Playtests Articles and News - Siliconera The secret level in the world of video game news. Thu, 10 Jul 2025 18:49:25 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/uploads/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Playtests Articles and News - Siliconera 32 32 163913089 The Emperor’s Caretaker Volume 3 Gets Into Obligations and Love https://www.siliconera.com/the-emperors-caretaker-volume-3-gets-into-obligations-and-love/?utm_source=rss&utm_medium=rss&utm_campaign=the-emperors-caretaker-volume-3-gets-into-obligations-and-love https://www.siliconera.com/the-emperors-caretaker-volume-3-gets-into-obligations-and-love/#respond Sat, 12 Jul 2025 19:00:00 +0000 https://www.siliconera.com/?p=1096963 The Emperor’s Caretaker Volume 3 Gets Into Obligations and Love

While we could tell from the very start that The Emperor’s Caretaker manga would eventually involve a romance between Linhua, one of the caretakers for the series’ child emperor and his regent Souren. However, Ichiha Hiiragi and Aya Shouoto’s story initially prioritized establishing life in the palace, Linhua’s role, and professional relationships. It’s only in the third volume that things start to actually get into different types of obligations that come from the jobs people have or their positions in families. As a result, we’re finally getting the lovey-dovey moments suggested and teased as these other elements play out.

Editor’s Note: There will be spoilers for volume 3 of The Emperor’s Caretaker manga below.

What I love about The Emperor’s Caretaker volume 3 is that, while this is the point in the manga when it gets to the romance elements, it still is focusing on folks’ personal, professional, and familial obligations. Linhua and Souren are getting their moment toward the end. However, in the lead-up we are seeing how even though he’s a child, Emperor Zhiyou can be called upon to rule a kingdom and see what happens with the Li family chancellor. We also get another glimpse at what life is like for Linhua as a daughter of the Liu family and how that familiar obligation influences her life and future.

In the case of Emperor Zhiyou, the example is an especially trying and pivotal moment. Throughout the volumes, we’ve seen him start to connect to his brother Souren finally, thanks to Linhua’s influence. They’ve build up a real relationship, and that’s highlighted as this volume begins. But because of Chancellor Li’s actions throughout the three volumes, it hit a point where there need to be repercussions for his actions. And while the man is clearly a villain, he’s always been kind to Zhiyou and acted like something of a grandfather to him. So we witness a small child going through more of his royal training, then being forced to act against someone he likely loves. It’s striking. Especially since we also see Rui, said chancellor’s son and a person Linhua’s father considered as a politically advantageous marriage candidate for the her for the Liu, debate against doing what’s right and filial piety. 

Obligations to family and expected roles in society play a big part in Linhua’s storyline. From the start of her series, Linhua’s father has been trying to get her married off. It’s how she even ended up as Emperor Zhiyou’s caretaker in the first place. With what happened to the Li family and Rui possibly jumping in power, we’re seeing him see an opportunity. Which means she’s concerned about leaving a job she loves for a marriage she’s forced into. It’s especially interesting to see how, at this point in the story, we’re getting to see her on the verge of possibly taking steps toward everything she could want.

Things are really in motion in The Emperor’s Caretaker volume 3, as the manga is establishing a challenge to the comfortable position Linhua holds, a possible future with Souren, and an emperor who is gradually growing up and developing as a ruler. While I don’t think we’ll see Zhiyou become a major force by the end of the series, seeing him preside over a ruling her feels like foreshadowing. So does Linhua and Souren making a commitment and hints that, while the two probably have a future together, other obligations might pose challenges along the way.

Volume 3 of The Emperor’s Caretaker is available now, and Square Enix will release volume 4 of the manga on September 9, 2025.

The post The Emperor’s Caretaker Volume 3 Gets Into Obligations and Love appeared first on Siliconera.

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The Emperor’s Caretaker Volume 3 Gets Into Obligations and Love

While we could tell from the very start that The Emperor’s Caretaker manga would eventually involve a romance between Linhua, one of the caretakers for the series’ child emperor and his regent Souren. However, Ichiha Hiiragi and Aya Shouoto’s story initially prioritized establishing life in the palace, Linhua’s role, and professional relationships. It’s only in the third volume that things start to actually get into different types of obligations that come from the jobs people have or their positions in families. As a result, we’re finally getting the lovey-dovey moments suggested and teased as these other elements play out.

Editor’s Note: There will be spoilers for volume 3 of The Emperor’s Caretaker manga below.

What I love about The Emperor’s Caretaker volume 3 is that, while this is the point in the manga when it gets to the romance elements, it still is focusing on folks’ personal, professional, and familial obligations. Linhua and Souren are getting their moment toward the end. However, in the lead-up we are seeing how even though he’s a child, Emperor Zhiyou can be called upon to rule a kingdom and see what happens with the Li family chancellor. We also get another glimpse at what life is like for Linhua as a daughter of the Liu family and how that familiar obligation influences her life and future.

In the case of Emperor Zhiyou, the example is an especially trying and pivotal moment. Throughout the volumes, we’ve seen him start to connect to his brother Souren finally, thanks to Linhua’s influence. They’ve build up a real relationship, and that’s highlighted as this volume begins. But because of Chancellor Li’s actions throughout the three volumes, it hit a point where there need to be repercussions for his actions. And while the man is clearly a villain, he’s always been kind to Zhiyou and acted like something of a grandfather to him. So we witness a small child going through more of his royal training, then being forced to act against someone he likely loves. It’s striking. Especially since we also see Rui, said chancellor’s son and a person Linhua’s father considered as a politically advantageous marriage candidate for the her for the Liu, debate against doing what’s right and filial piety. 

Obligations to family and expected roles in society play a big part in Linhua’s storyline. From the start of her series, Linhua’s father has been trying to get her married off. It’s how she even ended up as Emperor Zhiyou’s caretaker in the first place. With what happened to the Li family and Rui possibly jumping in power, we’re seeing him see an opportunity. Which means she’s concerned about leaving a job she loves for a marriage she’s forced into. It’s especially interesting to see how, at this point in the story, we’re getting to see her on the verge of possibly taking steps toward everything she could want.

Things are really in motion in The Emperor’s Caretaker volume 3, as the manga is establishing a challenge to the comfortable position Linhua holds, a possible future with Souren, and an emperor who is gradually growing up and developing as a ruler. While I don’t think we’ll see Zhiyou become a major force by the end of the series, seeing him preside over a ruling her feels like foreshadowing. So does Linhua and Souren making a commitment and hints that, while the two probably have a future together, other obligations might pose challenges along the way.

Volume 3 of The Emperor’s Caretaker is available now, and Square Enix will release volume 4 of the manga on September 9, 2025.

The post The Emperor’s Caretaker Volume 3 Gets Into Obligations and Love appeared first on Siliconera.

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Preview: Dragon Ball Z: Kakarot Daima DLC Seems Impressive https://www.siliconera.com/preview-dragon-ball-z-kakarot-daima-dlc-seems-impressive/?utm_source=rss&utm_medium=rss&utm_campaign=preview-dragon-ball-z-kakarot-daima-dlc-seems-impressive https://www.siliconera.com/preview-dragon-ball-z-kakarot-daima-dlc-seems-impressive/#respond Fri, 11 Jul 2025 13:00:00 +0000 https://www.siliconera.com/?p=1096756 Preview: Dragon Ball Z: Kakarot Daima DLC Seems Impressive

If you’ve ever played one of Bandai Namco’s Dragon Ball games, you know the company consistently supports them. Dragon Ball Xenoverse 2 came out almost 10 years ago. It got an add-on based on the Dragon Ball Daima new spin-off anime back in May 2025 and Future Saga updates in 2024. It’s totally plausible and even expected for Dragon Ball Z: Kakarot to get its own Daima DLC five years after that installment’s debut and, after some initial time spent with it, it seems 

For those familiar with Dragon Ball Daima, I feel like the add-on starts off by quickly getting us introduced to the spin-off’s new characters and shuttled off to the Demon Realm where the story takes place. If you didn’t watch that show, it’s pretty good at quickly and concisely getting you started. As a quick summary, new Supreme Demon King Gomah got the Dragon Balls. He wished Goku and his allies would become kids. He took Earth’s Guardian Dende. The bad news for Gomah is that Goku was still super powerful as a kid. He and Supreme Kai Shin (also turned into a child) end up going into the Demon Realm with new allies Panzy (was a child even before the wish) and Glorio (the only “adult”) to save Dende and show Gomah what for. 

https://www.youtube.com/watch?v=qRJpvZLUp2A

I really appreciated how quickly things get going. Which is a necessity here, since the whole point of the add-on is to get access to this new space, its original quests and characters, and the adventure tied to it. I experienced only the first parts. It’s a pretty solid introduction to this new story. I think that will bode especially well for newcomers, since the banter between existing characters like Goku and Shin works well, and this add-on maintains the same relationship I enjoyed between him and Glorio and Panzy for the parts I went through. I don’t feel like someone new to this story would feel left out. 

There are also marked design decisions present to make the Daima Demon Realm feel different than other places we’ve been in Dragon Ball Z: Kakarot. CyberConnect 2 made it look different, naturally. We’re also forced to explore it all on foot. This makes it feel like a more traditional type of open-world experience, and I also felt it encouraged me to do a little more exploring and investigating since I couldn’t just fly up and check out everything from above. Also, seeing his crew around him, running alongside as you explore areas, is just a nice touch and makes it feel a bit more like the newest anime.

This decision also changes combat. Since this is a child version of Goku, our moveset is a bit different. He’s still going to use ki, but I appreciated the enhanced focus on using his Power Pole. It genuinely reminded me of watching the original Dragon Ball anime after school as a kid. The inability to fly comes up in fights as well. This means different types of evasive maneuvers or pursual tactics need to be employed to dodge or get in close for attacks. 

The first part of the Dragon Ball Z: Kakarot Daima DLC seems like it could be a really worthwhile adventure. The brief segment I sampled seemed surprisingly large. It added a new type of gameplay experience that remained true to the source material. It could also serve as a good introduction to that storyline for folks who didn’t catch the series yet. I’m excited to see more. Especially since CyberConnect 2 made sure we get introduced to and comfortable with the new world so swiftly.

Dragon Ball Z: Kakarot is available on the Switch, PS4, PS5, Xbox One, Xbox Series X, and PC, and the first part of the Daima DLC debuts on July 17, 2025. The second part of the add-on’s story will arrive in 2026. The Dragon Ball Daima anime is streaming on Crunchyroll.

The post Preview: Dragon Ball Z: Kakarot Daima DLC Seems Impressive appeared first on Siliconera.

]]>
Preview: Dragon Ball Z: Kakarot Daima DLC Seems Impressive

If you’ve ever played one of Bandai Namco’s Dragon Ball games, you know the company consistently supports them. Dragon Ball Xenoverse 2 came out almost 10 years ago. It got an add-on based on the Dragon Ball Daima new spin-off anime back in May 2025 and Future Saga updates in 2024. It’s totally plausible and even expected for Dragon Ball Z: Kakarot to get its own Daima DLC five years after that installment’s debut and, after some initial time spent with it, it seems 

For those familiar with Dragon Ball Daima, I feel like the add-on starts off by quickly getting us introduced to the spin-off’s new characters and shuttled off to the Demon Realm where the story takes place. If you didn’t watch that show, it’s pretty good at quickly and concisely getting you started. As a quick summary, new Supreme Demon King Gomah got the Dragon Balls. He wished Goku and his allies would become kids. He took Earth’s Guardian Dende. The bad news for Gomah is that Goku was still super powerful as a kid. He and Supreme Kai Shin (also turned into a child) end up going into the Demon Realm with new allies Panzy (was a child even before the wish) and Glorio (the only “adult”) to save Dende and show Gomah what for. 

https://www.youtube.com/watch?v=qRJpvZLUp2A

I really appreciated how quickly things get going. Which is a necessity here, since the whole point of the add-on is to get access to this new space, its original quests and characters, and the adventure tied to it. I experienced only the first parts. It’s a pretty solid introduction to this new story. I think that will bode especially well for newcomers, since the banter between existing characters like Goku and Shin works well, and this add-on maintains the same relationship I enjoyed between him and Glorio and Panzy for the parts I went through. I don’t feel like someone new to this story would feel left out. 

There are also marked design decisions present to make the Daima Demon Realm feel different than other places we’ve been in Dragon Ball Z: Kakarot. CyberConnect 2 made it look different, naturally. We’re also forced to explore it all on foot. This makes it feel like a more traditional type of open-world experience, and I also felt it encouraged me to do a little more exploring and investigating since I couldn’t just fly up and check out everything from above. Also, seeing his crew around him, running alongside as you explore areas, is just a nice touch and makes it feel a bit more like the newest anime.

This decision also changes combat. Since this is a child version of Goku, our moveset is a bit different. He’s still going to use ki, but I appreciated the enhanced focus on using his Power Pole. It genuinely reminded me of watching the original Dragon Ball anime after school as a kid. The inability to fly comes up in fights as well. This means different types of evasive maneuvers or pursual tactics need to be employed to dodge or get in close for attacks. 

The first part of the Dragon Ball Z: Kakarot Daima DLC seems like it could be a really worthwhile adventure. The brief segment I sampled seemed surprisingly large. It added a new type of gameplay experience that remained true to the source material. It could also serve as a good introduction to that storyline for folks who didn’t catch the series yet. I’m excited to see more. Especially since CyberConnect 2 made sure we get introduced to and comfortable with the new world so swiftly.

Dragon Ball Z: Kakarot is available on the Switch, PS4, PS5, Xbox One, Xbox Series X, and PC, and the first part of the Daima DLC debuts on July 17, 2025. The second part of the add-on’s story will arrive in 2026. The Dragon Ball Daima anime is streaming on Crunchyroll.

The post Preview: Dragon Ball Z: Kakarot Daima DLC Seems Impressive appeared first on Siliconera.

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Super Pocket Data East and SNK Editions Are Quality Additions https://www.siliconera.com/super-pocket-data-east-and-snk-editions-are-quality-additions/?utm_source=rss&utm_medium=rss&utm_campaign=super-pocket-data-east-and-snk-editions-are-quality-additions https://www.siliconera.com/super-pocket-data-east-and-snk-editions-are-quality-additions/#respond Mon, 07 Jul 2025 13:00:00 +0000 https://www.siliconera.com/?p=1096272 hypermegatech super pocket blaze evercade data east snk neogeo

The two latest HyperMegaTech! Super Pocket releases take about as different an aesthetic sensibility as possible! One’s all black with subtle gold accents and seeks to imitate the premium feel of its inspiration in a budget package. The other is exceedingly bright and feels like it’s ready for a day at the beach. That said, the game libraries of the two appeal to the same audience of ‘90s arcade die-hards.

Super Pocket: NeoGeo Edition

You’d likely expect to find a lot of fighting games on the SNK version, and you’d be… half right? Three of the 14 games fit that description, which may feel a bit low for the company, but they’re fairly well-chosen: Fatal Fury Special, Samurai Shodown II and The Last Blade. These seem chosen to be as representative and enjoyable as possible while keeping licensing costs down? There’s no King of Fighters, but there’s some stuff to enjoy. (Especially on the Super Pocket, which has no way to support multiplayer.)

As an MVS fan without a heck of a lot of fighting skills, it’s nice to see the rest of the platform’s library get representation. The platform’s next-best genres are scrolling shooters and beat-’em-ups, so they’re here too. Alpha Mission II, Last Resort and Blazing Star are here for shmupsters. Punchy players can enjoy Mutation Nation, Sengoku 3, and a game with one of the best subtitles in history, King of the Monsters 2: The Next Thing. Living in the middle are the run-and-gun games: Metal Slug X, Shock Troopers: 2nd Squad and Top Hunter: Roddy & Cathy.

neogeo edition SNK showing cartridges
Photo by Siliconera

Rounding out the collection are isometric racer Over Top and future sport title Soccer Brawl. The latter isn’t exactly one of the MVS’ strongest sports entries, but we suppose it’s included because it drew inspiration from Europe’s extremely janky but inexplicably popular cyber-athletics trend.

It’s a decent selection of games, and the slick black look works well both on its own and as a neutral-looking model if you’re just looking as an Evercade player. (It remains unfortunate where some of this money goes given SNK’s current ownership. I guess that’s just us, though! We like human rights and living journalists, we’re quirky like that.)

Super Pocket: Data East Edition

This Super Pocket model’s marketing shots and box art don’t quite match. Instead of the muted pumpkin orange and periwinkle those images depict, the unit itself features more of a sunshine yellow and bright sky blue. Frankly, the actual color makes a lot more sense! It’s fun and a good fit for summer.

The Data East Edition’s included library does include a few ‘80s highlights from the company, but smartly focuses mostly on its ‘90s era. After all, BurgerTime, Karate Champ, Lock ‘n’ Chase, Breakthru, Burnin’ Rubber, B-Wings and Peter Pepper’s Ice Cream Factory are fine enough? But the later releases are designed with longer play sessions in mind, which fits the Super Pocket best.

Data East was also a practitioner of the beat-’em-up arts, with Bad Dudes vs. Dragon Ninja, Spinmaster and Crude Buster making this collection. It also did a lot of work in the arcade platforming space! The two Joe & Mac games may be known by a larger audience, and they’re joined by Super BurgerTime, Edward Randy and Tumblepop.

hypermegatech super pocket blaze evercade data east magical drop chain reaction
Photo by Siliconera

The two Dark Seal games are a fun addition. They’re essentially isometric Gauntlet, with a bit more about the fighting and depth to make it feel like the connective tissue between that game and the later Dungeons & Dragons arcade titles. It also feels like the developers enjoyed the bit of world-building they got to do in the margins? Regardless, they’re still a lot of fun to play.

Our favorite game of the bunch is Chain Reaction, perhaps more popularly known as Magical Drop. It’s an all-time puzzle classic, and exactly the sort of thing you’d want in your pocket. We’d love an Evercade cartridge that focuses on the genre, making any Super Pocket into something that could fill that need! For now, this isn’t too bad.


The two latest additions to the HyperMegaTech! Super Pocket line are out now. They join the previous models, featuring Capcom, Taito, Technos and Atari. For more on the handhelds’ cartridge ecosystem, check out our Evercade archive.

The post Super Pocket Data East and SNK Editions Are Quality Additions appeared first on Siliconera.

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hypermegatech super pocket blaze evercade data east snk neogeo

The two latest HyperMegaTech! Super Pocket releases take about as different an aesthetic sensibility as possible! One’s all black with subtle gold accents and seeks to imitate the premium feel of its inspiration in a budget package. The other is exceedingly bright and feels like it’s ready for a day at the beach. That said, the game libraries of the two appeal to the same audience of ‘90s arcade die-hards.

Super Pocket: NeoGeo Edition

You’d likely expect to find a lot of fighting games on the SNK version, and you’d be… half right? Three of the 14 games fit that description, which may feel a bit low for the company, but they’re fairly well-chosen: Fatal Fury Special, Samurai Shodown II and The Last Blade. These seem chosen to be as representative and enjoyable as possible while keeping licensing costs down? There’s no King of Fighters, but there’s some stuff to enjoy. (Especially on the Super Pocket, which has no way to support multiplayer.)

As an MVS fan without a heck of a lot of fighting skills, it’s nice to see the rest of the platform’s library get representation. The platform’s next-best genres are scrolling shooters and beat-’em-ups, so they’re here too. Alpha Mission II, Last Resort and Blazing Star are here for shmupsters. Punchy players can enjoy Mutation Nation, Sengoku 3, and a game with one of the best subtitles in history, King of the Monsters 2: The Next Thing. Living in the middle are the run-and-gun games: Metal Slug X, Shock Troopers: 2nd Squad and Top Hunter: Roddy & Cathy.

neogeo edition SNK showing cartridges
Photo by Siliconera

Rounding out the collection are isometric racer Over Top and future sport title Soccer Brawl. The latter isn’t exactly one of the MVS’ strongest sports entries, but we suppose it’s included because it drew inspiration from Europe’s extremely janky but inexplicably popular cyber-athletics trend.

It’s a decent selection of games, and the slick black look works well both on its own and as a neutral-looking model if you’re just looking as an Evercade player. (It remains unfortunate where some of this money goes given SNK’s current ownership. I guess that’s just us, though! We like human rights and living journalists, we’re quirky like that.)

Super Pocket: Data East Edition

This Super Pocket model’s marketing shots and box art don’t quite match. Instead of the muted pumpkin orange and periwinkle those images depict, the unit itself features more of a sunshine yellow and bright sky blue. Frankly, the actual color makes a lot more sense! It’s fun and a good fit for summer.

The Data East Edition’s included library does include a few ‘80s highlights from the company, but smartly focuses mostly on its ‘90s era. After all, BurgerTime, Karate Champ, Lock ‘n’ Chase, Breakthru, Burnin’ Rubber, B-Wings and Peter Pepper’s Ice Cream Factory are fine enough? But the later releases are designed with longer play sessions in mind, which fits the Super Pocket best.

Data East was also a practitioner of the beat-’em-up arts, with Bad Dudes vs. Dragon Ninja, Spinmaster and Crude Buster making this collection. It also did a lot of work in the arcade platforming space! The two Joe & Mac games may be known by a larger audience, and they’re joined by Super BurgerTime, Edward Randy and Tumblepop.

hypermegatech super pocket blaze evercade data east magical drop chain reaction
Photo by Siliconera

The two Dark Seal games are a fun addition. They’re essentially isometric Gauntlet, with a bit more about the fighting and depth to make it feel like the connective tissue between that game and the later Dungeons & Dragons arcade titles. It also feels like the developers enjoyed the bit of world-building they got to do in the margins? Regardless, they’re still a lot of fun to play.

Our favorite game of the bunch is Chain Reaction, perhaps more popularly known as Magical Drop. It’s an all-time puzzle classic, and exactly the sort of thing you’d want in your pocket. We’d love an Evercade cartridge that focuses on the genre, making any Super Pocket into something that could fill that need! For now, this isn’t too bad.


The two latest additions to the HyperMegaTech! Super Pocket line are out now. They join the previous models, featuring Capcom, Taito, Technos and Atari. For more on the handhelds’ cartridge ecosystem, check out our Evercade archive.

The post Super Pocket Data East and SNK Editions Are Quality Additions appeared first on Siliconera.

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The Gachiakuta Anime Seems Worth the Hype https://www.siliconera.com/the-gachiakuta-anime-seems-worth-the-hype/?utm_source=rss&utm_medium=rss&utm_campaign=the-gachiakuta-anime-seems-worth-the-hype https://www.siliconera.com/the-gachiakuta-anime-seems-worth-the-hype/#respond Sun, 06 Jul 2025 19:00:00 +0000 https://www.siliconera.com/?p=1096468 Gachiakuta Anime 1

One of the most-hyped new anime series on Crunchyroll for the Summer 2025 season is the Gachiakuta adaptation. The series is a pretty well established one, as it’s been running in Japan since February 2022. It’s also one of those sorts of underdog stories about a young man who gains the ability to face overwhelming monsters, fight back against fate, and get revenge for being framed for murder. Basically, it checks all the shonen series boxes, and the manga looks gorgeous (and often gory) while doing it. Now that I’ve seen the first episodes, I feel like that fanfare might be deserved, and this adaptation maintains the series’ dark and gritty nature.

Gachiakuta starts by establishing the nature of the series. There’s what appears to be a modern city, and talk of how items treated well develop souls. It then asks what happens to trash treated poorly and abandoned. After a child’s toy breaks, a mother tosses it out. Narration explains that not only are items treated poorly and abandoned as trash, but people are too. This sets up a situation in which items are tossed away. It’s then we see a Trash Raider watched the latest dismissals of trash into chutes in the city below. A young man is going through it when armed personnel find and shoot at him.

https://www.youtube.com/watch?v=yeRvDchyo44

It’s a powerful type of message to begin with, accompanied by frantic music and interesting set pieces that establishes how there’s a goal to be clean. People talk down about trash raids and the “tribefolk” who also inhabit this home. Said folks live beyond the wall in a cramped, packed, slum district, and rumor is those people’s descendants were criminals who were cast out. It’s then that we see Rudo is a young man who lives beyond the wall and is a member of the “tribefolk.” He’s fixed the plush the woman and girl abandoned and is chastised by his friend Chiwa for causing trouble, as well as warned about the consequences. Rudo explains it’s a means of earning money, in addition to preserving things that may need a second chance. Even here though, he’s criticized by people around him.

It really sets up Rudo not only as an underdog, but a good person. He cares about Chiwa and the items he finds. He picked up one of these for her, rather than sell it. He wants to help repay his foster father Regto, who took him in and raised him. He’s smart and skilled, capable of executing the trash raids. There’s the suggestion that he’s smart and talented enough to do more. There’s also a sense of mystery surrounding him, since his injured hands bear unusual black marks and are painful when he doesn’t wear his gloves.

The first episode is really fantastic at setting up who he is before the other shoe drops. Once Rudo is framed for murder, the worst happens. He’s dropped into the Pit, then immediately faced with a monster made of trash. (The design of these Trash Beasts are incredible!) Yet because of being as skilled as he was above, he manages to hold his own until another individual with unexpected abilities steps in to assist. Enjin explains he’s a Cleaner. What follows is what seems to be a possibility for Rudo to accomplish his goals and find truth. However, it’s also at that point that things get incredibly dark, so it’s important to know there will be blood and gore going into it.

Bones makes a strong first impression with the Gachiakuta anime adaptation. Much of the style seems to be preserved. It hints at Rudo’s mystery, strength, and circumstances in a short amount of time. It doesn’t hold back, just as the original series doesn’t. Also, based on the initial imagery of the first trash beasts and city and Pit set pieces, it seems the ambiance and critical design elements will be maintained as well. It could prove to be the major shonen series of the Summer 2025 anime season on Crunchyroll.

The Gachiakuta anime is streaming on Crunchyroll, and a new episode appears every Sunday going forward. The manga is handled by Kodansha outside Japan.

The post The Gachiakuta Anime Seems Worth the Hype appeared first on Siliconera.

]]>
Gachiakuta Anime 1

One of the most-hyped new anime series on Crunchyroll for the Summer 2025 season is the Gachiakuta adaptation. The series is a pretty well established one, as it’s been running in Japan since February 2022. It’s also one of those sorts of underdog stories about a young man who gains the ability to face overwhelming monsters, fight back against fate, and get revenge for being framed for murder. Basically, it checks all the shonen series boxes, and the manga looks gorgeous (and often gory) while doing it. Now that I’ve seen the first episodes, I feel like that fanfare might be deserved, and this adaptation maintains the series’ dark and gritty nature.

Gachiakuta starts by establishing the nature of the series. There’s what appears to be a modern city, and talk of how items treated well develop souls. It then asks what happens to trash treated poorly and abandoned. After a child’s toy breaks, a mother tosses it out. Narration explains that not only are items treated poorly and abandoned as trash, but people are too. This sets up a situation in which items are tossed away. It’s then we see a Trash Raider watched the latest dismissals of trash into chutes in the city below. A young man is going through it when armed personnel find and shoot at him.

https://www.youtube.com/watch?v=yeRvDchyo44

It’s a powerful type of message to begin with, accompanied by frantic music and interesting set pieces that establishes how there’s a goal to be clean. People talk down about trash raids and the “tribefolk” who also inhabit this home. Said folks live beyond the wall in a cramped, packed, slum district, and rumor is those people’s descendants were criminals who were cast out. It’s then that we see Rudo is a young man who lives beyond the wall and is a member of the “tribefolk.” He’s fixed the plush the woman and girl abandoned and is chastised by his friend Chiwa for causing trouble, as well as warned about the consequences. Rudo explains it’s a means of earning money, in addition to preserving things that may need a second chance. Even here though, he’s criticized by people around him.

It really sets up Rudo not only as an underdog, but a good person. He cares about Chiwa and the items he finds. He picked up one of these for her, rather than sell it. He wants to help repay his foster father Regto, who took him in and raised him. He’s smart and skilled, capable of executing the trash raids. There’s the suggestion that he’s smart and talented enough to do more. There’s also a sense of mystery surrounding him, since his injured hands bear unusual black marks and are painful when he doesn’t wear his gloves.

The first episode is really fantastic at setting up who he is before the other shoe drops. Once Rudo is framed for murder, the worst happens. He’s dropped into the Pit, then immediately faced with a monster made of trash. (The design of these Trash Beasts are incredible!) Yet because of being as skilled as he was above, he manages to hold his own until another individual with unexpected abilities steps in to assist. Enjin explains he’s a Cleaner. What follows is what seems to be a possibility for Rudo to accomplish his goals and find truth. However, it’s also at that point that things get incredibly dark, so it’s important to know there will be blood and gore going into it.

Bones makes a strong first impression with the Gachiakuta anime adaptation. Much of the style seems to be preserved. It hints at Rudo’s mystery, strength, and circumstances in a short amount of time. It doesn’t hold back, just as the original series doesn’t. Also, based on the initial imagery of the first trash beasts and city and Pit set pieces, it seems the ambiance and critical design elements will be maintained as well. It could prove to be the major shonen series of the Summer 2025 anime season on Crunchyroll.

The Gachiakuta anime is streaming on Crunchyroll, and a new episode appears every Sunday going forward. The manga is handled by Kodansha outside Japan.

The post The Gachiakuta Anime Seems Worth the Hype appeared first on Siliconera.

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Pokemon TCG Pocket Eevee Grove Needed More Eeveelutions https://www.siliconera.com/pokemon-tcg-pocket-eevee-grove-needed-more-eeveelutions/?utm_source=rss&utm_medium=rss&utm_campaign=pokemon-tcg-pocket-eevee-grove-needed-more-eeveelutions https://www.siliconera.com/pokemon-tcg-pocket-eevee-grove-needed-more-eeveelutions/#respond Sun, 06 Jul 2025 13:00:00 +0000 https://www.siliconera.com/?p=1096278 Pokemon TCG Pocket Eevee Grove Needed More Eeveelutions

Eevee is one of my favorite Pokemon. As a kid, I’d put together full Eevee-only teams and decks whenever possible. I adored the Prismatic Evolutions expansion! The Pokemon Company International announced Eevee Grove for Pokemon TCG Pocket ended up being a bright spot in what’s been some disappointing weeks. Except… I noticed a distinct lack of actual Eevee and Eeveelution Pokemon cards in this expansion.

I pull two packs per day and didn’t expend additional Hourglasses or Gold on Eevee Grove boosters. In the 10 cards I pulled the first day, I got one the common, basic Eevee card. The other pack? Just “friends” of Eevee. Second day? The basic Eevee stopped by again. That was it, though.

Every pull seemed that disheartening until June 30, 2025, four days after the pack’s launch. Finally, a foil version of the Umbreon card appeared. But when July 1, 2025 came and went with no additional Eevees, it got me thinking. Where are they? 

I turned to Wonder Pick, in the hopes people I knew fared better. Nope! They hadn’t! All Eevee Grove friends, and very few actual Eevee and Eeveelution Pokemon TCG Pocket cards. I’ve gotten two Sylveons via lucky selections, but still haven’t seen too many in others’ packs.

After realizing how bad RNG treated me, I investigated the card list for Eevee Grove in Pokemon TCG Pocket. There are 107 cards in this set. 27 are Eevees or Eeveelutions. However, some of those are at higher rarities that automatically make it less likely they’d appear. Six are ex cards and nine are one-star ones, making for 15 that are more rare. That makes for 12 that would be slightly more common. Only the Eevee, Flareon, and Sylveon get five cards each in this set. Every other type of Eeveelution appears on two cards each. Rarity rates make it difficult to get exact adds. But only 25% of the cards in the Eevee Grove boosters are Eevees. 

While the odds weren’t much different for Prismatic Evolutions, somehow it seemed more fair when I went through that Pokemon Trading Card Game expansion. The odds seemed better, or at least more evenly distributed, with Prismatic Evolutions. There are 131 cards there, with 123 being of standard Pokemon or ex versions. There are three cards each for these featured Eevees and Eeveelutions, coming to 27 total. 

Eevee Grove is a fun theme and there’s a fun range of Pokemon TCG Pocket cards. Given the way in which cards are doled out and breakdown, it’s a shame that the odds of actually getting an Eevee or Eeveelution aren’t higher. Or at least that they’d be more balanced in favor of all the evolutionary options and not stacked in favor of Flareon and Sylveon. Though given how RNG treated me so far, I’d be happy for any of these fluffy friends so I could start working on a deck.

Pokemon TCG Pocket is available for mobile devices.

The post Pokemon TCG Pocket Eevee Grove Needed More Eeveelutions appeared first on Siliconera.

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Pokemon TCG Pocket Eevee Grove Needed More Eeveelutions

Eevee is one of my favorite Pokemon. As a kid, I’d put together full Eevee-only teams and decks whenever possible. I adored the Prismatic Evolutions expansion! The Pokemon Company International announced Eevee Grove for Pokemon TCG Pocket ended up being a bright spot in what’s been some disappointing weeks. Except… I noticed a distinct lack of actual Eevee and Eeveelution Pokemon cards in this expansion.

I pull two packs per day and didn’t expend additional Hourglasses or Gold on Eevee Grove boosters. In the 10 cards I pulled the first day, I got one the common, basic Eevee card. The other pack? Just “friends” of Eevee. Second day? The basic Eevee stopped by again. That was it, though.

Every pull seemed that disheartening until June 30, 2025, four days after the pack’s launch. Finally, a foil version of the Umbreon card appeared. But when July 1, 2025 came and went with no additional Eevees, it got me thinking. Where are they? 

I turned to Wonder Pick, in the hopes people I knew fared better. Nope! They hadn’t! All Eevee Grove friends, and very few actual Eevee and Eeveelution Pokemon TCG Pocket cards. I’ve gotten two Sylveons via lucky selections, but still haven’t seen too many in others’ packs.

After realizing how bad RNG treated me, I investigated the card list for Eevee Grove in Pokemon TCG Pocket. There are 107 cards in this set. 27 are Eevees or Eeveelutions. However, some of those are at higher rarities that automatically make it less likely they’d appear. Six are ex cards and nine are one-star ones, making for 15 that are more rare. That makes for 12 that would be slightly more common. Only the Eevee, Flareon, and Sylveon get five cards each in this set. Every other type of Eeveelution appears on two cards each. Rarity rates make it difficult to get exact adds. But only 25% of the cards in the Eevee Grove boosters are Eevees. 

While the odds weren’t much different for Prismatic Evolutions, somehow it seemed more fair when I went through that Pokemon Trading Card Game expansion. The odds seemed better, or at least more evenly distributed, with Prismatic Evolutions. There are 131 cards there, with 123 being of standard Pokemon or ex versions. There are three cards each for these featured Eevees and Eeveelutions, coming to 27 total. 

Eevee Grove is a fun theme and there’s a fun range of Pokemon TCG Pocket cards. Given the way in which cards are doled out and breakdown, it’s a shame that the odds of actually getting an Eevee or Eeveelution aren’t higher. Or at least that they’d be more balanced in favor of all the evolutionary options and not stacked in favor of Flareon and Sylveon. Though given how RNG treated me so far, I’d be happy for any of these fluffy friends so I could start working on a deck.

Pokemon TCG Pocket is available for mobile devices.

The post Pokemon TCG Pocket Eevee Grove Needed More Eeveelutions appeared first on Siliconera.

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Split Fiction Fills a Gap on the Switch 2 https://www.siliconera.com/split-fiction-fills-a-gap-on-the-switch-2/?utm_source=rss&utm_medium=rss&utm_campaign=split-fiction-fills-a-gap-on-the-switch-2 https://www.siliconera.com/split-fiction-fills-a-gap-on-the-switch-2/#respond Sat, 05 Jul 2025 13:00:00 +0000 https://www.siliconera.com/?p=1096216 Split Fiction Fills a Gap on the Switch 2

Split Fiction ended up being a critical darling from the It Takes Two and A Way Out developer Hazelight Studios when it debuted early in 2025, and it made its Nintendo debut when the Switch launched on June 5, 2025. It’s enjoyable on every platform. Clearly, it’s a win for everyone with the new system. After multiple sessions playing it, it’s a fine showcase title for the system to highlight the power of the system, online capabilities, and GameChat functionality.

That Split Fiction works on the Switch 2 is impressive. It’s a constant split-screen multiplayer title that could be taxing due to the level of activity on-screen at once, the detailed environments, and potential constant online interaction. The original Switch wouldn’t have done it justice on its own. But here we are, with consistent frame rates and solid performance. 

https://www.youtube.com/watch?v=zXQ7sjNV35k

I found myself impressed with the online capabilities of Split Fiction on the Switch 2 too. Connecting to another person happens rather swiftly. There are frequent save points, which help with tricky encounters or an unfortunate incident when online falters. The experience felt quite stable the majority of the time, with no noticeable lag. I even tried it in Handheld mode, so I wasn’t relying on the power of the game when docked and, while that does make the on-screen images even smaller, it still worked perfectly. 

Split Fiction is a fantastic example of showing how well the Switch 2 GameChat feature can work too. This is a game which involves a lot of communication between players. You need to constantly touch base with one another to find solutions, work out timing for actions, and cooperate to both successfully complete objectives. Like one boss might require one person to snatch the weapon away, then the other to grab that weapon to attack. Or people might need to throw switches to work out timing so both can progress. The way the system isolates the player’s voices to ensure they are crisp and easily heard, then handles chat so there are no disruptions and no lag so you’re constantly in perfect sync with one another.

There are a few things I’m not a fan of in Split Fiction on the Switch 2. The first is that needing to make an EA account to play online, even if you’re not going with cross-play and both people own the game on the system, is frustrating. I get the need in certain situations and at least it is a one-and-done setup situation.  

Another issue is that service interruptions seem pretty frequent. In one session that lasted about three hours, this happened twice. Both of us had stable internet connections. The situations weren’t dire in-game. But all of a sudden everything cut out. GameChat wasn’t affected, so it wasn’t on Nintendo’s end. At least we were immediately to jump in almost exactly where we left off each time, thanks to the save system and opportunities that let us hop right into our roles again. 

Split Fiction really feels like it prioritizes that one-on-one, working together experience that can be so enjoyable on consoles, and putting it on the Switch 2 shows how capable this new console is. It’s capable of something impossible on the original Switch! It’s utilizing GameChat in a really helpful way! It’s giving us a chance to accomplish goals together in a challenging environment that still doesn’t feel too punishing. It’s a strong game to help bolster a solid launch library

Split Fiction is available for the Switch 2, PS5, Xbox Series X, and PC. 

The post Split Fiction Fills a Gap on the Switch 2 appeared first on Siliconera.

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Split Fiction Fills a Gap on the Switch 2

Split Fiction ended up being a critical darling from the It Takes Two and A Way Out developer Hazelight Studios when it debuted early in 2025, and it made its Nintendo debut when the Switch launched on June 5, 2025. It’s enjoyable on every platform. Clearly, it’s a win for everyone with the new system. After multiple sessions playing it, it’s a fine showcase title for the system to highlight the power of the system, online capabilities, and GameChat functionality.

That Split Fiction works on the Switch 2 is impressive. It’s a constant split-screen multiplayer title that could be taxing due to the level of activity on-screen at once, the detailed environments, and potential constant online interaction. The original Switch wouldn’t have done it justice on its own. But here we are, with consistent frame rates and solid performance. 

https://www.youtube.com/watch?v=zXQ7sjNV35k

I found myself impressed with the online capabilities of Split Fiction on the Switch 2 too. Connecting to another person happens rather swiftly. There are frequent save points, which help with tricky encounters or an unfortunate incident when online falters. The experience felt quite stable the majority of the time, with no noticeable lag. I even tried it in Handheld mode, so I wasn’t relying on the power of the game when docked and, while that does make the on-screen images even smaller, it still worked perfectly. 

Split Fiction is a fantastic example of showing how well the Switch 2 GameChat feature can work too. This is a game which involves a lot of communication between players. You need to constantly touch base with one another to find solutions, work out timing for actions, and cooperate to both successfully complete objectives. Like one boss might require one person to snatch the weapon away, then the other to grab that weapon to attack. Or people might need to throw switches to work out timing so both can progress. The way the system isolates the player’s voices to ensure they are crisp and easily heard, then handles chat so there are no disruptions and no lag so you’re constantly in perfect sync with one another.

There are a few things I’m not a fan of in Split Fiction on the Switch 2. The first is that needing to make an EA account to play online, even if you’re not going with cross-play and both people own the game on the system, is frustrating. I get the need in certain situations and at least it is a one-and-done setup situation.  

Another issue is that service interruptions seem pretty frequent. In one session that lasted about three hours, this happened twice. Both of us had stable internet connections. The situations weren’t dire in-game. But all of a sudden everything cut out. GameChat wasn’t affected, so it wasn’t on Nintendo’s end. At least we were immediately to jump in almost exactly where we left off each time, thanks to the save system and opportunities that let us hop right into our roles again. 

Split Fiction really feels like it prioritizes that one-on-one, working together experience that can be so enjoyable on consoles, and putting it on the Switch 2 shows how capable this new console is. It’s capable of something impossible on the original Switch! It’s utilizing GameChat in a really helpful way! It’s giving us a chance to accomplish goals together in a challenging environment that still doesn’t feel too punishing. It’s a strong game to help bolster a solid launch library

Split Fiction is available for the Switch 2, PS5, Xbox Series X, and PC. 

The post Split Fiction Fills a Gap on the Switch 2 appeared first on Siliconera.

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The Stellar Blade Goddess of Victory: NIKKE DLC Gets so Detailed https://www.siliconera.com/the-stellar-blade-goddess-of-victory-nikke-dlc-gets-so-detailed/?utm_source=rss&utm_medium=rss&utm_campaign=the-stellar-blade-goddess-of-victory-nikke-dlc-gets-so-detailed https://www.siliconera.com/the-stellar-blade-goddess-of-victory-nikke-dlc-gets-so-detailed/#respond Thu, 03 Jul 2025 13:00:00 +0000 https://www.siliconera.com/?p=1096079 The Stellar Blade Goddess of Victory: NIKKE DLC Gets so Detailed

I like the NieR: Automata Stellar Blade crossover. The outfits looked great. The commonalities between the two series’ themes, characters, and atmospheres ensured it work. Now that I experienced the Stellar Blade Goddess of Victory: NIKKE DLC though, I like like it’s a stronger addition. It is very much geared toward people who love both Shift Up titles, as you might expect, but the execution blends things together better than I expected. 

To start, I appreciate how everything gets started. Eve meets Scarlet and Volt in the Wasteland. Even if you aren’t familiar with Scarlet and NIKKE, this introduction establishes her awareness and skill, since can see Eve’s sword right away. It sets up the series of side missions involving robots and the theft of their items. There’s an excuse for Volt to be a vendor for the items inspired by NIKKE characters in Stellar Blade. There’s not too much exposition, so it’s more of an “if you know, you know” situation, but the set-up is sound.

https://www.youtube.com/watch?v=90g5l0jyqr0

Once you get into these missions, the gameplay style shifts to actual Goddess of Victory: NIKKE experiences in Stellar Blade. Eve hides behind cover, just as the NIKKEs do. You shoot down opponents. Your assault builds up a Burst gauge for a major hit like the NIKKE Burst skills. It’s really fun to see that style of gameplay in this setting, and it still works and fits in with what we know about Eve and her abilities. 

The costumes are also especially well-suited to the situation. Eve can dress as Alice, Anis, Dorothy, Modernia, Rapi, and Scarlet. Given this crossover involves a game from the same developer, they’re intimately familiar with the designs. It also means a more realistic look at each outfit after seeing the live 2D types of looks before. It’s a best of both worlds situation, honestly. People who like Stellar Blade only get more costumes for Eve that generally look cute and fit the sci-fi theme. Those who love Goddess of Victory: NIKKE as well see all of these outfits in a new way for the first time. I like Dorothy’s Elegant Dress and Alice’s Cooling Suit as they don’t look a lot like anything else in Stellar Blade right now, but do fit right into the game perfectly.

The crowning jewel of the crossover DLC ended up being a fight I really found fun because it happened after I’d perfectly learned how to dodge and parry in Stellar Blade. Once you complete all the missions Scarlet assigned Eve, she requests a “lesson.” She’ll be added to the Boss Challenge. This takes you to the Moonlit Valley to face her and take part in the lesson. It’s a fast-paced fight that involves trying your best not to be hit while also trading blows. Trying to stagger her is ideal, since that can also give you a moment to back away to get space and heal. It does end up feeling like a fight between sword masters, which I appreciated.

The Goddess of Victory: NIKKE Stellar Blade DLC is such a well-executed addition. It really pulls in so many elements from Shift Up’s mobile game. Scarlet ends up being a perfect spokesperson for the title, especially given her own background with the sword. It feels like a lovingly handled pairing of two titles that do share quite a bit in common.

Stellar Blade is available on the PS5 and PC, as is its Goddess of Victory: NIKKE DLC pack. Goddess of Victory: NIKKE is on the PC and mobile devices.

The post The Stellar Blade Goddess of Victory: NIKKE DLC Gets so Detailed appeared first on Siliconera.

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The Stellar Blade Goddess of Victory: NIKKE DLC Gets so Detailed

I like the NieR: Automata Stellar Blade crossover. The outfits looked great. The commonalities between the two series’ themes, characters, and atmospheres ensured it work. Now that I experienced the Stellar Blade Goddess of Victory: NIKKE DLC though, I like like it’s a stronger addition. It is very much geared toward people who love both Shift Up titles, as you might expect, but the execution blends things together better than I expected. 

To start, I appreciate how everything gets started. Eve meets Scarlet and Volt in the Wasteland. Even if you aren’t familiar with Scarlet and NIKKE, this introduction establishes her awareness and skill, since can see Eve’s sword right away. It sets up the series of side missions involving robots and the theft of their items. There’s an excuse for Volt to be a vendor for the items inspired by NIKKE characters in Stellar Blade. There’s not too much exposition, so it’s more of an “if you know, you know” situation, but the set-up is sound.

https://www.youtube.com/watch?v=90g5l0jyqr0

Once you get into these missions, the gameplay style shifts to actual Goddess of Victory: NIKKE experiences in Stellar Blade. Eve hides behind cover, just as the NIKKEs do. You shoot down opponents. Your assault builds up a Burst gauge for a major hit like the NIKKE Burst skills. It’s really fun to see that style of gameplay in this setting, and it still works and fits in with what we know about Eve and her abilities. 

The costumes are also especially well-suited to the situation. Eve can dress as Alice, Anis, Dorothy, Modernia, Rapi, and Scarlet. Given this crossover involves a game from the same developer, they’re intimately familiar with the designs. It also means a more realistic look at each outfit after seeing the live 2D types of looks before. It’s a best of both worlds situation, honestly. People who like Stellar Blade only get more costumes for Eve that generally look cute and fit the sci-fi theme. Those who love Goddess of Victory: NIKKE as well see all of these outfits in a new way for the first time. I like Dorothy’s Elegant Dress and Alice’s Cooling Suit as they don’t look a lot like anything else in Stellar Blade right now, but do fit right into the game perfectly.

The crowning jewel of the crossover DLC ended up being a fight I really found fun because it happened after I’d perfectly learned how to dodge and parry in Stellar Blade. Once you complete all the missions Scarlet assigned Eve, she requests a “lesson.” She’ll be added to the Boss Challenge. This takes you to the Moonlit Valley to face her and take part in the lesson. It’s a fast-paced fight that involves trying your best not to be hit while also trading blows. Trying to stagger her is ideal, since that can also give you a moment to back away to get space and heal. It does end up feeling like a fight between sword masters, which I appreciated.

The Goddess of Victory: NIKKE Stellar Blade DLC is such a well-executed addition. It really pulls in so many elements from Shift Up’s mobile game. Scarlet ends up being a perfect spokesperson for the title, especially given her own background with the sword. It feels like a lovingly handled pairing of two titles that do share quite a bit in common.

Stellar Blade is available on the PS5 and PC, as is its Goddess of Victory: NIKKE DLC pack. Goddess of Victory: NIKKE is on the PC and mobile devices.

The post The Stellar Blade Goddess of Victory: NIKKE DLC Gets so Detailed appeared first on Siliconera.

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Phainon Feels Designed to Be the Best Honkai: Star Rail DPS https://www.siliconera.com/phainon-feels-designed-to-be-the-best-honkai-star-rail-dps/?utm_source=rss&utm_medium=rss&utm_campaign=phainon-feels-designed-to-be-the-best-honkai-star-rail-dps https://www.siliconera.com/phainon-feels-designed-to-be-the-best-honkai-star-rail-dps/#respond Wed, 02 Jul 2025 13:00:00 +0000 https://www.siliconera.com/?p=1096139 Phainon Feels Designed to Be the Best Honkai: Star Rail DPS

I’ve found Destruction characters in Honkai: Star Rail end up being my most reliable units. One of my favorite teams puts Blade and Jingliu with Jade and Luocha, and I love Dan Heng Imbibitor Lunae even though he’s so SP-hungry. Now that I’ve spent time with Phainon, the power-creep feels even more real due to how strong his kit is and the focus on him becoming the “main character” during any Honkai: Star Rail fights.

Editor’s Note: There will be Honkai: Star Rail Phainon spoilers below.

https://www.youtube.com/watch?v=GaT1GftoqV0

Phainon pretty much served as the main character for the Amphoreus storyline in Honkai: Star Rail, and this is maintained in his role in a party. He’s designed to function as the star and is part of the Flame-Chase. I absolutely love this about him, and it reminds me of how good HoYoVerse is at incorporating story elements into character kits. It happened with Acheron as a Emanator of Nihility, due to her Ultimate pulling from debuffs afflicted on enemies, and the undying Blade’s retaliatory damage and self-healing mechanics come into play with his moveset. Phainon compiling Coreflames to build his Ultimate and his use of Titans bring up everything we know about Amphoreus and worked toward.

This means he is designed to be the “protagonist” in battle, and his Ultimate is tied to being recognized as such. You need Coreflames to use He Who Bears the World Must Burn. These are acquired by his using his skill or him being the target of single-character buffs and debuffs. While it can be a little more difficult to get the 12 needed from enemy debuffs, getting the buffs and skill uses is genuinely pretty easy. And since his Ultimate then does shift his state to make him the only character on the field using his Creation: Bloodthorn Ferry, Calamity: Soulscorch Edict, and Foundation: Stardeath Verdict Titan, it really showcases his power and authority in a fun (and devastating) way. 

https://www.youtube.com/watch?v=JpQC_Y8ZmVg

Another thing I love about this concept is that it means Phainon ends up being an extraordinarily free-to-play friendly character. March 7th’s Hunt version, which is free, is an option as a support since her Skill would only target him. A Remembrance Trailblazer’s Mem could just target him, though the critical damage boost isn’t much help to Phainon. Lynx is a perfect free healer to use with him, since her HP buff will help build toward his Ultimate while healing him. Since he’s dealing all the damage and will often be the only one on the field, it doesn’t matter so much if your other characters are only four-stars or aren’t among the top-tier meta favorites.

The only downside I noticed in a Phainon team is he’s incredibly skill point-hungry, and so are strategies designed to help him use his Ultimate and get to his optimal form. Gallagher can be helpful, especially thanks to Special Brew. Bronya with her first Eidolon is ideal, since she’ll have a chance of refunding her SP from her Skill and her using that on Phainon gives him more turns and opportunities to use his Skill to build Coreflames. 

Essentially, Phainon is an ideal unit worth pulling for in Honkai: Star Rail. If you’re free-to-play and constantly saving up Stellar Jades and tickets, he’s worth spending on them due to his damage dealing and versatility with teammates. If you’re someone paying for bundles or an Express Supply Pass, he’s worth it since he’d pair well with other invaluable folks like Bronya or Sparkle. He’s really strong, with a kit that pulls from his lore and the current storyline in a fun way.

Honkai: Star Rail is available for the PS5, PC, and mobile devices, and the Phainon banner is live in the game until July 23, 2025. 

The post Phainon Feels Designed to Be the Best Honkai: Star Rail DPS appeared first on Siliconera.

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Phainon Feels Designed to Be the Best Honkai: Star Rail DPS

I’ve found Destruction characters in Honkai: Star Rail end up being my most reliable units. One of my favorite teams puts Blade and Jingliu with Jade and Luocha, and I love Dan Heng Imbibitor Lunae even though he’s so SP-hungry. Now that I’ve spent time with Phainon, the power-creep feels even more real due to how strong his kit is and the focus on him becoming the “main character” during any Honkai: Star Rail fights.

Editor’s Note: There will be Honkai: Star Rail Phainon spoilers below.

https://www.youtube.com/watch?v=GaT1GftoqV0

Phainon pretty much served as the main character for the Amphoreus storyline in Honkai: Star Rail, and this is maintained in his role in a party. He’s designed to function as the star and is part of the Flame-Chase. I absolutely love this about him, and it reminds me of how good HoYoVerse is at incorporating story elements into character kits. It happened with Acheron as a Emanator of Nihility, due to her Ultimate pulling from debuffs afflicted on enemies, and the undying Blade’s retaliatory damage and self-healing mechanics come into play with his moveset. Phainon compiling Coreflames to build his Ultimate and his use of Titans bring up everything we know about Amphoreus and worked toward.

This means he is designed to be the “protagonist” in battle, and his Ultimate is tied to being recognized as such. You need Coreflames to use He Who Bears the World Must Burn. These are acquired by his using his skill or him being the target of single-character buffs and debuffs. While it can be a little more difficult to get the 12 needed from enemy debuffs, getting the buffs and skill uses is genuinely pretty easy. And since his Ultimate then does shift his state to make him the only character on the field using his Creation: Bloodthorn Ferry, Calamity: Soulscorch Edict, and Foundation: Stardeath Verdict Titan, it really showcases his power and authority in a fun (and devastating) way. 

https://www.youtube.com/watch?v=JpQC_Y8ZmVg

Another thing I love about this concept is that it means Phainon ends up being an extraordinarily free-to-play friendly character. March 7th’s Hunt version, which is free, is an option as a support since her Skill would only target him. A Remembrance Trailblazer’s Mem could just target him, though the critical damage boost isn’t much help to Phainon. Lynx is a perfect free healer to use with him, since her HP buff will help build toward his Ultimate while healing him. Since he’s dealing all the damage and will often be the only one on the field, it doesn’t matter so much if your other characters are only four-stars or aren’t among the top-tier meta favorites.

The only downside I noticed in a Phainon team is he’s incredibly skill point-hungry, and so are strategies designed to help him use his Ultimate and get to his optimal form. Gallagher can be helpful, especially thanks to Special Brew. Bronya with her first Eidolon is ideal, since she’ll have a chance of refunding her SP from her Skill and her using that on Phainon gives him more turns and opportunities to use his Skill to build Coreflames. 

Essentially, Phainon is an ideal unit worth pulling for in Honkai: Star Rail. If you’re free-to-play and constantly saving up Stellar Jades and tickets, he’s worth spending on them due to his damage dealing and versatility with teammates. If you’re someone paying for bundles or an Express Supply Pass, he’s worth it since he’d pair well with other invaluable folks like Bronya or Sparkle. He’s really strong, with a kit that pulls from his lore and the current storyline in a fun way.

Honkai: Star Rail is available for the PS5, PC, and mobile devices, and the Phainon banner is live in the game until July 23, 2025. 

The post Phainon Feels Designed to Be the Best Honkai: Star Rail DPS appeared first on Siliconera.

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Rune Factory: Guardians of Azuma Feels Best on Switch 2 https://www.siliconera.com/rune-factory-guardians-of-azuma-feels-best-on-switch-2/?utm_source=rss&utm_medium=rss&utm_campaign=rune-factory-guardians-of-azuma-feels-best-on-switch-2 https://www.siliconera.com/rune-factory-guardians-of-azuma-feels-best-on-switch-2/#respond Tue, 01 Jul 2025 13:00:00 +0000 https://www.siliconera.com/?p=1095981 Rune Factory: Guardians of Azuma Feels Best on Switch 2

When I played Rune Factory: Guardians of Azuma, it ended up being on the original Switch. It’s a fantastic installment that does some cool stuff and feels much stronger than Rune Factory 5 did. (Frankly, I think it should have been considered Rune Factory 6.) Some issues regarding performance and balancing thoughts made me think it wasn’t quite at a masterpiece level yet. Since the Switch 2 launch, I fully transitioned over to continuing my adventures there and reloading an older save so I have a file where Subaru is a bachelor option for my avatar. Playing the game only there for so long now left me convinced Rune Factory: Guardians of Azuma is absolutely best enjoyed as a Switch 2 experience, and its upgrade pack is worth it. 

The most obvious reason for this involving performance. When I played Rune Factory: Guardians of Azuma on the Switch, I felt everything was fine, but somehow the combat feels even more responsive on the Switch 2. The fact that I did go through the final fights and areas on the original system, then went to an older save to go through them again after taking steps to unlock Subaru, only helped showcase how much I missed out. I main dual blades as Kaguya. Yes, it could be that I was playing segments I already went through and mastered combat. Yet I can’t help feeling things were more responsive and the game ran better against these major opponents and hordes of enemies. In turn, I got better at responding to those attacks and retaliating. I found I would trigger dodge windows more frequently and be able to counter, even though I hadn’t unlocked nodes to increase windows in the skill tree. 

But there were also sections and animations that assured that no, in some ways this couldn’t be attributed to my “getting good” and Rune Factory: Guardians of Azuma did feel that much better on the Switch 2. There are malevolent infestations in towns, the open field, and dungeon areas. Some of these with motions and animations attached to them, such as the red, fire-spitting flower or green, poison-fog plant, played out with an incredible amount of lag and at a lower frame rate depending on your distance from them and amount of action nearby. That’s gone on the Switch 2! All effects look and run perfectly. It’s fantastic.

Of course, there’s also notion that, in general, Rune Factory: Guardians of Azuma looks better on the Switch 2. It’s a really pretty game with some great character designs, and I appreciate the execution of some enemy appearances too. It looks absolutely fine on the original Switch. But I will say that the models for all allies and NPCs do look better here. It’s a crispness that really suits the vibrancy and tone of each village and region. 

Also, I have to say that I do like the Rune Factory: Guardians of Azuma mouse controls in the Switch 2 version. I’m spending a lot more time in the postgame working on villages. Before, I just plopped things down as-needed to get points or boosts to stats for my avatar. Now I’m actually planning things out and engaging in more terraforming. That ability to pop off the Joy-Con 2 when I’m in Handheld mode, because of course that’s how I play Bokujou Monogatari games, quickly arrange a thing, then pop it back on to go back to traditional controls is fantastic. It’s well-suited for the experience. 

Rune Factory: Guardians of Azuma is a wonderful entry in the series that offers a lot, but I’m really surprised at just how much better it feels on the Switch 2. So much so that if I’d reviewed it on this platform, rather than the original Switch, I think it would have merited a higher score. The extra power of the console helps so much with regular exploration and combat. Also, once you hit a point at which you get more invested in designing each of the four villages, that extra control option is quite nice. It really showcases the difference between one generation and the next and value of the upgrade pack.

Rune Factory: Guardians of Azuma is available for the Switch, Switch 2, and PC.

The post Rune Factory: Guardians of Azuma Feels Best on Switch 2 appeared first on Siliconera.

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Rune Factory: Guardians of Azuma Feels Best on Switch 2

When I played Rune Factory: Guardians of Azuma, it ended up being on the original Switch. It’s a fantastic installment that does some cool stuff and feels much stronger than Rune Factory 5 did. (Frankly, I think it should have been considered Rune Factory 6.) Some issues regarding performance and balancing thoughts made me think it wasn’t quite at a masterpiece level yet. Since the Switch 2 launch, I fully transitioned over to continuing my adventures there and reloading an older save so I have a file where Subaru is a bachelor option for my avatar. Playing the game only there for so long now left me convinced Rune Factory: Guardians of Azuma is absolutely best enjoyed as a Switch 2 experience, and its upgrade pack is worth it. 

The most obvious reason for this involving performance. When I played Rune Factory: Guardians of Azuma on the Switch, I felt everything was fine, but somehow the combat feels even more responsive on the Switch 2. The fact that I did go through the final fights and areas on the original system, then went to an older save to go through them again after taking steps to unlock Subaru, only helped showcase how much I missed out. I main dual blades as Kaguya. Yes, it could be that I was playing segments I already went through and mastered combat. Yet I can’t help feeling things were more responsive and the game ran better against these major opponents and hordes of enemies. In turn, I got better at responding to those attacks and retaliating. I found I would trigger dodge windows more frequently and be able to counter, even though I hadn’t unlocked nodes to increase windows in the skill tree. 

But there were also sections and animations that assured that no, in some ways this couldn’t be attributed to my “getting good” and Rune Factory: Guardians of Azuma did feel that much better on the Switch 2. There are malevolent infestations in towns, the open field, and dungeon areas. Some of these with motions and animations attached to them, such as the red, fire-spitting flower or green, poison-fog plant, played out with an incredible amount of lag and at a lower frame rate depending on your distance from them and amount of action nearby. That’s gone on the Switch 2! All effects look and run perfectly. It’s fantastic.

Of course, there’s also notion that, in general, Rune Factory: Guardians of Azuma looks better on the Switch 2. It’s a really pretty game with some great character designs, and I appreciate the execution of some enemy appearances too. It looks absolutely fine on the original Switch. But I will say that the models for all allies and NPCs do look better here. It’s a crispness that really suits the vibrancy and tone of each village and region. 

Also, I have to say that I do like the Rune Factory: Guardians of Azuma mouse controls in the Switch 2 version. I’m spending a lot more time in the postgame working on villages. Before, I just plopped things down as-needed to get points or boosts to stats for my avatar. Now I’m actually planning things out and engaging in more terraforming. That ability to pop off the Joy-Con 2 when I’m in Handheld mode, because of course that’s how I play Bokujou Monogatari games, quickly arrange a thing, then pop it back on to go back to traditional controls is fantastic. It’s well-suited for the experience. 

Rune Factory: Guardians of Azuma is a wonderful entry in the series that offers a lot, but I’m really surprised at just how much better it feels on the Switch 2. So much so that if I’d reviewed it on this platform, rather than the original Switch, I think it would have merited a higher score. The extra power of the console helps so much with regular exploration and combat. Also, once you hit a point at which you get more invested in designing each of the four villages, that extra control option is quite nice. It really showcases the difference between one generation and the next and value of the upgrade pack.

Rune Factory: Guardians of Azuma is available for the Switch, Switch 2, and PC.

The post Rune Factory: Guardians of Azuma Feels Best on Switch 2 appeared first on Siliconera.

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Puyo Puyo Tetris 2S Should Have Been a Switch 2 Upgrade Pack https://www.siliconera.com/puyo-puyo-tetris-2s-should-have-been-a-switch-2-upgrade-pack/?utm_source=rss&utm_medium=rss&utm_campaign=puyo-puyo-tetris-2s-should-have-been-a-switch-2-upgrade-pack https://www.siliconera.com/puyo-puyo-tetris-2s-should-have-been-a-switch-2-upgrade-pack/#respond Mon, 30 Jun 2025 13:00:00 +0000 https://www.siliconera.com/?p=1095603 Puyo Puyo Tetris 2S Should Have Been a Switch 2 Upgrade Pack

Puyo Puyo Tetris is an extraordinary game. Puyo Puyo Tetris 2? Also exemplary! Puyo Puyo Tetris 2S being a Switch 2 launch title is a great idea! But what would have been better is it being an upgrade pack, rather than a full $39.99 additional game. What’s here still remains one of the best puzzle games I’ve ever played, but the additions and multiplayer opportunities don’t feel worth that kind of investment.

As a quick summary for those who missed past versions of the game on the 3DS, Switch, Wii U, PS3, PS4, Vita, Xbox One, or PC, Puyo Puyo Tetris mashes up the two classic falling-block puzzle games together. This can mean just playing Puyo Puyo or Tetris, though there are opportunities when you can be constantly swapping between boards with the two or they’re fused together. The storyline puts characters from Sega’s Puyo Puyo universe in with original Tetris ones. It’s incredibly entertaining and quite challenging. The Switch 2 version of Puyo Puyo Tetris 2S is nearly identical to the previous release, save for mouse controls and Doubles mode appearing.

https://www.youtube.com/watch?v=oFZUw_xZk74

With the mouse controls, you use the Joy-Con 2 as a mouse to choose where to place items. If you’re playing, it’s supposed to be a means to offer an additional option and perhaps more accuracy. If you’re watching someone else play, it’s a way to use your cursor to suggest what they should do with their Puyos or Tetrominos. It’s… fine? I didn’t have any trouble using that option. However, I’ve been playing Tetris with standard controls since the Game Boy release. Ditto for Puyo Puyo since Sega sold it here as Dr. Robotnik's Mean Bean Machine. It seems serviceable and could be fun for some, but I’m too ingrained in my ways. My muscle memory can’t adapt to it at this point in my life.

The other addition is Puyo Tetris Doubles. This involves four people playing against each other, with two on one team and two on the other. Each pair handles one board, with both folks placing pieces at the same time. It’s fine, but the nature of Puyo Puyo meant that I only felt like it worked when Tetris ended up being involved. The nature of the chains in the other game can get a bit personal, and it’s too easy to mess up a possible combo there. It’s a fun idea and okay for silly, casual competitions. It’s not my favorite competitive option in the collection.

But the biggest reason I think Sega needed to take the Switch upgrade pack route with Puyo Puyo Tetris 2S is that nobody is playing. Literally. I have been trying since basically launch to get people into matches to test out this version. Make sure online multiplayer is working well. Maybe see how the Joy-Con 2 mouse control option handles when spectators are around and such. I’ve only found a handful of matches even when trying to play around the same times folks in Japan would be online. There isn’t the audience out there like there was for the original game and sequel’s debut, and I can’t help but think a $5-10 upgrade pack could help remedy that.

I love Puyo Puyo Tetris and feel it's a fantastic puzzle game. Any installment is great! But when it comes to the Switch 2 and Puyo Puyo Tetris 2S, it feels like Sega misstepped. Given the nature of the additions, it should have been an upgrade pack add-on for the original game. Or, failing that, maybe held back in favor of a whole new entry? Like I'd love a Puyo Puyo Tetris 3. But what's here doesn't seem like enough to really set this update apart.

Puyo Puyo Tetris 2S is available on the Switch 2.

The post Puyo Puyo Tetris 2S Should Have Been a Switch 2 Upgrade Pack appeared first on Siliconera.

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Puyo Puyo Tetris 2S Should Have Been a Switch 2 Upgrade Pack

Puyo Puyo Tetris is an extraordinary game. Puyo Puyo Tetris 2? Also exemplary! Puyo Puyo Tetris 2S being a Switch 2 launch title is a great idea! But what would have been better is it being an upgrade pack, rather than a full $39.99 additional game. What’s here still remains one of the best puzzle games I’ve ever played, but the additions and multiplayer opportunities don’t feel worth that kind of investment.

As a quick summary for those who missed past versions of the game on the 3DS, Switch, Wii U, PS3, PS4, Vita, Xbox One, or PC, Puyo Puyo Tetris mashes up the two classic falling-block puzzle games together. This can mean just playing Puyo Puyo or Tetris, though there are opportunities when you can be constantly swapping between boards with the two or they’re fused together. The storyline puts characters from Sega’s Puyo Puyo universe in with original Tetris ones. It’s incredibly entertaining and quite challenging. The Switch 2 version of Puyo Puyo Tetris 2S is nearly identical to the previous release, save for mouse controls and Doubles mode appearing.

https://www.youtube.com/watch?v=oFZUw_xZk74

With the mouse controls, you use the Joy-Con 2 as a mouse to choose where to place items. If you’re playing, it’s supposed to be a means to offer an additional option and perhaps more accuracy. If you’re watching someone else play, it’s a way to use your cursor to suggest what they should do with their Puyos or Tetrominos. It’s… fine? I didn’t have any trouble using that option. However, I’ve been playing Tetris with standard controls since the Game Boy release. Ditto for Puyo Puyo since Sega sold it here as Dr. Robotnik's Mean Bean Machine. It seems serviceable and could be fun for some, but I’m too ingrained in my ways. My muscle memory can’t adapt to it at this point in my life.

The other addition is Puyo Tetris Doubles. This involves four people playing against each other, with two on one team and two on the other. Each pair handles one board, with both folks placing pieces at the same time. It’s fine, but the nature of Puyo Puyo meant that I only felt like it worked when Tetris ended up being involved. The nature of the chains in the other game can get a bit personal, and it’s too easy to mess up a possible combo there. It’s a fun idea and okay for silly, casual competitions. It’s not my favorite competitive option in the collection.

But the biggest reason I think Sega needed to take the Switch upgrade pack route with Puyo Puyo Tetris 2S is that nobody is playing. Literally. I have been trying since basically launch to get people into matches to test out this version. Make sure online multiplayer is working well. Maybe see how the Joy-Con 2 mouse control option handles when spectators are around and such. I’ve only found a handful of matches even when trying to play around the same times folks in Japan would be online. There isn’t the audience out there like there was for the original game and sequel’s debut, and I can’t help but think a $5-10 upgrade pack could help remedy that.

I love Puyo Puyo Tetris and feel it's a fantastic puzzle game. Any installment is great! But when it comes to the Switch 2 and Puyo Puyo Tetris 2S, it feels like Sega misstepped. Given the nature of the additions, it should have been an upgrade pack add-on for the original game. Or, failing that, maybe held back in favor of a whole new entry? Like I'd love a Puyo Puyo Tetris 3. But what's here doesn't seem like enough to really set this update apart.

Puyo Puyo Tetris 2S is available on the Switch 2.

The post Puyo Puyo Tetris 2S Should Have Been a Switch 2 Upgrade Pack appeared first on Siliconera.

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April Grove Can Be Quite Soothing https://www.siliconera.com/april-grove-can-be-quite-soothing/?utm_source=rss&utm_medium=rss&utm_campaign=april-grove-can-be-quite-soothing https://www.siliconera.com/april-grove-can-be-quite-soothing/#respond Sun, 29 Jun 2025 19:00:00 +0000 https://www.siliconera.com/?p=1095821 April Grove Can Be Quite Soothing

Colorgrave’s made a point of bringing the Game Boy Color aesthetic back to gaming, thanks to titles like Curse Crackers, Prodigal, and Veritus, and April Grove is the latest endeavor to utilize that screen size and palette. It’s also a more relaxed type of game. At first site, I admit I hoped it would provide the same sort of outdoor experience as maybe the original Survival Kids, especially after the Switch 2 take felt disappointing. This game is generally fine, but I feel it is best as a way to decompress after a long day for a few minutes and calm my mind rather than actually engage with in a serious way. If you play in small doses, it’s easier to deal with the more tedious elements.

April Grove begins with our character, a new forester, heading to assist the goddess April with maintaining her forest. The goal feels like responsible forest stewardship. We’ll be cutting enough wood for people’s needs, but not in a way that tears down a majestic habitat. It strikes me a bit as forestation. You benefit and get more opportunities to be better in your new role. However, you’re also not getting to diversify and do anything else. But since it is only $3, it’s understandable for an occasional timesink.

https://www.youtube.com/watch?v=bk8YR2iVzEU

The core gameplay loop revolves around acting as the area’s resident woodcutter. You cut down trees. If you get good at it, you’ll level up. That means you can cut down new and different types. As you might guess, this can get monotonous. Since there’s no farm or real means of profit and crafting tied to this. You cut down logs. These are sold. You can then buy cosmetics. 

The downside is, this gets incredibly repetitive. Rewards for getting good involve being able to buy meals to ensure you’re stronger when you cut, you get equipment, and maybe you change your look. April will eventually let you into new areas. But the people in the town around you aren’t all that interesting, even though their character designs are great, I didn’t feel all that interested in the items I could spend money on, and it isn’t compelling in the way other life sims that involve woodcutting are. Like Fantasy Life i: The Girl Who Steals Time? Still the best 2025 game in which cutting down trees is a major gameplay element.

It ends up coming down to April Grove being pleasant, in its way, and quite pretty, but a little aimless. I wouldn’t say it’s a game to completely avoid. I’d say I enjoyed about the three hours I’ve played so far. It’s a budget title at only $2.99, so it isn’t some grand simulation about forestry and a life as a woodcutter. (Again, that’s Fantasy Life i.) I feel it’s more about winding down and taking a moment to chop down some trees for 15-30 minutes, calming down and enjoying the ambiance as you do.

April Grove is available on PCs via Steam

The post April Grove Can Be Quite Soothing appeared first on Siliconera.

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April Grove Can Be Quite Soothing

Colorgrave’s made a point of bringing the Game Boy Color aesthetic back to gaming, thanks to titles like Curse Crackers, Prodigal, and Veritus, and April Grove is the latest endeavor to utilize that screen size and palette. It’s also a more relaxed type of game. At first site, I admit I hoped it would provide the same sort of outdoor experience as maybe the original Survival Kids, especially after the Switch 2 take felt disappointing. This game is generally fine, but I feel it is best as a way to decompress after a long day for a few minutes and calm my mind rather than actually engage with in a serious way. If you play in small doses, it’s easier to deal with the more tedious elements.

April Grove begins with our character, a new forester, heading to assist the goddess April with maintaining her forest. The goal feels like responsible forest stewardship. We’ll be cutting enough wood for people’s needs, but not in a way that tears down a majestic habitat. It strikes me a bit as forestation. You benefit and get more opportunities to be better in your new role. However, you’re also not getting to diversify and do anything else. But since it is only $3, it’s understandable for an occasional timesink.

https://www.youtube.com/watch?v=bk8YR2iVzEU

The core gameplay loop revolves around acting as the area’s resident woodcutter. You cut down trees. If you get good at it, you’ll level up. That means you can cut down new and different types. As you might guess, this can get monotonous. Since there’s no farm or real means of profit and crafting tied to this. You cut down logs. These are sold. You can then buy cosmetics. 

The downside is, this gets incredibly repetitive. Rewards for getting good involve being able to buy meals to ensure you’re stronger when you cut, you get equipment, and maybe you change your look. April will eventually let you into new areas. But the people in the town around you aren’t all that interesting, even though their character designs are great, I didn’t feel all that interested in the items I could spend money on, and it isn’t compelling in the way other life sims that involve woodcutting are. Like Fantasy Life i: The Girl Who Steals Time? Still the best 2025 game in which cutting down trees is a major gameplay element.

It ends up coming down to April Grove being pleasant, in its way, and quite pretty, but a little aimless. I wouldn’t say it’s a game to completely avoid. I’d say I enjoyed about the three hours I’ve played so far. It’s a budget title at only $2.99, so it isn’t some grand simulation about forestry and a life as a woodcutter. (Again, that’s Fantasy Life i.) I feel it’s more about winding down and taking a moment to chop down some trees for 15-30 minutes, calming down and enjoying the ambiance as you do.

April Grove is available on PCs via Steam

The post April Grove Can Be Quite Soothing appeared first on Siliconera.

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The Legend of Zelda Sidon amiibo Convinced Me the Higher Price Is Worth It https://www.siliconera.com/the-legend-of-zelda-sidon-amiibo-convinced-me-the-higher-price-is-worth-it/?utm_source=rss&utm_medium=rss&utm_campaign=the-legend-of-zelda-sidon-amiibo-convinced-me-the-higher-price-is-worth-it https://www.siliconera.com/the-legend-of-zelda-sidon-amiibo-convinced-me-the-higher-price-is-worth-it/#respond Sat, 28 Jun 2025 19:00:00 +0000 https://www.siliconera.com/?p=1095729 The Legend of Zelda Sidon amiibo Convinced Me the Higher Price Is Worth It

I didn’t want to spend more than $20 per each amiibo, and I felt shock when I started to see the price tag for these teeny Nintendo accessories creep up. For the amount of use I get out of them, quality of the items, and general size, I basically stopped buying after getting the Noah and Mio Xenoblade Chronicles 3 set. But I caved for the Sidon amiibo, since The Legend of Zelda: Breath of the Wild and Tears of the Kingdom character is among my favorite from those entries. Due to that decision, I’m starting to think the new amiibo design and direction might make it worth the extra investment.

The Sidon The Legend of Zelda amiibo is $29.99, which makes him at least $10 more than these figures used to be. ($15 if we count the older designs that used to be $14.99.) However, there are some additional design elements that immediately cause it to stand out from older ones without even removing the character from the packaging. Sidon is taller than older amiibo by a few centimeters. He’s in a more stable position on the base with less translucent plastic holding him in place, and there are more tiny plastic accents present in places like his crown. 

Once out of the package, I found the paint job on the Sidon amiibo to be superior to that of other figures. There’s a lot of fine detail work on the character, from the spots on his tail, the webbing between his toes, the color of his fins, his fingernails, and his silver jewelry accents on his crown, belt, necklace and and gloves. This is especially evident when posed next to his sister Mipha, as the paint on his ankles and wrists is far more delicate than hers and exposes the skin and fabric, and his trident is more detailed. His trident was a bit droopy compared to hers, but that was coming out of being slightly bent in the packaging. 

I think the difference is especially striking when he’s posed alongside a Zelda amiibo from The Legend of Zelda: Breath of the Wild. While the most impressive parts of her paint job involve the barrette in her hair and the gold accents on her shirt, it’s not a great figure! There’s not much definition on the gloves or boots with mine, her eyes aren’t that detailed, her boots are bland, and the pose isn’t very adventurous. Sidon is much more dynamic in comparison and, even though his more aquatic elements do hide his eyes a bit, they’re more intricate and his facial features are better defined. 

The only downside is, as I mentioned before, the trident. The paint on it is great. I love that the size is so large that it falls off the backside of the amiibo base and it extends as far as it does. I’m just a little annoyed that the packaging meant it’s a bit bent at the moment. I hoped leaving it out on a shelf for a while would be enough for it to perhaps straighten out. However, it does seem it will need a bit of outside intervention to fix that issue.

I’m sure this is probably a slippery slope, but The Legend of Zelda: Breath of the Wild and Tears of the Kingdom Sidon amiibo is pretty great. It convinced me that maybe these new ones could be worth a little extra. At the very least, I’d be more willing to consider them on a case-by-case basis. 

The Sidon The Legend of Zelda: Breath of the Wild and Tears of the Kingdom amiibo is available.

The post The Legend of Zelda Sidon amiibo Convinced Me the Higher Price Is Worth It appeared first on Siliconera.

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The Legend of Zelda Sidon amiibo Convinced Me the Higher Price Is Worth It

I didn’t want to spend more than $20 per each amiibo, and I felt shock when I started to see the price tag for these teeny Nintendo accessories creep up. For the amount of use I get out of them, quality of the items, and general size, I basically stopped buying after getting the Noah and Mio Xenoblade Chronicles 3 set. But I caved for the Sidon amiibo, since The Legend of Zelda: Breath of the Wild and Tears of the Kingdom character is among my favorite from those entries. Due to that decision, I’m starting to think the new amiibo design and direction might make it worth the extra investment.

The Sidon The Legend of Zelda amiibo is $29.99, which makes him at least $10 more than these figures used to be. ($15 if we count the older designs that used to be $14.99.) However, there are some additional design elements that immediately cause it to stand out from older ones without even removing the character from the packaging. Sidon is taller than older amiibo by a few centimeters. He’s in a more stable position on the base with less translucent plastic holding him in place, and there are more tiny plastic accents present in places like his crown. 

Once out of the package, I found the paint job on the Sidon amiibo to be superior to that of other figures. There’s a lot of fine detail work on the character, from the spots on his tail, the webbing between his toes, the color of his fins, his fingernails, and his silver jewelry accents on his crown, belt, necklace and and gloves. This is especially evident when posed next to his sister Mipha, as the paint on his ankles and wrists is far more delicate than hers and exposes the skin and fabric, and his trident is more detailed. His trident was a bit droopy compared to hers, but that was coming out of being slightly bent in the packaging. 

I think the difference is especially striking when he’s posed alongside a Zelda amiibo from The Legend of Zelda: Breath of the Wild. While the most impressive parts of her paint job involve the barrette in her hair and the gold accents on her shirt, it’s not a great figure! There’s not much definition on the gloves or boots with mine, her eyes aren’t that detailed, her boots are bland, and the pose isn’t very adventurous. Sidon is much more dynamic in comparison and, even though his more aquatic elements do hide his eyes a bit, they’re more intricate and his facial features are better defined. 

The only downside is, as I mentioned before, the trident. The paint on it is great. I love that the size is so large that it falls off the backside of the amiibo base and it extends as far as it does. I’m just a little annoyed that the packaging meant it’s a bit bent at the moment. I hoped leaving it out on a shelf for a while would be enough for it to perhaps straighten out. However, it does seem it will need a bit of outside intervention to fix that issue.

I’m sure this is probably a slippery slope, but The Legend of Zelda: Breath of the Wild and Tears of the Kingdom Sidon amiibo is pretty great. It convinced me that maybe these new ones could be worth a little extra. At the very least, I’d be more willing to consider them on a case-by-case basis. 

The Sidon The Legend of Zelda: Breath of the Wild and Tears of the Kingdom amiibo is available.

The post The Legend of Zelda Sidon amiibo Convinced Me the Higher Price Is Worth It appeared first on Siliconera.

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Death Stranding 2 Didn’t Need Neil Vana https://www.siliconera.com/death-stranding-2-didnt-need-neil-vana/?utm_source=rss&utm_medium=rss&utm_campaign=death-stranding-2-didnt-need-neil-vana https://www.siliconera.com/death-stranding-2-didnt-need-neil-vana/#respond Sat, 28 Jun 2025 13:00:00 +0000 https://www.siliconera.com/?p=1095814 Death Stranding 2 Didn’t Need Neil Vana

One of the biggest reasons I’m not 100% gushing over Death Stranding 2: On the Beach is, as mentioned in my review, there are times when Kojima Productions unnecessarily repeated certain story beats. For the sake of avoiding spoilers, I didn’t spell out exactly why this bothered me so much. Now that everyone’s gotten a chance to play, it is time. I think the entire Neil Vana character and storyline is completely unnecessary in Death Stranding 2: On the Beach and the narrative would have been much stronger if Kojima Productions hadn’t wedged it in so the sequel would include a Cliff Unger character and gameplay segments.

Editor’s Note: There will be lots of major Death Stranding and Death Stranding 2: On the Beach spoilers regarding the story and Neil Vana below.

In the original Death Stranding, segments with former Army Special Forces Captain Cliff Unger come up and involve warzone boss fights against the soldier. They’re gritty. They’re dark. It’s steeped in mystery. It ties in greatly with Sam’s own past and offers incredibly insightful reveals into why he is a repatriate capable of returning from the Beach after death. It offers an insight into the Bridge Baby program Bridges created. It diversifies gameplay in a game that doesn’t really glorify or utilize combat in the way we expect from Hideo Kojima titles. Because of these moments, we realize Sam almost ended up being a BB. Cliff is his father who strived to save him and prevent that. Die-Hardman tried to help, but failed and was under Bridget Strand’s orders to get Sam. Sam ended up killed in the ensuing altercation, but Amelie brought him back to life and bestowed the repatriate abilities upon him. Bridget adopted him. 

As you can see, all valuable.

My first issue with this comes from a gameplay perspective. While those moments with Cliff Unger were intriguing and fantastic setpieces, there isn’t the same need for them with Neil Vana in Death Stranding 2: On the Beach. This is a far more combat-heavy game, one in which concerns about corpses and Voidouts won’t be a problem until the post-game. (That is, if you choose to enable the option that even makes them an issue.) Sam gets a wide array of weaponry. We’re encouraged to use them against armed survivalist humans, BTs, and ghost mechs of all sorts. There isn’t the same avoidance around altercations. The nature of the storyline also means we happen upon segments when elements of the Beach come up, such as when the DHV Magellan rides tar currents or Sam goes through Plate Gates, so tastes of otherworldly experiences already come up too. 

I’m also bothered by how similar the Neil Vana segments are to the Cliff Unger ones. They aren’t 1:1 with the original experiences, since they draw from moments in our new opponent’s life. However, they’re so similar that there isn’t the same punch. Deal with the ghostly soldiers accompanying the boss. Play shadow-games with him as you hit him with a few bullets or fists, then chase him down to attack again. Get some vague pieces of scenes that don’t always make sense or tell the full truth until you see the bigger picture. The tie between the two again seems to be the BB, in this case Lou’s pod. 

Given the other means by which Kojima Productions trickles out information about Lou, that makes Neil Vana segments in Death Stranding 2: On the Beach feel unnecessary too. Once Sam and the crew at Drawbridge start looking into it, we get just as much valuable insight from folks like Fragile, Heartman, Deadman, and The Motherhood’s Doctor. Instead of forcing this other character in for the sake of having another Cliff Unger antagonist around, why not instead push even more into the concepts of Sam connecting and relying on his friends and allies at Drawbridge to come to terms with what’s happened to Lou and get answers about her past? 

Especially since, frankly, the injection of Neil Vana and the Lucy Strand storyline in Death Stranding 2: On the Beach made me feel like Kojima Productions retcon events and established facts from the original game. Once one of these Neil nightmare segments involves a scene with Lucy telling him that the child she is carrying is his baby and we get Sam’s reaction, I actually needed to stop playing and double check my notes from a Death Stranding replay ahead of this release to confirm this ended up rewriting history. It’s more than just a photograph being changed from one game to the next to more closely match a character redesign. This is changing from Sam suddenly having a negative view of his wife, to the point of saying she was only his therapist and not his partner, after going through a game where it felt like the developer established he loved her and was heartbroken over her suicide and voidout that resulted after her body was undiscovered. And if there is this hostility over what happened and the betrayal introduced in this entry, why did he keep the photo of the two of them with his mother Bridget?

Because this Neil Vana storyline is forced into Death Stranding 2: On the Beach, we get this complete rewrite of history and events. I also feel like it doesn’t fit in with other bits of established lore from the previous game. Allegedly, Lucy told Bridget about her dreams of the Beach while pregnant. Except if she was talking to Neil at this time, she would know about Bridges’ BB plans, the sacrificial BB project, and his involvement in transporting Stillmothers over the border. This game even confirms she had been collecting evidence on the wrongdoings. So why would she have confided in Bridget about that and had that somehow chronicled in the original game? 

In turn, this completely rewrote history for the events that led to Sam becoming an outcast and isolating himself. The first game established Lucy’s death and voidout did it. But here, we see that it was Neil Vana’s getting to that state that caused the voidout at UCA-01-0C. It also establishes that Sam actually made it to Lucy’s side before this, again rewriting things.

I get that Hideo Kojima probably decided somewhere along the way that it would be cool and tie things up nicely to somehow tie Sam and Lou even closer together by making her his daughter with Lucy and trying to maker her situation as a BB similar to what Cliff Unger went through with him. I think the execution ended up being not great. Shoehorning Neil Vana into Death Stranding 2: On the Beach to set up similar gameplay and story beats ends up undoing character development and lore from the first game. It completely kept it from having any kind of impact on me in the way the Cliff and Sam reveals in Death Stranding did. It’s just disappointing, and I feel the story would have been stronger without the character in it.

Death Stranding 2: On the Beach is available on the PS5

The post Death Stranding 2 Didn’t Need Neil Vana appeared first on Siliconera.

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Death Stranding 2 Didn’t Need Neil Vana

One of the biggest reasons I’m not 100% gushing over Death Stranding 2: On the Beach is, as mentioned in my review, there are times when Kojima Productions unnecessarily repeated certain story beats. For the sake of avoiding spoilers, I didn’t spell out exactly why this bothered me so much. Now that everyone’s gotten a chance to play, it is time. I think the entire Neil Vana character and storyline is completely unnecessary in Death Stranding 2: On the Beach and the narrative would have been much stronger if Kojima Productions hadn’t wedged it in so the sequel would include a Cliff Unger character and gameplay segments.

Editor’s Note: There will be lots of major Death Stranding and Death Stranding 2: On the Beach spoilers regarding the story and Neil Vana below.

In the original Death Stranding, segments with former Army Special Forces Captain Cliff Unger come up and involve warzone boss fights against the soldier. They’re gritty. They’re dark. It’s steeped in mystery. It ties in greatly with Sam’s own past and offers incredibly insightful reveals into why he is a repatriate capable of returning from the Beach after death. It offers an insight into the Bridge Baby program Bridges created. It diversifies gameplay in a game that doesn’t really glorify or utilize combat in the way we expect from Hideo Kojima titles. Because of these moments, we realize Sam almost ended up being a BB. Cliff is his father who strived to save him and prevent that. Die-Hardman tried to help, but failed and was under Bridget Strand’s orders to get Sam. Sam ended up killed in the ensuing altercation, but Amelie brought him back to life and bestowed the repatriate abilities upon him. Bridget adopted him. 

As you can see, all valuable.

My first issue with this comes from a gameplay perspective. While those moments with Cliff Unger were intriguing and fantastic setpieces, there isn’t the same need for them with Neil Vana in Death Stranding 2: On the Beach. This is a far more combat-heavy game, one in which concerns about corpses and Voidouts won’t be a problem until the post-game. (That is, if you choose to enable the option that even makes them an issue.) Sam gets a wide array of weaponry. We’re encouraged to use them against armed survivalist humans, BTs, and ghost mechs of all sorts. There isn’t the same avoidance around altercations. The nature of the storyline also means we happen upon segments when elements of the Beach come up, such as when the DHV Magellan rides tar currents or Sam goes through Plate Gates, so tastes of otherworldly experiences already come up too. 

I’m also bothered by how similar the Neil Vana segments are to the Cliff Unger ones. They aren’t 1:1 with the original experiences, since they draw from moments in our new opponent’s life. However, they’re so similar that there isn’t the same punch. Deal with the ghostly soldiers accompanying the boss. Play shadow-games with him as you hit him with a few bullets or fists, then chase him down to attack again. Get some vague pieces of scenes that don’t always make sense or tell the full truth until you see the bigger picture. The tie between the two again seems to be the BB, in this case Lou’s pod. 

Given the other means by which Kojima Productions trickles out information about Lou, that makes Neil Vana segments in Death Stranding 2: On the Beach feel unnecessary too. Once Sam and the crew at Drawbridge start looking into it, we get just as much valuable insight from folks like Fragile, Heartman, Deadman, and The Motherhood’s Doctor. Instead of forcing this other character in for the sake of having another Cliff Unger antagonist around, why not instead push even more into the concepts of Sam connecting and relying on his friends and allies at Drawbridge to come to terms with what’s happened to Lou and get answers about her past? 

Especially since, frankly, the injection of Neil Vana and the Lucy Strand storyline in Death Stranding 2: On the Beach made me feel like Kojima Productions retcon events and established facts from the original game. Once one of these Neil nightmare segments involves a scene with Lucy telling him that the child she is carrying is his baby and we get Sam’s reaction, I actually needed to stop playing and double check my notes from a Death Stranding replay ahead of this release to confirm this ended up rewriting history. It’s more than just a photograph being changed from one game to the next to more closely match a character redesign. This is changing from Sam suddenly having a negative view of his wife, to the point of saying she was only his therapist and not his partner, after going through a game where it felt like the developer established he loved her and was heartbroken over her suicide and voidout that resulted after her body was undiscovered. And if there is this hostility over what happened and the betrayal introduced in this entry, why did he keep the photo of the two of them with his mother Bridget?

Because this Neil Vana storyline is forced into Death Stranding 2: On the Beach, we get this complete rewrite of history and events. I also feel like it doesn’t fit in with other bits of established lore from the previous game. Allegedly, Lucy told Bridget about her dreams of the Beach while pregnant. Except if she was talking to Neil at this time, she would know about Bridges’ BB plans, the sacrificial BB project, and his involvement in transporting Stillmothers over the border. This game even confirms she had been collecting evidence on the wrongdoings. So why would she have confided in Bridget about that and had that somehow chronicled in the original game? 

In turn, this completely rewrote history for the events that led to Sam becoming an outcast and isolating himself. The first game established Lucy’s death and voidout did it. But here, we see that it was Neil Vana’s getting to that state that caused the voidout at UCA-01-0C. It also establishes that Sam actually made it to Lucy’s side before this, again rewriting things.

I get that Hideo Kojima probably decided somewhere along the way that it would be cool and tie things up nicely to somehow tie Sam and Lou even closer together by making her his daughter with Lucy and trying to maker her situation as a BB similar to what Cliff Unger went through with him. I think the execution ended up being not great. Shoehorning Neil Vana into Death Stranding 2: On the Beach to set up similar gameplay and story beats ends up undoing character development and lore from the first game. It completely kept it from having any kind of impact on me in the way the Cliff and Sam reveals in Death Stranding did. It’s just disappointing, and I feel the story would have been stronger without the character in it.

Death Stranding 2: On the Beach is available on the PS5

The post Death Stranding 2 Didn’t Need Neil Vana appeared first on Siliconera.

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Sonic x Shadow Generations Runs Like a Dream on Switch 2 https://www.siliconera.com/sonic-x-shadow-generations-runs-like-a-dream-on-switch-2/?utm_source=rss&utm_medium=rss&utm_campaign=sonic-x-shadow-generations-runs-like-a-dream-on-switch-2 https://www.siliconera.com/sonic-x-shadow-generations-runs-like-a-dream-on-switch-2/#respond Fri, 27 Jun 2025 13:00:00 +0000 https://www.siliconera.com/?p=1095481 Sonic x Shadow Generations Runs Like a Dream on Switch 2

We already talked about how incredible Sonic x Shadow Generations is at Siliconera, as the game is the best version of Sonic Generations and added an invaluable Shadow the Hedgehog experience, but somehow it manages to be even better on the Switch 2. It takes a game that already turned out to be quite substantial and well executed as a result of a well-executed main campaign and spin-off, then used the extra power and improved presentation to ensue it worked even better. It may not be the most essential Sega launch title for the system, as that would be Yakuza 0 Director’s Cut, but it helps round out the library in a lovely way.

Sonic x Shadow Generations on the Switch 2 is the result of incremental additions that gradually build things up into the best Nintendo-platform version of the game. Things start with the remaster of the 2011 game Sonic Generations. That combined 2D Classic and 3D Modern elements into one due to a situation involving Classic and Modern versions of Dr. Eggman and a Time Eater’s chronological capabilities. As a result, we ended up with an array of levels inspired by games released between the original Genesis title and 2010’s Sonic Colors. The blend of mechanics and styles ended up being quite striking, yet paired wonderfully together. When the remaster released, visuals were touched up, the performance felt a bit tighter for this original campaign, and Sega added an original Shadow Generations campaign that pulled from games released between 2001’s Sonic Adventure 2 and 2022’s Sonic Frontiers

https://www.youtube.com/watch?v=nXU8Lo0LhII

On the Switch 2, the performance and visuals come across even stronger. I primarily played in Handheld mode on the system, and the larger screen made a big difference in terms of an enhanced presentation. Things are incredibly crisp, and I found it even easier to navigate through areas and parse trickier situations filled with enemies or potential paths to follow. It’s a much clearer picture and looks better than the Switch 2 release. Especially if you, for some reason, choose the Quality Mode in the settings to cap the framerate at 30fps and go with better resolution.

I would advise against that, since I feel the selling point is hitting 60fps throughout Sonic x Shadow Generations on the Switch 2. And it does it! Beautifully! In Handheld mode, I’d consider it flawless. This Performance option still looks incredible, thanks to the increase in screen resolution. It’s on par with other consoles. Something sorely needed, since the The PS4 and PS5 were smoking the Switch version originally. At this point, I think I’d even recommend the Switch 2 version over either Sony release, if you’re capable of playing it, since you do get the benefit of it being on a console and the duality of docked and undocked gaming

The only downside is that Sonic x Shadow Generations isn’t a part of the Switch to Switch 2 upgrade collection. For other titles, it’s sometimes possible to download a patch to update for a small fee or free to get the enhanced release. Asides from the modes allowing you to choose between performance and visuals, I haven’t noticed any changes. It is possible to take a save from the original release and use it with this one. But as significant as these adjustments feel due to the extra power and enhancements, I don’t think it’s worth paying $50 again. 

If you don’t already own Sonic x Shadow Generations, it makes for yet another wonderful Switch 2 launch game. The Performance mode on it is a significant upgrade from what we experienced originally on the Switch. Even if you aren’t prioritizing the graphics with Quality mode, I think it still looks better. It’s just a shame that there is no paid upgrade option, especially since the save can transfer, as it does benefit from the boost in power.

Sonic x Shadow Generations is available on the Switch, Switch 2, PS4, PS5, Xbox One, Xbox Series X, and PC. 

The post Sonic x Shadow Generations Runs Like a Dream on Switch 2 appeared first on Siliconera.

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Sonic x Shadow Generations Runs Like a Dream on Switch 2

We already talked about how incredible Sonic x Shadow Generations is at Siliconera, as the game is the best version of Sonic Generations and added an invaluable Shadow the Hedgehog experience, but somehow it manages to be even better on the Switch 2. It takes a game that already turned out to be quite substantial and well executed as a result of a well-executed main campaign and spin-off, then used the extra power and improved presentation to ensue it worked even better. It may not be the most essential Sega launch title for the system, as that would be Yakuza 0 Director’s Cut, but it helps round out the library in a lovely way.

Sonic x Shadow Generations on the Switch 2 is the result of incremental additions that gradually build things up into the best Nintendo-platform version of the game. Things start with the remaster of the 2011 game Sonic Generations. That combined 2D Classic and 3D Modern elements into one due to a situation involving Classic and Modern versions of Dr. Eggman and a Time Eater’s chronological capabilities. As a result, we ended up with an array of levels inspired by games released between the original Genesis title and 2010’s Sonic Colors. The blend of mechanics and styles ended up being quite striking, yet paired wonderfully together. When the remaster released, visuals were touched up, the performance felt a bit tighter for this original campaign, and Sega added an original Shadow Generations campaign that pulled from games released between 2001’s Sonic Adventure 2 and 2022’s Sonic Frontiers

https://www.youtube.com/watch?v=nXU8Lo0LhII

On the Switch 2, the performance and visuals come across even stronger. I primarily played in Handheld mode on the system, and the larger screen made a big difference in terms of an enhanced presentation. Things are incredibly crisp, and I found it even easier to navigate through areas and parse trickier situations filled with enemies or potential paths to follow. It’s a much clearer picture and looks better than the Switch 2 release. Especially if you, for some reason, choose the Quality Mode in the settings to cap the framerate at 30fps and go with better resolution.

I would advise against that, since I feel the selling point is hitting 60fps throughout Sonic x Shadow Generations on the Switch 2. And it does it! Beautifully! In Handheld mode, I’d consider it flawless. This Performance option still looks incredible, thanks to the increase in screen resolution. It’s on par with other consoles. Something sorely needed, since the The PS4 and PS5 were smoking the Switch version originally. At this point, I think I’d even recommend the Switch 2 version over either Sony release, if you’re capable of playing it, since you do get the benefit of it being on a console and the duality of docked and undocked gaming

The only downside is that Sonic x Shadow Generations isn’t a part of the Switch to Switch 2 upgrade collection. For other titles, it’s sometimes possible to download a patch to update for a small fee or free to get the enhanced release. Asides from the modes allowing you to choose between performance and visuals, I haven’t noticed any changes. It is possible to take a save from the original release and use it with this one. But as significant as these adjustments feel due to the extra power and enhancements, I don’t think it’s worth paying $50 again. 

If you don’t already own Sonic x Shadow Generations, it makes for yet another wonderful Switch 2 launch game. The Performance mode on it is a significant upgrade from what we experienced originally on the Switch. Even if you aren’t prioritizing the graphics with Quality mode, I think it still looks better. It’s just a shame that there is no paid upgrade option, especially since the save can transfer, as it does benefit from the boost in power.

Sonic x Shadow Generations is available on the Switch, Switch 2, PS4, PS5, Xbox One, Xbox Series X, and PC. 

The post Sonic x Shadow Generations Runs Like a Dream on Switch 2 appeared first on Siliconera.

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Kojima Treated Death Stranding 2 Female Characters Right https://www.siliconera.com/kojima-treated-death-stranding-2-female-characters-right/?utm_source=rss&utm_medium=rss&utm_campaign=kojima-treated-death-stranding-2-female-characters-right https://www.siliconera.com/kojima-treated-death-stranding-2-female-characters-right/#respond Thu, 26 Jun 2025 13:00:00 +0000 https://www.siliconera.com/?p=1095721 I Love the Female Characters in Death Stranding 2

Whenever I head into a Hideo Kojima game, I wonder what will happen with the women within them. The titles can feature a lot of fanservice paired with flimsy excuses for that capitulation. (Quiet needs to wear a bikini and not talk for story reasons.) The original Death Stranding wasn’t immune, thanks to a scene in which Fragile runs through pouring rain in a white tiny tank top and bikini-style underwear. Death Stranding 2: On the Beach marks a complete turnaround and pleasant surprise for all of its female characters, as they all are strong women who are handled well and wear reasonable outfits.  

Editor’s Note: There will be some spoilers for characters in Death Stranding 2: On the Beach, but major ending reveals after Episode 13 do not appear.

Speaking of Fragile, Kojima Productions handles every element of her storyline in Death Stranding 2: On the Beach extraordinarily well. She remains an incredibly strong individual, even though Jumpshock keeps her from using the Beach for her teleporting. The story begins with her still working and in a position of power, even as Sam withdrew to devote himself to raising his daughter Lou. While she considers herself responsible for a tragedy early on tied to the child, she doesn’t let that stop or change her. She’s CEO of the company Drawbridge, which is now in charge of the Chiral Network expansion project. She is the leader onboard the DHV Magellan. 

As part of that role, Kojima Productions goes out of its way to not only tell us all she’s accomplished, but make her role a pivotal one in the stories of nearly every member of Drawbridge on the DHV Magellan. She is head of the company. She found Rainy, helped realize the exact nature of her DOOMS ability, and give her a new sense of place and purpose. She found Dollman, keeping him from being trapped in a tar pit for eternity. Once Tomorrow boards the ship, it is Fragile who ensures she is welcomed, aids Tarman in extracting her from the crysalis even though it puts her at risk, educates her alongside Rainy, and even works alongside her on a supplemental mission. It wouldn’t be a stretch to say Fragile is more important to members on the crew than Sam, the “hero” of the adventure.

Rainy, though underutilized, is also a ray of sunshine in the cast. Her DOOMS means that timefall begins whenever she steps outside. However, the rain immediately in her vicinity features a unique property. Rather than hurting, it heals. It’s why Fragile’s body, aged from Timefall as a result of running nearly naked through a storm due to Higgs’ machinations in the original Death Stranding, is completely recovered here in Death Stranding 2. While she is perpetually stuck at being seven months pregnant in the game due to the effects of the original game and current disruptions between the real world and the Beach, she’s never shown to be a sidelined as a result. She’s working in her own lab when we pick her up to join the crew. During major fires, she’s making appearances on deck to assist. When Fragile and Tomorrow head out on a supply mission, she goes along. She may be pregnant, but she’s an active, educated, capable individual doing fieldwork. 

Speaking of pregnant women, I feel like Death Stranding 2: On the Beach handles the idea of motherhood and pregnancy than Kojima Productions did with Mama in Death Stranding. Even though Malingen ended up being a major scientist whose discoveries helped keep Sam going, she didn’t get to be known by a name that highlighted that defining trait and skillset like many other characters. She was “Mama” because of the baby BT anchored to her. We meet multiple pregnant individuals as a result of the condition affecting some infants, and The Motherhood is a haven for them and The Doctor, a former member of Bridges who worked with Bridge Babiess and is able to use her DOOMS condition to assess the condition of these children and even allow their parents to briefly see and interact with them via BB pods. The people there are armed and capable of defending themselves. They have hope for tomorrow. They are the impetus for a mission to take down a factory to stop the flow of weapons into the region. I personally liked seeing some good come out of the BB and stillmother program, since the tools were being implemented here to allow desperate families reassurance that their babies were okay while waiting for a solution.

Speaking of the BBs, Death Stranding 2: On the Beach is more critical of Bridges, stillmothers, and the system in a way I appreciate. I acknowledge the BBs ended up being a necessary evil in the original game for the sake of survival, but I also felt like it normalized that abuse. Here, there’s no dispute about how problematic and horrific the program was. The segments with Neil Vana and his therapist Lucy show him breaking down over committing the monstrous act to survive, and we see him fight back against a Bridges authority and express his distaste and disgust for it. Similarly, Lucy’s response to it all also highlights the sins Bridges committed. 

I realize in all this that I haven’t gotten to Tomorrow yet, the sole female member of the Death Stranding 2: On the Beach cast of characters with an outfit that isn’t always appropriate for the setting. When found, she’s in a white dress. Hardly conventional for exploring a country after an apocalypse or when fighting against enemies with tar-diving capabilities. However, she’s never cast as a sex symbol. The outfit honestly provides sufficient coverage, not to mention she’s also quickly covered in so much tar that it acts as a second skin. Once she’s brought onboard the DHV Magellan, she’s given a wardrobe of more appropriate attire for every situation, so we’re honestly usually seeing her in an oversized jacket. 

Moreover, Tomorrow ends up being one of the most physically strong and combat-ready members of the cast. Rainy points out at one point that she’s the most adept shooter due to her time spent in the VR simulator. At one point when she briefly steps off the ship alone, we see that even though she did come from an otherworld, Beach-type setting, she’s more than capable of using ladders and Timefall Shelters to stay safe in and traverse a hostile environment. For much of the game, she is the one beating up Higgs and other ghost mechs in a way Sam can’t and isn’t. One of my favorite lines and moments in the game is when she’s heading out on a supply run mission with Fragile and Rainy. Sam expresses concern, since he’s going out on a separate task far away from them. She assuages any concerns and points out “we’re stronger than you are.” Which is proven true for all three of these women throughout Death Stranding 2: On the Beach. Each one's DOOMS abilities and other character traits mean they're stronger than Sam in different ways.

And in many ways, you can say that about a lot of the female members of the Death Stranding 2: On the Beach cast, as the women we meet throughout the campaign are all extraordinary individuals. Kojima Productions handled them well and with care. I think anyone who had concerns about portrayals after games like Metal Gear Solid V: The Phantom Pain and the original Death Stranding will be pleasantly surprised with how people are handled.

Death Stranding 2: On the Beach is available for the PS5. 

The post Kojima Treated Death Stranding 2 Female Characters Right appeared first on Siliconera.

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I Love the Female Characters in Death Stranding 2

Whenever I head into a Hideo Kojima game, I wonder what will happen with the women within them. The titles can feature a lot of fanservice paired with flimsy excuses for that capitulation. (Quiet needs to wear a bikini and not talk for story reasons.) The original Death Stranding wasn’t immune, thanks to a scene in which Fragile runs through pouring rain in a white tiny tank top and bikini-style underwear. Death Stranding 2: On the Beach marks a complete turnaround and pleasant surprise for all of its female characters, as they all are strong women who are handled well and wear reasonable outfits.  

Editor’s Note: There will be some spoilers for characters in Death Stranding 2: On the Beach, but major ending reveals after Episode 13 do not appear.

Speaking of Fragile, Kojima Productions handles every element of her storyline in Death Stranding 2: On the Beach extraordinarily well. She remains an incredibly strong individual, even though Jumpshock keeps her from using the Beach for her teleporting. The story begins with her still working and in a position of power, even as Sam withdrew to devote himself to raising his daughter Lou. While she considers herself responsible for a tragedy early on tied to the child, she doesn’t let that stop or change her. She’s CEO of the company Drawbridge, which is now in charge of the Chiral Network expansion project. She is the leader onboard the DHV Magellan. 

As part of that role, Kojima Productions goes out of its way to not only tell us all she’s accomplished, but make her role a pivotal one in the stories of nearly every member of Drawbridge on the DHV Magellan. She is head of the company. She found Rainy, helped realize the exact nature of her DOOMS ability, and give her a new sense of place and purpose. She found Dollman, keeping him from being trapped in a tar pit for eternity. Once Tomorrow boards the ship, it is Fragile who ensures she is welcomed, aids Tarman in extracting her from the crysalis even though it puts her at risk, educates her alongside Rainy, and even works alongside her on a supplemental mission. It wouldn’t be a stretch to say Fragile is more important to members on the crew than Sam, the “hero” of the adventure.

Rainy, though underutilized, is also a ray of sunshine in the cast. Her DOOMS means that timefall begins whenever she steps outside. However, the rain immediately in her vicinity features a unique property. Rather than hurting, it heals. It’s why Fragile’s body, aged from Timefall as a result of running nearly naked through a storm due to Higgs’ machinations in the original Death Stranding, is completely recovered here in Death Stranding 2. While she is perpetually stuck at being seven months pregnant in the game due to the effects of the original game and current disruptions between the real world and the Beach, she’s never shown to be a sidelined as a result. She’s working in her own lab when we pick her up to join the crew. During major fires, she’s making appearances on deck to assist. When Fragile and Tomorrow head out on a supply mission, she goes along. She may be pregnant, but she’s an active, educated, capable individual doing fieldwork. 

Speaking of pregnant women, I feel like Death Stranding 2: On the Beach handles the idea of motherhood and pregnancy than Kojima Productions did with Mama in Death Stranding. Even though Malingen ended up being a major scientist whose discoveries helped keep Sam going, she didn’t get to be known by a name that highlighted that defining trait and skillset like many other characters. She was “Mama” because of the baby BT anchored to her. We meet multiple pregnant individuals as a result of the condition affecting some infants, and The Motherhood is a haven for them and The Doctor, a former member of Bridges who worked with Bridge Babiess and is able to use her DOOMS condition to assess the condition of these children and even allow their parents to briefly see and interact with them via BB pods. The people there are armed and capable of defending themselves. They have hope for tomorrow. They are the impetus for a mission to take down a factory to stop the flow of weapons into the region. I personally liked seeing some good come out of the BB and stillmother program, since the tools were being implemented here to allow desperate families reassurance that their babies were okay while waiting for a solution.

Speaking of the BBs, Death Stranding 2: On the Beach is more critical of Bridges, stillmothers, and the system in a way I appreciate. I acknowledge the BBs ended up being a necessary evil in the original game for the sake of survival, but I also felt like it normalized that abuse. Here, there’s no dispute about how problematic and horrific the program was. The segments with Neil Vana and his therapist Lucy show him breaking down over committing the monstrous act to survive, and we see him fight back against a Bridges authority and express his distaste and disgust for it. Similarly, Lucy’s response to it all also highlights the sins Bridges committed. 

I realize in all this that I haven’t gotten to Tomorrow yet, the sole female member of the Death Stranding 2: On the Beach cast of characters with an outfit that isn’t always appropriate for the setting. When found, she’s in a white dress. Hardly conventional for exploring a country after an apocalypse or when fighting against enemies with tar-diving capabilities. However, she’s never cast as a sex symbol. The outfit honestly provides sufficient coverage, not to mention she’s also quickly covered in so much tar that it acts as a second skin. Once she’s brought onboard the DHV Magellan, she’s given a wardrobe of more appropriate attire for every situation, so we’re honestly usually seeing her in an oversized jacket. 

Moreover, Tomorrow ends up being one of the most physically strong and combat-ready members of the cast. Rainy points out at one point that she’s the most adept shooter due to her time spent in the VR simulator. At one point when she briefly steps off the ship alone, we see that even though she did come from an otherworld, Beach-type setting, she’s more than capable of using ladders and Timefall Shelters to stay safe in and traverse a hostile environment. For much of the game, she is the one beating up Higgs and other ghost mechs in a way Sam can’t and isn’t. One of my favorite lines and moments in the game is when she’s heading out on a supply run mission with Fragile and Rainy. Sam expresses concern, since he’s going out on a separate task far away from them. She assuages any concerns and points out “we’re stronger than you are.” Which is proven true for all three of these women throughout Death Stranding 2: On the Beach. Each one's DOOMS abilities and other character traits mean they're stronger than Sam in different ways.

And in many ways, you can say that about a lot of the female members of the Death Stranding 2: On the Beach cast, as the women we meet throughout the campaign are all extraordinary individuals. Kojima Productions handled them well and with care. I think anyone who had concerns about portrayals after games like Metal Gear Solid V: The Phantom Pain and the original Death Stranding will be pleasantly surprised with how people are handled.

Death Stranding 2: On the Beach is available for the PS5. 

The post Kojima Treated Death Stranding 2 Female Characters Right appeared first on Siliconera.

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