, so please stay tuned,” Supergiant Games said in an updated Steam post. “We hope you share our excitement for Early Access, and really appreciate your support and encouragement during the Test!”

It’s unclear what “relatively soon” means to the developer. It could be as early as next week or a few months down the line. However, it seems like we won’t have to wait too long.

Lots of lore and info about Hades II have already been chronicled through those playing the technical test. For example, we may already know who the unnamed narrator is. We’ve also got a list of confirmed gods and characters who will appear in the game.

Hades II will launch into Early Access sometime this year for PC. In GameSpot’s Hades II technical test preview, we said, “Supergiant Games’ Hades 2 technical test offers a fascinating glimpse at how the sequel is building on the success of the first game.”

New Alien Game Announced For VR, Aims To Make Your Skin Crawl

A new Alien video game is coming this year. Game developer Survios and 20th Century Games have announced Alien: Rogue Incursion, an action-horror VR game due out this holiday.

The game is coming to PlayStation VR 2, Meta Quest 3, and PC VR on Steam.

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Now Playing: ALIEN: Rogue Incursion – Announcement Teaser Trailer

The game tells an original story that focuses on an “ultimate mission” that has players trying to survive as Xenomorphs come after them. Survios chief product officer TQ Jefferson said the game features “kinetic action and heart-pounding exploration.” Jefferson added that the aim is to “truly make your skin crawl.”

Survios has developed a number of other licensed VR games, including Creed: Rise to Glory, Westworld: Awakening, and The Walking Dead: Onslaught.

Survios and 20th Century announced their partnership back in 2022. Also coming in 2024 is the next Alien movie, Alien: Romulus, and it looks extremely scary.

This isn’t the first time that the Alien IP has been used in the horror genre, as Creative Assembly’s 2014 game Alien: Isolation mixed stealth with suspense to tell the story of Amanda Ripley, daughter of Alien protagonist Ellen Ripley, as she investigated a space station infested with the iconic Xenomorphs.

Star Wars: Skeleton Crew’s Kerry Condon Praises Show’s Younger Cast

Star Wars: The Acolyte may be coming up fast, but it’s not the only live-action show in the franchise coming this year. Star Wars: Skeleton Crew is also slated to debut in 2024, with Kerry Condon and Jude Law appearing in a story set in The Mandalorian’s era that focuses on four young characters who find themselves lost in space and unable to get home. During a new interview with Variety, Condon praised her younger co-stars in the series, as well as the creative team behind the scenes.

“It’s so great,” said Condon. “I don’t even have kids, but I’d pay to see this. I loved it. I loved being on it. There was something about it that was so innocent and playful and lovely. People say don’t work with kids or animals, but I don’t know about that. And also when children are good actors, they’re kind of out-of-this-world good. So watching some of the kids’ scenes, it was amazing. Jude Law’s in it and I’ve worked with him before.”

“It’s really adventurous and they got such great directors for each episode,” added Condon. “The Daniels, Bruce Dallas Howard, Lee Isaac Cheung, David Lowery. It was a pretty amazing group. And of course, Jon Watts who created the whole thing.”

The announced cast members for Skeleton Crew include Ryan Kiera Armstrong, Robert Timothy Smith, Ravi Cabot-Conyers, Kyriana Kratter, Tunde Adebimpe, and Jaleel White. Disney+ will premiere Star Wars: Skeleton Crew later this year.