Mikhail Madnani – TouchArcade https://toucharcade.com iPhone and iPad Games Fri, 06 Dec 2024 23:16:34 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.26 Victrix Pro BFG Tekken 8 Rage Art Edition Controller Review – Customizable, Comfortable, but Lacking in Ways https://toucharcade.com/2024/09/23/victrix-pro-bfg-tekken-8-edition-review-controller-wireless-steam-deck-ps5-ps4-pro/ https://toucharcade.com/2024/09/23/victrix-pro-bfg-tekken-8-edition-review-controller-wireless-steam-deck-ps5-ps4-pro/#respond Mon, 23 Sep 2024 10:13:56 +0000 https://toucharcade.com/?p=329086 Continue reading "Victrix Pro BFG Tekken 8 Rage Art Edition Controller Review – Customizable, Comfortable, but Lacking in Ways"

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For our last full controller review on TouchArcade, I’ve been using the Victrix Pro BFG Tekken 8 Rage Art Edition for PC and PlayStation across my Steam Deck, PS5, and PS4 Pro for over a month now. Before I interviewed PDP Victrix about the controller and arcade sticks, I was very curious about the controller for its modular nature and also because I’ve wanted to try out another “Pro" controller after adoring the Xbox Elite (1st generation) and DualSense Edge over the years.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller – what’s in the box

Usually, controllers just ship with a cable and sometimes a charging stand. In the case of the Victrix Pro BFG Tekken 8 Rage Art Edition, you get the controller, a braided cable, a high quality protective case to house the controller and everything else it ships with, a replacement fightpad module with a six button layout for fighting games, two gates, two replacement analog stick caps, two d-pad caps, a screwdriver for use with the controller, and a blue wireless USB dongle.

The items are all neatly placed within the case which is very good quality on its own. Unlike the normal Victrix Pro BFG controller, some of the items with this one are themed to match the new Tekken 8 Rage Art Edition aesthetic. Keep this in mind as I don’t see replacements available officially for this, but I hope they start selling them soon.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller compatibility

On paper, the Victrix Pro BFG Tekken 8 Rage Art Edition Controller supports PS5, PS4, and PC. I don’t use Windows anymore, so I was curious if this would work on Steam Deck out of the box. Since I prefer the PlayStation button prompts in games, I set it to PS5 and plugged in the dongle into my Steam Deck Docking Station. It worked without issue and without needing any update.

On the console side, if you want to play wirelessly, you need the same dongle and to set the toggle to PS4 or PS5. I had no issues playing with it on my PS4 Pro in PS4 mode and on my PS5 in PS5 mode. In fact, since I don’t have any PS4 controller that works outside of arcade sticks with PS4 support, this is a very good bonus to have for when I want to test something on PS4 to compare with PS5.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller features

The big draw of the Victrix Pro BFG controller is the modular nature letting you work with a symmetric stick layout, asymmetric stick layout, change things up for fighting games with the fightpad, adjust the triggers, thumbsticks, and also the d-pads. The aim with this design was to allow you to adjust the controller depending on the game you’re playing. As an example, I’d use the symmetric stick layout when playing Katamari Damacy Reroll, but I might swap to the Xbox-style asymmetric layout while playing DOOM Eternal.

Being able to adjust the trigger stop is also great as I can change that when playing a racing game with analog trigger support and also go for the shortest stop when playing a game with digital trigger support. Beyond that, the multiple d-pad options are very nice, but I’ve been trying to stick to the default diamond shape one to get used to it, and I like it a lot. I wouldn’t use it for platformers though, but the other d-pad options work well here.

Since this is an official PS5 and PS4 licensed controller, it is worth noting that this has no rumble, no haptic feedback, no adaptive trigger support, and no gyro/motion control support. I don’t care about gyro much, but no rumble at all is disappointing since you have sub $30 controllers now offering decent rumble, though they aren’t PS5 compatible. I’ve been informed that third party wireless controllers for PS5 might have restrictions for rumble as well, and I’ve seen more reports from folks using other third party controllers here. Either way, this is disappointing.

The Victrix Pro BFG Tekken 8 Rage Art Edition ships with 4 paddles or well paddle-like buttons. I wish there were proper paddles you could remove though. I mapped two of them to L3 and R3 and the ones above to L1 and R1 since I use those the most in games like Monster Hunter World and also hate pressing the sticks. Having four buttons here is very good though.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller look and feel

Visually, I love the gorgeous and bright highlights and colors used on the Victrix Pro BFG Tekken 8 Rage Art Edition. It isn’t as elegant as the default black model with purple highlights, but for a themed controller it looks very good with its light blue, pink, purple, and Tekken 8 branding.

The Victrix Pro BFG Tekken 8 Rage Art Edition feels very comfortable, but it is a bit too light for my liking. The material on the main controller body ranges from feeling premium to just fine. It is a far cry from the premium feeling DualSense Edge, but that controller has that ugly glossy front plate that ruins things. The grip on this controller makes a big difference, and I’ve had 8 hour sessions with the controller wired without getting tired of holding it. It being light pays off here.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller on PS5

On PS5, there are a few things to keep in mind. This is an officially licensed controller, but you can’t turn on your PS5 with it. This seems like a limitation for 3rd party controllers on PS5, but is an annoyance to keep in mind. Beyond that, haptic feedback, adaptive triggers, and gyro are not available here. Aside from that, it has touchpad support and all the buttons I use on a DualSense controller including the share button.

Victrix Pro BFG on Steam Deck

Like I mentioned above, the Victrix Pro BFG Tekken 8 Rage Art Edition works out of the box on Steam Deck with the dongle plugged into the official Docking Station I use. It even correctly is recognized as a PS5 Victrix controller with the share button working for capturing screenshots and the touchpad working as it should in PC games that have PlayStation controller support. This was great to see as some games don’t even recognize my DualSense correctly.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller battery life

The huge advantage the Victrix Pro BFG Tekken 8 Rage Art Edition Controller or the normal one has over the DualSense and DualSense Edge is the battery life. It lasts multiple times longer than the DualSense and the DualSense Edge on a single charge. It also helps that the logo on the touchpad indicates when the battery is low. This is good for playing on Steam Deck as other controllers don’t really visually indicate when the battery is low.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller software

The software is something I couldn’t test as it is only available on the Microsoft Store and I don’t use Windows anymore. Thankfully, it works out of the box with Steam Deck, PS5, and PS4. The one thing I was hoping to see is if the controller would work on iOS. I tested wirelessly with the dongle on my iPad, wired on my iPhone 15 Pro, and also wired on my iPad Pro with no luck.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller negatives

Right now, it has a few big negatives. These include no rumble, the low polling rate, not shipping with the Hall Effect sensors, and it requires a dongle for wireless, at least for the model I have. The lack of rumble might not be an issue for some, but for a “Pro" controller, the polling rate is disappointing. There are multiple videos on YouTube showcasing this and why it is a problem as well. Comparatively, the DualSense Edge wired is massively better with its response.

As for the Hall Effect sensors, I’m glad Victrix now sells the new modules, but why do new purchases of the controller not just ship with those in the first place? Also if I were to buy either of the module color options available for my Victrix Pro BFG Tekken 8 Rage Art Edition Controller, it wouldn’t fit with the aesthetic and will not have PS5 face buttons.

Victrix Pro BFG Tekken 8 Rage Art Edition Controller Review

Having gotten well over a hundred hours of use out of the controller per platform across games like UFO 50, Street Fighter 6, Tekken 8, Persona 3 Reload, and many more, I can safely say that I love using the controller, but the few issues are annoying to see given its price point. In a lot of ways, the Victrix Pro BFG Tekken 8 Rage Art Edition has the potential to be one of the best controllers in years if it sees some fixes and changes for a potential successor. Right now, there are a few too many caveats involved for its high asking price that make sure it is very good, but not amazing. The big issues holding it back right now are the lack of rumble (which seems like a restriction from Sony), dongle requirement, additional cost involved for Hall Effect sticks, and the polling rate. These might not matter to some folks, but for a “Pro" controller priced at $200, I expected a bit more.

Victrix Pro BFG Tekken 8 Rage Art Edition Review Score: 4/5

Update: Added more information for the lack of a rumble feature.

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Romancing SaGa 2: Revenge of the Seven Interview With Game Producer Shinichi Tatsuke and Steam Deck Hands-On Preview https://toucharcade.com/2024/09/18/romancing-saga-2-remake-steam-deck-impressions-shinichi-tatsuke-interview-revenge-of-the-seven/ https://toucharcade.com/2024/09/18/romancing-saga-2-remake-steam-deck-impressions-shinichi-tatsuke-interview-revenge-of-the-seven/#respond Thu, 19 Sep 2024 01:29:32 +0000 https://toucharcade.com/?p=329004 Continue reading "Romancing SaGa 2: Revenge of the Seven Interview With Game Producer Shinichi Tatsuke and Steam Deck Hands-On Preview"

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A lot of folks got into the SaGa series a long time ago through its many releases on prior console generations. For me, Romancing Saga 2 on iOS was actually my gateway into the series nearly a decade ago, and I remember struggling with it quite a bit initially because I kept playing it like a normal JRPG. Fast forward to today, I adore the SaGa series as you can see in the photograph at the bottom of this article, and I was surprised to see Romancing SaGa 2: Revenge of the Seven, a full remake of Romancing SaGa 2, announced for Switch, PC, and PlayStation a little while ago.

For today’s double feature, I’ve been playing Romancing SaGa 2: Revenge of the Seven on Steam Deck through an early demo code and I’ve also had a chance to interview Romancing SaGa 2: Revenge of the Seven Game Producer Shinichi Tatsuke who was behind Trials of Mana’s remake. We discussed Romancing SaGa 2: Revenge of the Seven, learnings from Trials of Mana, accessibility, potential ports to Xbox and mobile, coffee, and more. This interview was conducted on a video call. It was then transcribed and edited for brevity in the case of some portions.

TouchArcade (TA): How does it feel having worked on a remake of Trials of Mana, a beloved game, and now working on Romancing SaGa 2: Revenge of the Seven, a remake of another classic and beloved game?

Shinichi Tatsuke (ST): Yeah, so both trials of manna and the romancing SaGa series are entries from the pre-square enix merger. It was when Square Enix was Squaresoft. These are both considered legendary titles from square. I do feel that it’s an incredible honor for me to handle the remakes of these two incredible titles. Both romancing SaGa 2 and trials of manna, when we remade these titles, it’s been 30 or almost 30 years since the original release. There was a lot of opportunity for us to kind of improve with the remake. So it was very fun to work on.

So romancing SaGa 2, as you may know already, it’s a very unique game that has a lot of unique systems. So these systems are not only considered unique back then, we felt that these are still considered unique today too. So we felt that even remaking this title, even though it’s been more than 30 years, we felt that it would still be a great title to remake because of its uniqueness. It would still be considered unique for the modern players.

TA: Romancing SaGa 2, the original game, was very challenging. When I played it, I think I got a game over in the first 10 minutes, and that was a nice wake up call for me with it being my first SaGa game. The remake, Romancing SaGa 2: Revenge of the Seven, has multiple difficulty options. I wanted to know what were the challenges for you to stay true to the original while still making it accessible? This is likely going to be the first SaGa game for a lot of people with its modern graphics.

ST: I think you bring up a great point because as you mentioned, the difficulty of the SaGa series is very well known throughout the fanbase and again, this is something that you probably already know, but the SaGa series has a lot of hardcore fans in Japan and outside of Japan as well.

And there are a lot of people that would claim that the difficulty of SaGa is what makes the game, that’s what it’s essential for the SaGa title, for the SaGa series. But on the other hand, we have a lot of people that also feel that there’s a very, I guess, high barrier to start playing the SaGa title, because they feel that the SaGa titles are too difficult for them.

So there are a lot of people that say they know about the SaGa series, but have never tried it out before. And when you ask them why, usually the answer is, oh, because it sounds like it’s too difficult.

So because of that, we wanted to cater to both of these groups of fans. So the newcomers that haven’t yet to try the SaGa title, the SaGa series, but also for the hardcore fans. And one of our solutions that we thought was going to be a solution was to present the new newly added difficulty system.

So we have the normal mode and the casual mode. So the normal mode is more catered for the standard RPG fans, but we also have the casual mode for people who just want to experience the narrative or the story of the game.

So in the development team, we also had the core SaGa fans as well so that was our collective decision and solution to come up, solution to kind of resolve this situation where we have a lot of newcomers or people who haven’t played the SaGa title yet, trying to try, we wanted to try to hook them in by adding this difficulty, adding these new difficulty settings.

So this is kind of a metaphor, but when you add, when you have spicy food, so in Japan, the curry is typically very spicy. So what you would do to kind of alleviate that ease to spice is that you would add honey sometimes. So the very spicy curry would be the original Romancing SaGa 2, where it’s just really, really difficult for a lot of players. So we kind of added the honey and the honey being the difficulty option. So like the casual mode. So to make that, to make it easier for our players.

TA: One more question about the difficulty here. How was it like trying to deliver the original experience for veteran fans, but also offering some quality of life improvements into the gameplay and just the game in general? How did you decide which features to bring in to modernize the game, but also keep it very challenging for long time fans?

ST: Our belief is that the SaGa series is not just all about the difficulty. it’s not just all about how difficult the games are. It’s more so how difficult it was to understand the game. For example, in the original release, there were a lot of elements or a lot of data that weren’t visible for the players. One of the examples being the weaknesses of enemies. The weaknesses did exist in the game, but it wasn’t really presented to the players, so players had to figure that out. This also applies to other stats like defenses. Again, it exists in the game, but it’s not displayed for the players. Players had to figure it out on their own to get an understanding of these aspects of the game.

We thought that this wasn’t necessarily really difficult, it was just really unfair to the players. That’s something that we wanted to really improve on, because this is going to be a remake for the modern audiences, so we wanted to get rid of those unfair elements and make it fair and enjoyable for the players. That’s why in this remake, the weaknesses are going to be actually displayed for the players, unlike the original.

There are, again, player areas that we’ve adjusted that just made it too difficult in the original. In order to make it fair and more enjoyable for the modern audiences, we made improvements and focused on that area.

TA: When I started playing Romancing SaGa 2: Revenge of the Seven on Steam Deck, because I’m playing it on PC right now, it is really good and it impressed me quite a bit with how well it runs. That got me thinking about Trials of Mana, because I played that on PlayStation 4 and Switch, and then I eventually played that on mobile also. I wanted to know, has the team been working to optimize the game specifically for Steam Deck?

Editor’s Note: This was asked before the game had an official Valve rating of Steam Deck Playable.

ST: Yes, so as you have already experienced the demo of the game on your Steam Deck, the full game, the full release, is going to be compatible with the Steam Deck as well, and it will be playable on the Steam Deck.

TA: Can you comment on how long the development was for Romancing SaGa 2: Revenge of the Seven?

ST: I can’t really provide the details of that, but I can say that we started the main development towards the end of 2021.

TA: What learnings from Trials of Mana remake did you take into Romancing SaGa 2: Revenge of the Seven to make sure that this is also a remake which fans love?

ST: Because of our experience working on Trials of Mana remake, we felt like we did develop a good understanding of what the players want and what players would enjoy out of remake titles. One of the examples being the soundtrack of the game. We learned that players generally prefer arrangements that are not too different from the original tracks. They would rather prefer something that’s more faithful to the original arrangement. Something not too different to the original. But that being said, back then, the original tracks were released, or the original title was released on older platforms like the Super Famicom, but then we’re releasing the remake on the modern platforms like the PlayStation 5 and whatnot. The technical limitations are very different between these two eras, so we were able to utilize that and then make the quality of the arrangements higher. The general direction of the tracks are going to stay the same, however, the overall quality has been refined for these remakes. That’s the area that we learned and we adapted into the Romancing SaGa 2: Revenge of the Seven.

Another thing that we learned was that players generally would prefer to, or there are a lot of players that also just prefer the original soundtrack and not the newly arranged tracks. We added an option in Trials of Mana remake that players can switch from two different arrangements of tracks. They can either choose the original tracks as is, or they can choose the newly composed or newly arranged tracks for the remakes. We added that system in Romancing SaGa 2: Revenge of the Seven as well because we learned that players really loved that choice. Having that choice offered to them for the music was really well regarded, so we added that in Romancing SaGa 2: Revenge of the Seven as well.

There’s also a couple of different areas that we worked on newly that’s not something that we did on Trials of Mana remake. One of the examples is the graphics. The characters are typically a bit shorter on the Mana series because the graphic style is a bit more on the adorable side. In SaGa, we can’t really keep the same aesthetics in the graphics. The characters are going to be a bit taller in this remake compared to the others. Even when you look at the backgrounds as well, for the Mana series, we added shadow effects into the textures of the backgrounds. Again, SaGa is going to have a different worldview. We wanted to keep it a bit more serious. In order to do that, in order to keep things realistic, like that’s more suitable for the SaGa franchise, we utilized the lighting effects to add these shadows and not the textures like we did for Mana. Even though there were a lot of areas that we were able to utilize and bring in as is for the SaGa remake, there were a lot of areas that we worked on newly as well.

A lot of different knowledge experiences, know-hows that we were able to use, but also new stuff that we figured out on our own with this remake.

At this point, I thanked him and the team for making the “Romancing SaGa 2 Primer" video where he introduced the game in English. I was very happy with that video and I’ve shared it with a lot of my friends who haven’t played a SaGa game before.

TA: Trials of Mana remake eventually came to mobile. I wanted to know if there are any plans to bring Romancing SaGa 2: Revenge of the Seven to mobile or Xbox in the future.

ST: We do not have any plans to release on those platforms at the moment.

TA: My final question is how do you like your coffee?

ST: I don’t drink coffee because I’m not a fan of bitter drinks. I can’t drink beer either.

I’d like to thank Shinichi Tatsuke, Jordan Aslett, Sara Green, and Rachel Mascetti for their time and help with this interview and preview access over the last few weeks.

Romancing SaGa 2: Revenge of the Seven Steam Deck Impressions

When I was offered a Steam key for Romancing SaGa 2: Revenge of the Seven to try out the demo beforehand, I was equal parts excited and worried. I was excited because the reveal trailer looked excellent, but a bit worried because I had no idea if it would be a good experience on Steam Deck pre-release. Thankfully, Romancing SaGa 2: Revenge of the Seven is not only great on Steam Deck OLED out of the box, but the few hours I spent with the demo made me not even want to bother getting the game on PS5 or Switch to play. It is that good on Valve’s handheld. But what about the remake and how it feels to play? I’m going to cover my early thoughts here.

Right off the bat, Romancing SaGa 2: Revenge of the Seven looks great and sounds fantastic on Steam Deck. This remake also properly introduces the basics of battle, stats, and more gradually. If you’ve played Romancing SaGa 2 before, there are some changes through quality of life improvements with information, how combat flows despite being turn-based, and also the new audio options. If you never played the original, Romancing SaGa 2: Revenge of the Seven is shaping up to be a lovely modern entry point into SaGa in general for newcomers. The visuals definitely make it more approachable, but this is very much Romancing SaGa 2 with a fresh coat of paint and some new features. Playing on the difficulty meant to be like the original still is challenging.

As for the remake’s visuals and feel, it is a lot better than I expected. I loved Trials of Mana’s remake, but I think Romancing SaGa 2: Revenge of the Seven will end up the better remake overall. This may be because I love the original game a lot more than Trials of Mana, but only time will tell on that when I get access to the full release. It also helps that at least on Steam Deck, the PC port is quite a bit better than I expected. When it comes to sound and language options, you can toggle between the new remake soundtrack or the original, English or Japanese audio, and also various graphics options.

The PC port of Romancing SaGa 2: Revenge of the Seven lets you adjust screen mode (windowed, borderless, exclusive fullscreen), screen resolution (800×450 and more with 720p support on Steam Deck), frame rate (30 to unlimited), toggle v-sync, toggle on dynamic resolution, use graphics presets, toggle anti-aliasing, adjust texture filtering quality, adjust shadow quality, and adjust 3D model rendering resolution. I set most things to maximum or high with shadows on medium and still got a near-locked 90fps on my Steam Deck OLED at 720p.

On the audio side, I stuck to English for my first playthrough. The voice acting is good, but I will likely play the full game with Japanese first to see how I feel when I get it. I might even do English on console and Japanese on Steam Deck. Either way, a lot of care and effort has gone into not only making Romancing SaGa 2: Revenge of the Seven feel modern, but also retain its SaGa-ness.

I’m looking forward to digging into the full game when I can, and also seeing how the demo feels on consoles. Right now, Romancing SaGa 2: Revenge of the Seven is a game you should have on your radar if you enjoy RPGs. I hope this leads to more folks trying out other SaGa games as well, but Square Enix needs to give us SaGa Frontier 2 next.

Romancing SaGa 2: Revenge of the Seven launches on October 24th for Steam, Nintendo Switch, PS5, and PS4 worldwide. A free demo will be available on all platforms today and I recommend trying it out.

You can keep up with all our interviews here including our recent ones with Sukeban Games here, FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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Andrew Hulshult 2024 Interview: DOOM IDKFA, Blood Swamps, DUSK, Iron Lung, AMID EVIL, Music, Guitars, Cold Brew Coffee, and More https://toucharcade.com/2024/09/16/andrew-hulshult-interview-doom-idkfa-iron-lung-movie-guitars-coffee-soundtracks/ https://toucharcade.com/2024/09/16/andrew-hulshult-interview-doom-idkfa-iron-lung-movie-guitars-coffee-soundtracks/#respond Mon, 16 Sep 2024 11:49:59 +0000 https://toucharcade.com/?p=329002 Continue reading "Andrew Hulshult 2024 Interview: DOOM IDKFA, Blood Swamps, DUSK, Iron Lung, AMID EVIL, Music, Guitars, Cold Brew Coffee, and More"

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When I first wrote about boomer shooters last year on Steam Deck and also on Switch, aside from New Blood and Nightdive, the most common name was Andrew Hulshult who has done some amazing music over the years. He recently was involved with the DOOM + DOOM II re-release that included his IDKFA soundtrack with new music for DOOM II, and having wanted to interview him for a while now, I finally had a chance to chat with him on call for a few hours to discuss game soundtracks, composition, bands he likes, guitar strings, pickups, cold brew coffee, his first film soundtrack, games he’s playing, and a lot more. This interview was done on video call and then it was transcribed and edited for brevity. Just like my interview with Dave Oshry from New Blood, this one was more casual than usual, and this is likely the longest interview on TouchArcade so strap in and grab a cold brew.

TouchArcade (TA): So for those unaware, tell us a little bit about yourself and what you do.

Andrew Hulshult (AH): Yeah, my name’s Andrew Hulshult. I’m a composer and sound designer for mainly video games, but I’m starting to move over into film as well. I like to just write music by myself sometimes when it’s not for a game or film. But that’s primarily what I do. I work in the game and film industry doing sound design, soundtracks, and sometimes voice acting.

TA: How did you end up working on the canceled Duke Nukem project and also Rise of the Triad 2013?

AH: Duke Nukem 3D Reloaded was actually just kind of like, I think that was 2010. That’s, I’m reaching back here a little bit. So I think Frederik at the time, Frederik Schreiber, the guy who runs 3D Realms now, or I think he still does, basically he was remaking maps in the middle of Unreal Engine 3 of like some of the original Duke 3D maps and posting them on Gearbox forums, which I think one of them that got a lot of hits was like all of the 3D renders of like Hollywood Holocaust, which is like E1M1 for Duke 3D. That caught my attention as well. I was like, wow, that looks really neat. You know, like I reached out on the forums, I was like, hey, do you need any music? Maybe this would be fun. Like, I really liked Duke 3D back in the day. And he said, yeah, sure. You know, like if you want to remake some of the stuff and hand it off to me.

So I just did some of that. I just had gear laying around and I wanted to kind of learn how to do this anyway. So I just dove in head first and started kind of remaking some of the old Duke 3D tracks. That kind of spawned into, you know, not a lot, not a lot was done in Duke 3D Reloaded. It was just like, you know, like some odds and ends stuff. Somehow that turned into Apogee, Terry Nagy, head hunting us and saying, hey, I have an IP that I’d really like you to work on called Rise of the Triad if you guys want to give it a try. And he had an investor with him at the time who was interested named Dave Oshry And this was a very long time ago. And it’s crazy. Like all those people now are like, you know, on the, we were all on the forefront of like the retro FPS revival stuff.

But basically after Duke 3D Reloaded, yeah, Apogee came, said, hey, we’re interested. And Fred said yes on our side. And we started making Rise of the Triad 2013.

TA: It was funny you mentioned Dave Oshry because when I finally got an interview with him, I think it was easier for me to meet Iron Maiden than get that interview, but after getting that done, I had New Blood covered. I recently also interviewed Nightdive about The Thing, but I needed to complete the trifecta for boomer shooters: Andrew Hulshult. Now that’s finally happening.

We both laugh.

TA: I remember in a prior interview you did, you mentioned how when you were doing the 3D realm stuff, you weren’t aware of how much you were in demand in the industry. So when that door closed, suddenly you had like a, like thousands of opportunities and stuff like that. But, and obviously you’ve gone on to do some of like some huge titles since then. Obviously Doom Eternal DLC is the one which a lot of people think about you. For me, it’s like other titles like Nightmare Reaper and Dusk and stuff like that. I want to know how you’ve changed as a musician and as a professional from back then to now.

AH: Oh, that’s a great question. Man, starting off in the industry with, you know, doing the whole stuff with Interceptor, like where we were, what we were just talking about, it was a completely fresh experience as a musician. So you don’t know what you’re getting into. And then a lot of times you’re like, I don’t even know what I should be getting paid, you know, like you have an idea, but you’re not, you don’t know. And so like wading through those waters is interesting and also dangerous territory. But the stuff that I have learned has been all from, you know, tripping on agreements as you go forward. You sign an agreement, you go for it, you make the money, and on the back end you’re either like, this didn’t really work out, or you’re like, hey, this worked out, we need to make sure that we do this again, you know.

It’s learning the entire time. Because this is the thing that I feel like musicians get hung up on a lot, which is, you know, they just, they want to make really, really awesome, beautiful art for games. And like, there’s absolutely nothing wrong with that. You should, that should be the core principle that you do. But you have to make sure that you get paid so that you can continue to do it. Because otherwise you burn yourself out and you don’t want to work in the industry anymore. And that, to go back to what you were talking about with, I didn’t know how much, like how in demand I was. I was right at that point. I was about to walk away from everything right after the whole stuff with 3D Realms. I was done with games. I was like, you know what, like there’s not a lot of avenues here and I’m just getting more bitter as time goes on. And the last handful of things I’ve worked on have just bombed so why am I putting all this effort into this?

I should try and do something else. And I didn’t realize until I stepped out from 3D Realms how many people wanted to hire me. And like, it’s one of those weird things where like, I’m sure you can probably relate. When you have a job, like a day job, if you’ve ever just held like a simple, simple day job, you can get sucked into that entire cycle of that job and nothing else matters around.

So an example of this would be, I worked for a music retailer for about 15 years, okay. I was doing well for them. They wanted to give me my own stores. I was working on management. And the cycle that comes with that where you get so wrapped up in the business of that makes you lose focus of lots of other things in life. And that’s kind of what happened to me while I was working with 3D Realms. That’s nothing bad about them. It’s just when you’re working for a company rather than working for yourself, it turns into that.

From the start to now has been like just a crazy learning process. You do have to walk on landmines. You do have to get blown up a couple of times until you figure out what works and what doesn’t. Stepping out from 3D Realms after they said, hey, we don’t have the cash to pay you. It’s like, oh, okay, I guess I’ll go figure this out now. And then all of a sudden, DUSK, you know, like that’s literally the next thing that and AMID EVIL were the very next things that I worked on. It was crazy.

TA: Obviously you get a lot of questions about game music, but what is like, since you brought up this whole thing about how you’ve changed, what is the biggest misconception that people both in the industry and like the players have about video games music right now?

AH: The biggest misconception. Oh, that anybody can do it and it’s a small part. laughs It’s like, you can’t just throw anything in there. Like, man, it’s I’d say that from a public like standpoint of I don’t play games that much and I’m casual kind of thing, some of my friends and some of my family are like, you have the easiest job. I’m like, you have no f***ing idea. You know, walk in my shoes for a day and let’s talk again. Yeah, it’s really difficult because you, you really have to trick yourself into getting into whatever atmosphere or whatever world someone else has painted already. Right. Like they’ve already built everything out. This is their vision. You have to step into it and you have to step into it with respect to their design philosophies. And you also have to have the confidence to say, well, this is what I think we should do and why we should do it. And there’s a lot of, there’s a lot of social confidence that’s needed to do a gig like this.

It’s complex in a lot of different ways. The art side of it is hard enough, like pulling shit out of thin air, is difficult already, but then, um, explaining to people why you want to go this direction and sometimes even arguing to get that direction can be a hassle in and of itself.

So yeah, I’d say the biggest misconception is that it’s easy and that it’s not easy. I swear to God, so many times my friends are like, ah, you’ve got the easiest job. I’m like, no, man, I live, I, I threw a hundred pound boxes from 6 AM to 4 PM. And sometimes I miss that.

TA: So I also want to talk a lot about your gear, but before that, I think we should discuss some of the game specific things. So let’s start with ROTT 2013. I’ve just sent you a tweet right now, which I wanted to reference. This is quite an old one (linked above). Well, I actually didn’t know much about this soundtrack until recently. I had heard about it and I had heard that a lot of my friends bought that release. They said that it wasn’t that great. I played the original on DOS but not the 2013 version, so I didn’t really hear it all in-game until the Ludicrous Edition and when folks made a big deal about it having Andrew Hulshult’s music. I decided I wanted to properly try it then. I wanted to talk about your thought process between like, you know, redoing those tracks and coming up with your own flare on them, because anyone who, at least any fan of yours, if they listen to that, they know it’s your music. It’s not like, oh, this is just like him doing a cover of someone else. It still feels like it’s you.

AH: The first and foremost thing was to make sure you respect your elders. I wanted to make sure that whatever I did obviously served the fanbase and by proxy served everything that Lee Jackson had written. Lee Jackson and Bobby Prince, as far as I’m concerned, that’s the de facto composers for FPS. The originators. You’re already stepping into something well established back in the day. People are very familiar with this. If you f*** it up, you are toast. That was my first professional gig. Stepping into that kind of pressure.

Just really what it came to, it was all really natural. I heard these songs and I saw the game and what they’re making and I’m like it is kinda jank, but it is fun. It is ridiculous. ROTT is so ridiculous. I was like man, I was talking to Dave and Fred about it. What if we did like rock and metal stuff predominantly? That’s the kind of music I listen to all the time. They said let’s try it. Even Terry was like you should do it.

Really they just kinda gave me free reign to give it a try on some of these things. The first one I did as a demo to work on it was “Goin Down the Fast Way" and I remember I handed that to Terry. Terry is awesome and he has been great to me for my entire career. Never had a bad piece of advice from him. He is the CCO for Apogee by the way. I remember handing him the very first demo of “Goin Down the Fast Way". His comment coming back to me was “It is in the right direction but it sounds like a diarrhea of sound" Because it wasn’t mixed correctly. I was just excited to hand him something. I was like ok this is one of those moments where I’m going to have to learn how to accept feedback even if it is not from a musician and I know that they mean well. I remixed a couple of things and I think this is what he was talking about and I sent it back to him and he said it was way better and it was awesome. Ok cool, this guy doesn’t just hate me.

It kind of just came from the heart. All the soundtracks I work on, it’s me. Even if it is stepping into someone else’s shoes, I have to remember that the source material comes first, then you put your influences on. So the source material is the structure of the house but you can put up whatever walls you want and paint on it, and hang and decorate, but just make sure that the house is still the same house that people remember.

Now to address the Tweet above, Whiskey and coffee fueled half of the Rise of the Triad soundtrack. Most songs were composed between 9 p.m. and 3 a.m. That’s true. Here’s one little tidbit with it too. Terry Nagy, the guy I was talking about, the CCO from Apogee, he would regularly take me down to a bar called Hula Hands. And he would buy the drinks and then he would just take me home and be like, “Alright, now go write some more songs." It was awesome. I miss those days.

TA: This reminds me of that one track in IDKFA where you used a tremolo to replicate a specific sound and it was the perfect way to do it.

AH: That was Dark Halls in DOOM. It has the tremolo guitar that’s supposed to be the rolling bass synth from that sound. I love that song.

TA: After ROTT 2013, another game I didn’t really play until recently was Bombshell and I literally only bought that game because of your soundtrack. I got it when I was researching boomer shooters for an article and was looking at the games I don’t own. I bought it and didn’t really care for much of it, but the music was great. I kind of think of that soundtrack with Nightmare Reaper where they feel like just metal albums from Andrew Hulshult rather than dedicated game soundtracks. Was this the point in your career where you realized you’re really good at bringing metal into these kinds of games? It felt like a turning point.

AH: That’s that’s a great question too like actually yeah like right around that time I was experimenting a lot with just you know making big atmospheric like synth stuff and like orchestral as you can hear on that soundtrack if you got far enough, laughs, but also like for the for the bigger fights and stuff, I really wanted to start dialing up you know my own sound and my own writing and you know I’d already done the cover stuff I wanted to want to show people what what I could do and so yeah that is kind of really where my introduction to like my own original pieces started coming into place, so yeah that is actually right. I never even thought about that that is where that started and also like I mean I gosh that’s if I think about it, that was 2013 is the end of 2013 is when development started on that, and it originally started as a Duke Nukem game before the lawsuit, and I had an eight string by that time. I was tuning down big time at that point, and there’s a lot of stuff that never made it maybe I’ll put that up on Twitter at some point but there’s a lot of stuff that never never showed up on it because it was a little too aggressive you know but that stuff would later show up in DOOM you know. laughs

TA: When just discovering your music many years ago, everything was really good metal, and this was probably around the time I was mainly listening to metal before I started broadening my horizons. I went through this phase when I was learning guitar and I started listening to more Dream Theater and then got a seven string guitar, and eventually got into Meshuggah. It got me thinking about how when I listen to your music now, you manage doing unique things for each game and make the songs fit the game properly. It isn’t just metal anymore so there’s no worry about being typecast. Did you have that fear that everyone is just going to expect metal from you when you’re behind a specific soundtrack?

AH: Oh man. You just saying that just out loud makes me wow. I still worry about that sometimes. There are moments where I’m like am I getting typecast at this point, and you saying, yeah I don’t have to worry about that anymore, I’m like oh thank god I heard it from someone else where they were you know like, because I don’t want to be like I don’t want to be like straight up known as metal guy you know like I love metal I love playing it I’ll make those records all day long as people as long as people will listen to it and even if they won’t I’ll probably make them, but yeah I like to paint with different brushes like especially when I get older, like I really enjoy mixing sound design with guitars.

I like mixing sound design with orchestral instruments, I like just going full hand on my Eurorack synth stuff over here and just getting lost. As a musician I’m fortunate enough at this point where I can just experiment, and I know I can find, I have the confidence now after working on all these games and having some success with it where I know if I get lost I can find a way out because I’ll find something that I like, and chances are if I like it, I can probably show it to some people who will dig it as well. I’m so glad to hear that you’re like I know that I can get some variety. laughs

TA: I mean if someone just heard DUSK and I’d say if they heard DUSK even that is pretty different. I mean if someone’s not into metal maybe they think dusk sounds the same as bombshell but you can totally tell that DUSK was trying to be like this middle ground of what you like and Nine Inch Nails’ Quake. I think it has one of my favorite guitar tones in gaming right now, and it’s still pretty timeless. I want to move to AMID EVIL. I love the soundtrack to the main game, but I want to ask about the DLC for two reasons. Now the first thing is kind of like a personal topic because I believe you were going through a family emergency during the time when you were recording the soundtrack, right? When I was playing Dragon Quest VIII on the 3DS and my grandfather was in the hospital before he passed away, whenever I think about Dragon Quest VIII now it reminds me of that. So do you go through the same thing with the AMID EVIL DLC music?

AH: I don’t think I’ve been able to sit down and digest it that way yet. But I know exactly what you’re talking about and I’m sure that is what I will absolutely go through. Yeah, to harp back to what you’re talking about, to what you’re referencing, my father had a heart attack. And it was just out of nowhere. And it was on, gosh, I think it was on New Year’s Eve. It was like 9 PM on New Year’s Eve. It was the year before it was released And I was halfway, I was like midway through working on that soundtrack. And it just scared the shit out of me. As anybody would. Your father’s dying And he ended up having like a, all four valves around his heart were like 90-95% clogged. So yeah, he had to have a quadruple bypass. And thankfully, We have a really, really good heart hospital right next to us. And they’re at an age now where they’re on Medicare. I think it’s Medicare. I can’t remember. It’s like once you’re past 64 at a certain age in this country, you can get on Medicare. And you know, like health stuff isn’t as much of a nightmare as it normally is. But they got great care, got taken care of. But it was months.

It took months for all that stuff to happen. And there’s like so many things that happened in between that. Like this was right in the middle of COVID. So like whenever he got, it was right in the middle of the big Omicron spike for the world. So as soon as he got admitted, he couldn’t get to an actual emergency room. He had to sit in another room for like two or three days and they actually had to sedate him for a few days before they could transfer him to another hospital to get looked at. Like it was just crazy. And I was out of my mind. I was crazy at that point. And so once they got to a point where they said we’re going to do surgery and he came out of surgery, I just needed something to occupy myself. Otherwise, I was going to self-destruct.

So I started writing a lot on the AMID EVIL stuff and started really finding that old like playing with a band and writing songs for you kind of vibe going in. And a lot of that stuff in a AMID EVIL, the stuff that’s like got a lot of energy behind it, that is pretty personal for me. There’s a lot of emotions on that soundtrack. There’s also something else that I haven’t talked about in public yet and I’m not going to talk about it here that I started working on that has a lot of that as well. And that’ll still be a while before that pops up. But I’d say that that was my main outlet for a while. You have something to look forward to.

But yeah, like that soundtrack let’s wrap it up. That soundtrack did have a lot of tension and a lot of emotions tied to my father almost passing away and me trying to wrap my head around that. You’re right. I hadn’t thought about that.

TA: The other thing about the AMID EVIL DLC is this specific song I want to touch on: Splitting Time. This song is interesting for a few reasons. It reminds me of some of my favorite game trailers like the song used in the Nioh 2 launch trailer, I’m not sure if you’ve seen it. But more interesting than that is I was playing Street Fighter 6 with a friend of mine and listening to this in the background and he asked me if I was listening to Killer Instinct music? I said it was the AMID EVIL DLC and he wanted to know who made it. It reminded me quite a bit of Mick Gordon’s non DOOM music. We spoke about Killer Instinct and my friend said “they should get Andrew for a new Killer Instinct album" and I wanted to ask if Killer Instinct influenced that song?

AH: No I didn’t actually. But there might be little hints of that back and forth because gosh, there are moments when I went back to that Killer Instinct reboot because I thought Mick did such a great job on it. Where I’m like, man, the production here is exactly what I have been trying to do for like a handful of years, And like that soundtrack was just really inspiring to listen to. I think he’s just, he’s a brilliant composer.

TA: That’s another game I bought because of the soundtrack because when I played DOOM 2016, I was like I need to play more games with this guy’s done the music for and everyone was like Killer Instinct. I was like I’ve never heard this. I didn’t own an N64. What the hell is this game? I bought it and liked the music a lot more than the game.

AH: That whole soundtrack slaps, man. He did a fantastic job on that.

TA: OK, so now let’s go to Nightmare Reaper a bit. I already mentioned how this could be your own metal album. I don’t even think it needs to be related to this game. And this is another game I just bought because the music was so good. And I was like there’s kind of like this disconnect between what I expected in the game and after I heard the music, because I heard the music before playing the game and I was like, OK, I need to get used to this. But so before I ask you about your thought process between doing the music, I want to just bring up this other tweet (linked above) from New Blood’s Dave Oshry, which is interesting for Nightmare Reaper. When I saw that Tweet, I knew I had to bring it up whenever I interviewed you in the future and here we are.

Laughs

AH: Whenever Bruno reached out to me, Bruno is the developer of Nightmare Reaper. Whenever he reached out to me, we just literally started talking about some of our favorite bands and we would just go off back and forth because he showed me a game that he was making. I was like, “That looks cool." I was like, “Well, let me know if you’re ever interested." And then we just started talking about music. He’s like, “Would you be interested in working with me on this?" And I said, “Yeah, I think that would be cool." And he literally was like, “I just want this to be like a metal record from you." I was like, “Really?" He was like, “Yeah." He’s like, “You’ve got good influences." He’s like, “I just want it to sound like you just made a straight metal record." I was like, “Well, it can’t be just that." I was like, “But it’ll be mostly that." You still need to like, we need to, it needs to still be for a game. Because otherwise you’d have me, you know, screaming over top of everything as well.

But yeah, it is pretty close to something I would have written at that time. You know, as you go with a, as time moves on, tastes change. And you know, but like at that time, for sure, that’s what you would have gotten for a metal record. I think that’s pretty close, yeah.

TA: How do you manage doing that and also keeping the soundtrack dynamic for a game then?

AH: Um, play through it a lot of times where you can figure out where you can have rests and lulls. And where somebody’s gonna possibly just walk around and look for things. And then try to write something that you yourself would not get bored of. And that’s still interesting in terms of like, you know, like an ambient track or like a low energy track that still moves a little bit. Just music to explore to, right? And then try and make a piece that complements what that is, but is super high energy or, uh, just higher energy for it. So like, so that those two can work together. You really have to think of it as like, you’re gluing two or three different pieces together. Because like Prodeus has like three pieces.

It has an ambient, it has a light combat, and it has a heavy combat. And they’re structured in triggers throughout that game. So I have to think of how this ambient works with this low combat song and then work with this high combat song. Or this heavy combat song. And do they all move well between each other, um, if you were to just crossfade them at random times, you know? Because that’s what the engine is going to do. So yeah, it’s like, I don’t know, you just, you gotta take one of those pieces of music, build it out first, and then think about the other piece.

TA: Since you brought up Prodeus, that was the next game I was going to ask about. I don’t even remember what happened with Prodeus when it launched on Steam, because I remember being sent a code for it and just tried it out for review, but was blown away by the music. I remember I even joked about that when I wrote about boomer shooters. At the time, it felt like everything boomer shooters was all about New Blood, Nightdive, and Andrew Hulshult. So Prodeus feels like metal, industrial, bass heavy, and punchier in general. It works well with the aesthetic but I think Cables and Chaos is my favorite. You’ve spoken a lot about Prodeus, but I wanted to know what your favorite track is from that and whether you can give us an interesting anecdote from composing which people might not know about?

AH: Cables and Chaos is definitely my favorite one. Like, for sure. Like, that was the moment. Um, so, like, they originally only wanted me to work on, like, the music that first shipped. Not a lot of people know that I went through, like, this whole nightmare where I had to pull the entire soundtrack down across the entire, like, all this digital distribution and put it back up with all the songs because originally there was only, like, ten pieces of music with Prodeus. And then when they were getting closer to release they were like, “Hey, we want to… we want to… we want, like, ten more." And I was like, “Oh, uh, okay. Well, I’ve already put out the soundtrack.
We already agreed on this, so this is weird." So, um, they showed me what else they were working on in terms of, like, the levels and everything that I hadn’t seen and I was like, “Good lord, these look incredible!" So I got really inspired with that and made a ton of really just more aggressive pieces of music which turned into things like Chaoscaster, Cables and Chaos, uh…I’m just trying to think of the other ones. Dystopian Dimension.

That whole soundtrack is awesome. Like, that whole soundtrack, like, it was built in an interesting time where it’s…it was… half of it was pre-pandemic and the other half was during isolation during pandemic. So, it’s got these really interesting tangents of, uh, the second half of the record’s way more aggressive than the first half. Just because, like, I don’t know, I was at home and I’m like, I can’t get anything out. Like, in terms of my outlet, I can’t go out. I can’t do this. So, like, all of my energy was focused on how aggressive can I make the rest of this, you know? Like, and then we finally get to put it out. I think that was 2022.

Here’s one thing from Prodeus that I thought was super neat. So, Spent Fuel is one of the only times that I’ve been…Well, it was one of the first times I’d done it at the moment. Where I’d taken an idea and I was like, how do I write a concept around this? And really, like, the map they showed me was just, you know, green sludge and radiated bullshit everywhere. It looked like Chernobyl. And, um…I was like, man, I really want to find ways to take things like Geiger counters, uh, and, uh, pulses from, from, uh, from fission reactions and, like, maybe even the sound of the, uh, the flash that happens in the video whenever they’re testing the atomic bomb stuff. Like, anything that’s gamma or uh, radiation that is audible, I want to take that and make a piece of music with it. So, there literally are all of those things in that piece of…that piece of music. So, there is the sound of a nuclear reactor turning on, doing what’s called a pulse, uh, for the first time. And that’s actually used in part of the beat. The Geiger counters used as portions of the beat that kind of sounds like a drum machine a little bit.

I reversed the sound of, uh, the atomic bomb, the initial flash hitting the camera, making this “bzzz" sound. I reversed that and made it pulse back and forth through the beat. And then, you know, later on the music is like a lot of guitar stuff to go with it and everything, but all that stuff that’s going on with the synthesizer is all based around, you know, like radiation. And I was like, “Ah, this is cool!"

Whenever I got done with it, I was like, “Finally!" I had an idea, like a concept idea for a piece of music that stems from like a real life thing and put it all together. So that was like, that’s one of the standout moments for me on that soundtrack. I was really proud of that.

TA: Can you say anything about the DLC music or is that just up to the devs for them to release?

AH: Uh, that’s up to the devs for them.

TA: Anything that’s different or interesting or should we just expect another banger soundtrack?

AH: I’m not sure if they’re going to use the base game stuff or if they want me to work on anything new. I have my suspicions that they’ll give me a shout probably somewhere in the near future, but I haven’t heard from them yet.

TA: I think in a recent interview where you spoke about the Iron Lung soundtrack, which you’re doing, obviously you can’t talk much about it, but I, don’t want to know about the soundtrack specifically, I’ll wait for the movie to come out, but I want to know three things: How is it working on a movie soundtrack? How is it working with Markiplier? How has the budget available for the soundtrack changed how you’re able to approach music composition?

AH: So the first one was, how’s it working on a movie soundtrack? Completely different. Like, I thought that, I thought that I’d be able to walk in and just be like, “Eh, this won’t, this’ll be simple." Oh. Like, it’s just as challenging as the game stuff, but in a completely different direction. Where I would know exactly to talk to a developer about “Let’s put a piece of music here, let’s put a piece of music here, let’s do that." I can do that with Mark, but they’re completely different conversations. One is, you know, I know exactly what’s supposed to be happening in the game here, this is, you know, you’re picking up this weapon, or you’re, this adventure is happening in front of you, this is the tone. The other is a film that I may get something out of, but Mark may be intending for a different emotion. So we have to talk about those things back and forth before I make a piece of music. So it’s really interesting. It’s a fun challenge, to be honest with you.

The second one was working with Mark? Mark is awesome. He is so much fun to work with. He hears things that I don’t hear, uh, brings things up in, in my own music, where I’m like, “Oh, I didn’t even think about that." And he’s very much, um, a musician without, like, being a musician. Like, he doesn’t, he doesn’t write, like, as far as I know, he doesn’t write a bunch of music, like, on the regular, but he understands it very, very well. And will, uh, regularly make decisions when I hand him a piece of music, and he’s like, “Okay, this is, you know, sometimes we will have to cut these back and forth, but I promise you, like, like, to make it work for a scene." He’s like, “But I promise you, we’ll do it as best as we can, or I’ll do it as best as I can." I’m like, “Uh, you know, like, maybe I should just recompose the scene." And every time he cuts something to, like, possibly make it, like, a tiny bit shorter, I’m like, “No, that’s exactly what I would have done. Like, how are you this good at editing this stuff?" Like, it’s, it blows my mind. Um, so he’s been fantastic to work with.

The third is about the budget for the movie soundtrack and how it changes how it affects composition? Budgets were a lot bigger. I’ll just, I’ll just keep it at that. They were, they were, they were much bigger. Um, just because of how much, it wasn’t, like, due to, um, you know, like, “Oh, you’re working on a film now." It was, it was because of how much music we went through. Um, I wrote demos with them on the set. So, like, they flew me down to Austin and Mark said, “Hey, you know, why don’t you just write music while I’m doing scenes?" I’m like, “Wow, that sounds actually really, really f***ing cool, yeah." So, I would go down there about once every two weeks and spend about two or three days there, just sitting at, uh, sitting out front while they’re, they’re doing scenes, and I’d be writing music with my headphones, just watching on a monitor, you know, what’s going on in front of me, like, 50 feet in front of me. And so, there was a ton of music from that, and there’s a lot more music that came afterwards that we wrote, and in fact, um, I’m actually about to jump on a call because I think they need one more, one more piece of music.

I’m gonna jump on a call in like two hours, ’cause I think they need one more piece of music. Um, but it’s, it’s just been a lot. There’s a lot there. And it’s picking the emotions that go where. So, like, there would be, I wrote all these songs for, you know, um, catching a vibe of depression, and these songs for catching a vibe of anger, and these vibes for tension, and this, and this, and we have this giant palette to just choose from and pick where we want things to go, and that’s what, that’s what Mark’s been doing. So, yeah, it’s, it’s pretty much, I mean, financially, the exact same thing as, that I would agree on with games, but it’s just, there’s the volume that, like, we’ve done with stuff is like, whoa, that’s a lot! So, yeah.

So, yeah, it’s been great. It’s helped me out a ton. I’d love to work with Mark again after this.

TA: Going from your first movie soundtrack, let’s talk about your first chiptune album, which was Dusk 82. So, was that actually the first time you did any sort of chiptune remixing or composition or arrangement, I should say?

AH: Yeah, the first real one, like, I mean, like, you could, you could argue that, like, the Rad Rodgers stuff has some of that on there, but that’s, like, closer to synth wave more than anything else, I feel like. And, like, that kind of retro feel. So, yeah, this was the first real time that I, like, approached, like, a chiptune. Like, this is, you have to stay within these boundaries of limited technology. And it was literally, like, you know, choose your, choose your sine wave. Do you want, you want sine, or choose your audio wave. Do you want sine, square, or, you know, triangle? So, it’s one of the three. Just building, like, drum kits based off of that and, like, white noise and everything. And, yeah, that was, that was interesting.

Like, when David approached me about that, I was like, “You wanna do what?" You know, like, completely make, like, the Dusk soundtrack and chiptunes of, like, why don’t we just, like, choose a handful of, like, the hits and go from there. Like, the ones that people remember the most, you know? And that was fun. Uh, that was super cool. Just bouncing those back and forth off Dave and David. But, yeah, that was, that was the first time I ever did that. And it was, it was pretty cool. I’m glad people like it.

TA: I think, uh, Dusk 82 was, like, this free pre-order bonus with the Nintendo Switch release. So when I started playing that, I was like, “Wait, did they actually do this for the soundtrack?" And then I looked it up and I’m like, “Of course they did!" I know obviously you’re, like, super busy with, like, a ton of projects, but if you had, like, unlimited time and resources, would you do a chiptune demake of any of your other albums? And if you would, which one would you pick?

AH: Gosh. Which one would be the most interesting is really the, uh, the question there. I think the one that would be the most interesting if I were to do that would be probably AMID EVIL. Because there’s so much going on in some of those, it would be, it would be a lot of fun to go back and, like, hear some of those melodies that are, like, on, like, all string sections and stuff, and here I’m taking all the way down to, like, 8-bit, you know? I think that that would fit really well too. But yeah, if money wasn’t an issue. Yeah, and time. Time’s the biggest one there.

TA: Speaking of time and money, I was going to ask you about remastering one of your old soundtracks, like bringing it to the modern Andrew Hulshult sound. You mentioned that you’d do ROTT 2013 if they paid you to remaster it.

AH: There’s a ton of work involved in that. Doing that just for IDKFA was a ton of work. Like, that was months of getting that together. Um, yeah, I’d love to do that for ROTT if Apogee would be interested in it, but, like, it’s a time thing more than anything else. I think it’s a time thing for them, and it’s a time thing for me. I mean, they’re literally down the street, so, like, they can open up that conversation anytime they want, and it’s just a matter of when, you know? When’s the right time.

TA: WRATH: Aeon of Ruin, I think is a game you composed a long time ago, at least in gaming, like, a few years ago, and it finally released this year. That’s a soundtrack where if anyone hears it, I think they probably wouldn’t expect it to be you when they listen to the soundtrack, and that’s one of the things I love about it, because here, like, he does more than just metal, like, you need to get that into your head, like, that feels like one of those things. How was it working on that soundtrack?

AH: It was interesting back and forth. Jeremiah, the developer on that, the original developer, at first, I think he’ll be okay with me saying this, at first we did not, we didn’t see eye to eye on things, because I wanted straight up, like, almost no guitar at all, Quake, Like, this is what you’re going for, this is the audience, we need to harp even further into this, and he wanted some guitar mixed in there, and like, we would butt heads back and forth on it quite a bit, until we finally came to like a mutual understanding, and I started hearing him out a little bit more, and he started hearing me out, and I was like, okay, okay, I think we’re all good on this.

But yeah, it was, that one was a little, a little more tough, just because the, like, the development cycle was, wasn’t, you know, as people know, like, didn’t, it didn’t go as great, like, towards about halfway through, maybe a little, even a little earlier than that, and I could see some of that happening in real time, just because I know all those guys, so like, it was unavoidable.

So that’s, that’s hard to make art for when you know that the product itself is having some problems. But I think Christalynne Pyle did a good job with wrapping everything up towards the end of it, which was a task in and of itself, for sure. But, I don’t know, there were some weird ideas pitched out there at one point, where like, I think Fred wanted like, like straight up, like really over the top metal tracks at one point. I think they even had a trailer at one point where I was like, this is not the tone of this game. I don’t know where you guys found that music, but like, this is, this is not that.

But I’m glad that everything in the end was able to have some cohesiveness and, and meld together. I really wish that we had time to do some action tracks, like, for that game. Like, I feel like there are moments where that could have, that could have been helpful, but also at the same time, that’s a big what if. You know, like, because there’s two things that you have to take into consideration. Which is, that’s the Quake engine. It’s like the OG Quake engine. You know, what are the limitations that we’re working with here? Can we dynamically swap music, and is it going to work well, just as well as you’ve heard in other titles? And number two, um, would that take people out of it?

Because everybody remembers like the OG Quake having like, you know, every map had its song. Well, I say that. It was a disc running that just played a bunch of music. But basically, every map had a song for it. So, yeah, there’s, there’s a handful of things there. But I like the soundtrack. I think it’s cool. I think it’s, it’s, it’s got some really interesting moments in it where like, one of them where I was, I just said, “F*** it, whatever. We’re gonna, we’re gonna bow a guitar through a bunch of pedals and see what that comes out like." That’s one of my favorite pieces from that. I think that’s towards the end. But, um, yeah, it was a little bit of a struggle, but I’m glad I still went through it. I had fun, and I think that everybody that worked on it was pretty proud of it by the end.

TA: Now, DOOM Eternal’s DLC. How did it feel for you doing IDKFA and now doing official DOOM music? Like, it’s your soundtrack with David Levy? Did id Software actually talk to you about IDKFA beforehand?

AH: I know that IDKFA was, was passed around that studio a whole bunch, cause I, I’d get, um, DMs from people that work there that are now, like, I consider great friends, where they would reach out in, like, 2015, and 2016, and, like, all the way back as 2014, where they would be saying, you know, hey, I’m working at id right now, I just want you to know that I’m listening to your, to your music while I work, and I was always just like, oh, holy cow, that’s crazy, you know? Um, and I, you know, as far back as that, I was just like, hey, if you ever, you know, if you ever, if you ever need music, let me know, you know? So, but, like, never, never, you know, like, pushing like, the button or the boundaries, cause like, I think it was announced that Mick was working on there in, like, 2015? Like, it was like the year before, or something like that, when they really started showing some of the music, and I was like, oh, they’ve, they’ve, they’ve got that handled, okay, cool. So, um, but I was always interested in, in finding a, a way to work with that studio, cause I love DOOM, and, like, it’s really is, like, the core of my DNA wanting to work in games, is DOOM, and like, Duke 3D, um, so, yeah,

I always wanted to work with them, and IDKFA, I kinda looked at almost as a resume, like, I was like, I’m gonna put this out there, if it gets popular enough, it’ll speak for itself, and it did exactly that, because, uh, in, gosh, that was, that was right at, like, quarter one, quarter two of 2020, when, when they approached me, I think it was, actually it was, I think it was quarter two of 2020, and said, hey, we, uh, we are in a position where we need, we need music, where we need music, and, uh, we need it quickly, and would you be up to the task for this? They fully were, they knew what they were asking was, was a tall order, in a short period of time, and they said, you know, we can absolutely use the base game stuff, but we wanted to at least reach out and, and ask you, because we, we feel like we can trust you, cause I, I’d made relationships with, with, uh, with Marty, some light ones with Hugo, with Chad Mossholder, their sound guy, I knew all of those people by then, and, um, I was like, hey, you know what, it’s, it’s like 35 or 40 days, f*** it, we, let’s do it, it was like, this sounds like a challenge, I’m totally up for it, and, you know, I had to keep my composure the entire time, but in the inside I’m like, oh my god, you know, like, I’m working on an official DOOM game, uh, and when, but when we got done with that, like, I don’t know, it’s one of those weird moments where you go, holy cow, we went from, uh, you know, a mod project, uh, all the way to the official thing, and it’s just, it’s insane, it’s, it’s crazy, I keep running into those portions of my career, I hope they never stop, there are, something always surprises me like that.

TA: I think it’s safe to assume that a lot of people who tell you they love your music bring up Blood Swamps from DOOM Eternal’s DLC. Because I think every person I see on YouTube is like, everyone’s just doing Blood Swamps, it seems like the most popular thing and all, and for you that’s probably a weird feeling because you have this song which a lot of people love or something which you’re really proud of, but you can’t stream it or buy it legally. Can you comment on that in any form? What do you tell people who ask about buying your music from DOOM Eternal’s DLC?

laughs

AH: Well, Bethesda and id own all that stuff, they paid me well for it, so like I was happy to do all that, um, that’s not like a bullshit PR thing, like, for real, they took care of me. They own all that, so you know, if they, if they ever choose to put that stuff out, that would be awesome, I’d totally embrace it and get behind it with that, but sometimes studios do that, sometimes they don’t, and it’s just completely up to their call, but I will tell you that they have no problem with you, you know, grabbing it off YouTube or anything like that, so do that to your heart’s content, throw it on your phone, whatever you want to do, they just, they’re just glad that you like the stuff, and so am I, to be honest, but hey, hopefully one day we can get an official release, like, that would be cool.

TA: Yeah, because I have the DOOM 2016 vinyl soundtrack, and I’d love to have DOOM Eternal music on vinyl as well. Anyway that’s something I’ve been thinking about because it’s probably a difficult situation for you to be in, because people would who want to support you, like, obviously they can buy DOOM Eternal and buy the DLC and stuff like that, but it’s an unfortunate situation for fans, is all, like, I’ll leave it at that.

AH: It’s not really like a weird situation at all. I’m totally okay with whatever, Bethesda and id want to do with that, because they were completely up front, they’re like, we’re gonna own this, what we choose to do with that is…Yeah, yeah, and I was like, yeah, that’s fine, I just want to help, I want to make like, a cool DLC for everybody that’s stuck at home, and I want to write like, some kick-ass music for it. And, so there’s no feelings of like, you know, oh, this is weird because this isn’t out, or anything like that.

I know people are gonna rip it out of the game, I know, like, so do they, and like, that’s fine. But, you know, hopefully, I would like to see an official release one day, but that is completely up to them, and I will respect whatever they want to do, because they’ve been nothing but awesome.

TA: Now let’s just talk about Blood Swamps for a bit, because like, everyone loves the riffs and stuff like that, so, what was your thought process in creating that song? Did they ask you to make something that fit with the base game or tell you to just go wild and be Andrew with the music?

AH: They told me to go wild and just be me, which I was like, that felt pretty dangerous to me, because I was like, man, the, you know, what’s established here from Mick? I’m like, that’s pretty strong. Like, that’d be like somebody walking into another DUSK soundtrack, you know, like, for the Indie Shooter, and then being like, we’re gonna do all synthwave, you know, like, no, that’s not how that works. You have to serve what came before you. You have to show respect to what came before you. And that’s really important for the fans before anybody else. Doesn’t matter with an executive producer, doesn’t matter with the musician, doesn’t matter with the artist. It’s for the fans. Like, you have to make sure that whatever you’re going to do is going to, they’re gonna go, okay, cool, yeah, I understand, you know, why you chose this. So really, for me, looking at it when they were like, hey, you just be you, do whatever you want, what you think serves Doom the best. I was like, well, that’s a no-brainer. I’m gonna, I’m gonna, you know, I’m gonna source some inspiration from 2016 and Eternal, and then write what I would want to write.

So, the colors that I’m painting with are familiar, but the writing that I’m using, what I’m using to paint, or the picture I’m painting is different. So there’s some familiarity there. Because, you know, like, Blood Swamps is quite a bit different than stuff that you would hear on 2016 or Eternal. It’s a little bit more, this is, uh, this is like almost like a traditional metal song. And like, in fact, uh, I remember handing that over to Chad the first time and him being like, “Oh, metal. Alright." And I was like, “Really? That’s like, you’re surprised. But, um, the, uh, it’s just a little bit more almost traditional. But, um, yeah, there’s, like, it was nice having David and Chad to bounce stuff off of. Because where I would hand them something, like Blood Swamps was originally like just guitar, just, just bass, and just drums. And it started, I started adding things in at, uh, after talking to, um, to Chad and David quite a bit. Where they would be like, you know, “Have you thought about any sound design stuff?" I’m like, “Well, what did you, you know, what are you thinking? Show me the instruments that you’re working with and, you know, like, let’s just talk stuff out."

We’d have like hour long conversations every single day. And we would all just learn from each other. It was, it was so cool. But, yeah, like Blood Swamps comes from a point, I just remember, I have to write something that if this is the only DOOM game I work on, it has to be just, like, way out there. Like, I have to, I have to, I have to just take my shot. And it has, I have to rip out all of the barriers that are like, “Hey, should I do this? Shouldn’t I do this? Who gives a f***?" Just, just just write the fastest, most aggressive thing that you can think of at this point in time, and we’ll go from there. And that’s what, that’s what Blood Swamps was. And then everything else came after it, I was like, “Okay." It was like, “We can do different things now." You know?

TA: I think you mentioned how you had a few weeks to do the DLC soundtrack, but because you had the support system of those two, it was all possible in the end. I think you mentioned that in one of the other interviews.

AH: Yeah, because David was handling, like, on the first DLC, he was handling the cutscene work, and he had his own, like, stuff where he was working on a boss, and a level, and then I got these two levels, so they split up the work evenly between us on both DLCs. And there’d be so many times where I’d call David or Chad and just be like, “Hey, how are you doing today?" You know? And one of us would be like, “Oh my God, I don’t know where to go." You know? And we would just talk back and forth, and somehow we would give each other ideas. It was magical. Like, it was crazy. Just after talking to David, if I had nothing in my head on what I should write, after talking to David or to Chad, I’d be like, “I know what I need to do now." It was cool.

TA: Going back to IDKFA a bit, you mentioned how much work you had to put into revisit and, like, Remaster the original soundtrack. What did you think about revisiting those songs? Like, did you feel like, you know, maybe I should have done something differently? Or were you like, “No, I’m happy with this. I just want to preserve it for fans of IDKFA."

AH: Yeah, it was more of a, it was a little tiny bit of, “I want to do things a little differently." But, like, I’m talking to really, really small degrees. It was more about preservation than anything else. And if something was being destructive while trying to preserve it, those were the things that I would try to eliminate. An example of that is there was a lot of compression on the original IDKFA. Just because I was still in my early 20s at that point, early to mid 20s at that point, mixing in an apartment that isn’t, like, acoustically sound or anything like that. So I’m making mix decisions that aren’t the greatest, but still hold up. Like, that album still sounds great, but just some of the compression side, like, on the master of it, is a little aggressive.

So when I went back this time around, I actually went through every single one of those songs one by one and just gave it a little bit more head room, a little bit more breathing room, so that if you listen to it enough times, you’re not going to get, like, ear fatigue or something like that. That’s really what I was concerned about. And that’s all of the Doom 1 stuff from the original IDKFA all got that treatment where the threshold has been raised just a little bit so that it sounds a little bit more open and natural. And I replaced a couple snares here and there, and maybe like a kick drum and a bass, but they’re so small I still haven’t seen anybody notice them.

TA: You should revisit Metallica’s St. Anger and do this for all the fans.

AH: It is impossible to fix that! laughs There’s been bands that have done that. I’ve re-recorded that entire record and I see it on YouTube every now and then. I’m like this is… this would have been a cool record if it would have sounded okay, and maybe some structure changes were different, but yeah, it’s whatever.

TA: I think when Metallica did Death Magnetic, they had the Guitar Hero Metallica stems which people used to mix it better than the actual album. How does this keep happening?

AH: James attests to it. Those guys are so big that they legitimately have final say on everything that they do. So whenever they’re touring and you already have Tinnitus and you’re mixing in a tent, I remember them talking about “Yeah, no shit, the guitars are bright." I was listening to mixes in a tent and making mix decisions on the road. I’m like, “Oh, that makes a lot more sense now." Like, oh my god. Because the Guitar Hero mixes do sound way better.

TA: This reminds me of when I watched Deafheaven and how amazing they sounded live. You have so many bands that release albums with brickwall mastering ruining the sound of an otherwise good album. It is a shame that some bands don’t get outside help for things like mastering.

AH: Yeah, it’s…I mean I still do my own mastering stuff so I’m the start and finish with all my stuff but I totally get it whenever I see a band that has a record that’s just completely smashed. I’m like, “Yeah." If I was just a musician who really knew how to play guitar and that’s about it or really knew how to play drums and that’s about it, I understand how this happens. It’s just a bunch of guys in the room going, “Louder! This needs to be louder." laughs

TA: So you revisited IDKFA’s original DOOM 1 music, but you also did almost a complete Doom II soundtrack. I think there was one track which was on YouTube or two tracks. When you were doing these new songs, how did it feel for you because now you’ve come so far ahead as a musician and did you feel tempted to make it a modern Andrew Hulshult album versus trying to be Doom II? How did you approach that?

AH: Man. This whole IDKFA thing with id’s blessing has been an incredible experience. It feels like I’m closing a chapter of my career with the fans because IDKFA is what got me so many jobs and so much recognition beforehand. Well, IDKFA and Rise of the Triad, but IDKFA was a big one and I still get people that are like devs that reach out that are like, “I know you from the DOOM stuff." And I’m like, “What? DOOM Eternal?" They’re like, “No, IDKFA. I played that DOOM WAD." And I’m like, “Oh my god." So I still get jobs because of that. So whenever I sat down… Whenever Marty Stratton sent me an email about a year and a half ago to ask if I had time to sit down at QuakeCon last year and talk about some things, I was like, “Uh oh. Something’s either gone terribly wrong or he just wants to hang out."

So we sat down and he was like, “Hey." He’s like, “I have an idea." And I was like, “What’s that?" He’s like, “What if we give you a license for the DOOM soundtrack for IDKFA so that you can put that out on all of the streaming platforms yourself and do whatever you want and you give us a license to do with what we’re working on, which was the DOOM and DOOM II remasters." And I was like, “That sounds cool." I was like, “I’d love to finally get that out on official sites and everything." And he was like, “Oh, it’s awesome." He’s like, “I was hoping you’d say that because this would just be so cool to have this as a selectable thing. Like to go from the Bobby Prince to this if people wanted to." And I was like, “Yeah." And I’ve been doing that with soundtracks recently anyways.

About halfway through that whole thing, we were just trading war stories about the industry and just getting along. And I was having a blast. I was thinking, “Man, this is really going to be closing a chapter in my career." I was getting a little emotional. I was like, “I’ll tell you what." I was like, “I’ll do you one better." I was like, “Why don’t we finish DOOM II and make it the real deal?" People have asked for it forever. I’m like, “That would really poke my audience." They’d be like, “Holy shit! Doom 2 is finally finished!" And he was like, “If you’re up for it, yeah, absolutely." He’s like, “We’ll get you a license for anything that you do on that as well so that you can put that out as well."

So, yeah. It was…walking into doing DOOM II was so much fun. Every step of the way. Adam Pyle, the guy that worked with me on Quake Champions, was the guy that I bounced all my mixes off of. He told me at the beginning, he said, “Hey, you know, do whatever you want." He’s like, “It’s you. It’s the reason people want to listen to it, so I don’t really have much of a say." I was like, “Bullshit!" I was like, “You worked with me on Quake Champions. I’m going to bounce every mix that I do off of you, and I want to hear feedback from you." It’s like, “I respect your opinion because we got stuff like we did on Quake Champions because we talked back and forth." So we did. I’d send him… I’d finish Running from Evil and send it to him, and he’d go, “This sounds great, or, you know, like, what if you did this?" It was only a couple times where he was like, “What if you did this?" I was like, “Oh!" They were always cool ideas. But I really respect Adam’s ability to throw out things every now and then. He’s just a great person to bounce mixes off of. So, just doing those one after another and getting to the end of it.

Once it was all wrapped up, I’m not going to lie, once it was all together, I was just in my office and I was like, “Oh my god!" Having a moment where I had a grown man cry where I was like, “I can’t believe that this is happening. I can’t believe that, number one, I’m going to be part of the original DOOM in an official capacity. Number two, they’re going to ask me to talk at QuakeCon, like, live on stage and announce everything. And number three, they gave me a license for all this stuff so that I can put it out and I can actually make some money off of it. That doesn’t happen with a big studio. They don’t just go, “Here’s the soundtrack. Have fun."

I don’t know. It’s just still so crazy. It hasn’t really sunk in for me still. I’m still in that weird spot where I’m like, “Yeah, this is out there. We’re promoting it." And once that’s over, I’m sure I’ll be like, “Oh my god." You know, like, “Holy cow." But it’s been fun.

The DOOM II stuff, I wanted it to be something a little bit more fresh on where I’m at as an artist. I didn’t want it to be exactly like IDKFA, like the original DOOM I stuff. Because if I were to do that, I’d have to go back and completely remix all of DOOM I stuff, which I was like, “No, that has to be preserved. People know what that is." So you can’t touch that. That’s already done. So I thought, “Okay, well what if I just gave them how I would do DOOM II right now?" Which is exactly what it is. All that stuff is like, “Yeah, f*** yeah." Those are the exact decisions that I would make with synths, with guitars, with drums. I think everything slams. I think it sounds great. So it’s just a picture from 2011, 2012 with the original IDKFA. It got officially released in 2016, but it started working on it as far back as back. So it’s a picture of where I was as a musician, that far back. And then this one is a picture of 2024. So you get it’s kind of like a time capsule.

TA: Was The Healer Stalks one of the new songs because it definitely feels like modern Andrew Hulshult?

AH: Yeah, that was the second one written. I think I almost went in chronological order doing that entire soundtrack.

TA: You and I have both been playing DOOM since the 90s. When I started learning guitar and playing a lot, I started thinking about the DOOM soundtrack and some of the songs definitely have bits that remind me of other band music like Pantera. When you did IDKFA and just heard the music in general, what did you think of that and how does it feel revisiting some of those songs now? Stuff like A New Level and This Love from Pantera instantly spring to mind.

laughs

AH: Yeah. Some of that stuff’s pretty close. Like sometimes, right? But it’s different enough where you’re like, oh, okay. Yeah. But yeah, there’s definitely some inspirations that were taken from like thrash metal for sure. Because I mean, like they always talked about Romero having on like Slayer and Metallica and all that stuff like playing while they were making the game. So it only makes sense that they’re like, you know, hey, make something similar around this. I don’t know exactly how that story went. I wasn’t there. I was like, you know, I was like four. But that makes complete sense in my head. And yeah, going back and listening to them like, yeah, it’s there somewhere in the ballpark of it for sure. Like

TA: So after DOOM II, have you gotten people saying, when are we getting an IDKFA version of Quake and stuff? Because you did one song, right?

AH: Yeah, yeah, yeah. I did the theme. I think I did that just for fun. And I think I honestly did that as people were, I saw a bunch of forum posts. It was either forum posts or Discord about people not sure like about me on DUSK of all things. Like it wasn’t even like a fully announced game, but they were like, “I’m not sure Andrew". And I was like, OK, you know what? I was like, f*** you. I’ll just remake the Quake theme. And then you’ll see if I’m the right person for the f***ing job. laughs And so I put that out and people were like, oh, and I remember like a bunch of the comments were like, oh yeah, okay, he can work on DUSK.

TA: Do you listen to that soundtrack often? The original Quake?

AH: Oh, man. I don’t listen to it. Listen to it. But like every time I go fire up Quake, which is about like once twice a year. A little more than that if I’m playing multiplayer with friends. That’s the thing I look forward to the most besides like the level design is the soundtrack just because it’s so out there. Reznor did such a good job on that. It’s incredible. God, I wish it’s a pipe dream, but I’d love to work with him on something and Atticus Ross on something at some point. That would be crazy. But they’re like way up there, you know.

TA: Their movie soundtracks are amazing. I’ve actually been watching some of the movies just because they’ve done the music because I think the audio design in The Social Network is incredible. I think they did like the recent Teenage Mutant Ninja Turtles thing, which I still need to watch.

AH: It’s so cool when artists step out of their comfort zone like that, where it’s like you’re known for like you’re angry and depressing music and then it’s like Teenage Mutant Ninja Turtles. It’s like now I’m interested. Yeah.

TA: Going back to your music, we covered Blood Swamps being the most popular song which people bring up when they meet you and stuff. I saw this interview with Final Fantasy 14’s composer Masayoshi Soken who was asked about a song which he really liked, but no one actually brings up, and that he thinks deserves more attention. He said Game Theory. I want to know what’s that for Andrew Hulshult.

AH: Splitting Time. Like whenever you brought that up, I was like, oh yeah, from the AMID EVIL DLC. I mean like it’s well it’s DLC. So like by nature, DLC doesn’t get as much attention, you know. But like the AMID EVIL DLC altogether before I talk about the music, the DLC is incredible. Like that’s my that’s one of my favorite things I’ve worked on like in recent memory. Like all the music’s great. Like it was , it was a joy to put it all together. All the sound design, all the traps and everything. It’s just an incredible DLC. If you don’t have it, you should go get it. That’s not me shilling and just oh go buy the game. Like it’s f***ing awesome. They did an incredible job.

TA: Everyone should buy that game and DLC.

AH: Well, I don’t want to look like a shill. If you like it, you like it. Like if you don’t, if you don’t dig it, don’t buy it. You know we’re not not here to like, you know try and sell a bunch of stuff.

But like splitting time finishing up that piece of music. It felt like a real moment where I don’t know. I felt like kind of a shift as an artist where I was. I was way more comfortable with a lot of the more aggressive sound design elements being mixed in with compositions and finding ways to make them gel better. And everything really came together on that track and out whenever halfway through I was like, this is the final boss track. I was like I don’t care what you’re designing. I’m like, this is the final boss track. And you know, two seconds after they started listening to it, they’re like, oh yeah, this is the final boss track. We hadn’t even made the character yet. I was just like, here it is. That one hung around for a long time. And yeah, that’s I feel like that song is very much a good indicator of where I am musically right now.

TA: Now let’s get a bit into the weeds. Let’s talk about your current guitar setup, your pedals, your amps, string gauge, pickups, I want to know whatever you’re using.

AH: So the guitar I’m using the most is a Caparison Dellinger 7. I actually just had a pickup swap on it where I put some Seymour Duncans. I think I put an SH5 in the bridge and an SH2 in the neck on this one. Specifically because the SH5 on it has a really interesting thing where it doesn’t emphasize the low mids a whole bunch but they still cut through really well. So whenever you’re sitting there and like, you know, like chugging on stuff and you have to track that four times, it just sits a lot better in the mix than if you were to just use like stock pickups. There’s nothing wrong with Caparison stock pickups. They’re great. They’re super, super punchy. But for my mixing style I just, I know what I want in terms of pickups so I just, I swap those out.

I also did the same thing actually last week with the 8 string. This is a Caparison Brocken 8 string. I don’t think they make this anymore. I swapped out the pickups on this one as well to a gosh, what is it? It’s Duncan. They’re really, really famous 8 string pickups by Duncan. And I can’t remember what they’re called now.

TA: I didn’t know Seymour Duncan even had 8 string pickups.

AH: They do 8 and like, I was originally going to get some Fishman Fluences for it because they seem like they would hold the top end in the midrange a little bit better but after I don’t know, I’ve just always been a Seymour Duncan guy. And after finding a couple that I really liked at a shop called Tone Shop up the street from me. I was like, man, I really want to put these in my 8 string and they have a tech there that’s just incredible at what he does with all my guitars. So I was just like, hey, order those and I’ll just leave the guitar with you and like a week later they came back and I was like, yeah, that’s exactly what I wanted, sounds incredible.

I’ve got my Caparison 7 and 8, and I still have all the guitars that I’ve had over the years for the most part. I’ve got another Schecter 8 string here that is a really cool color. It’s super neat, like, it actually changes from blue to purple.

TA: I think it is called Prism or something like that. John Petrucci has something like that on one of his guitars.

AH: But yeah, this one has like the EMGs in it and it’s a cool guitar. It still plays great. Like, I still like it. But let me show you something that’s actually pretty sweet. So I still have, I bought this in like 2004. And I still have it. This is the guitar that I actually wrote all of IDKFA or most of it on and I wrote all of, I tracked all of Rides of the Triad with. It’s just a Schecter C6. It’s like just stock. It even still has the plastic in the back which is crazy. But yeah, this is like, I still have this guitar. I was like I was so close to going up to id, like which is just on the street for me and being like after IDKFA was finished, I almost was just like, here, you guys, you need this. You know, like, hold on to this or something. Like this is the one. But like, I don’t know. It’s not like a mainline DOOM game, you know? Like, it has to be something like a mainline game where I’d be like, I wrote this on this guitar here. You know, if you want this, it feels like it belongs to you. And also, part of me is like, no, don’t do that. Like, hang on to it.

TA: Ok now string gauges.

AH: For string gauges, 10 to 59 on 7 strings. And on 8 strings, I think it’s 10 to 65. And then typically on 6 strings, I just like 10 to 46.

TA: Do you use D’Addario strings? I use them mostly.

AH: I use D’Addario for the most part, but I bounce back and forth sometimes to Ernie Ball.

TA: What about your amp setup and your pedals and stuff like that?

AH: So amps, I’ve sold almost every amp I’ve ever owned. I had a JC-120. I had a couple of those Crate Blue Voodoos way back in the day. The ones that were like, yeah, the ones that were, were basically copies of those Ampeg tube amps that they made a long time ago. I had a Valve State 8100. I had a bunch of amps and a bunch of VHT cabinets as well too. And I sold all of them years ago. I’ve really just been like working inside the box for the most part with like neural DSP plugins into an RME interface and I also went as far as getting one of these recently, which is a Neural DSP Quad Cortex. So basically this is all of their plugins built into like a really nice processor. But for a project I’m working on recently they were like, hey you need an amp. And I was like, yeah, you’re probably right. I do need an amp. So I went and bought this and I plug it into two 100 watt Seymour Duncan power stages. Okay.

They’re like, they’re these little tiny like 100 watt power amplifiers. They’re solid state power amplifiers. And I run the stereo out from that thing into the left and right side of those and those go into two Engel 2×12 cabinets. Which, okay, Engel 2×12 cabinets are awesome. Ever since I heard a Rammstein record that used them I always wanted to grab one because I was like, god, those things sound huge.

TA: I wasn’t sure about this because a friend of mine said he was sure AMID EVIL was recorded on an Axe FX Ultra.

AH: Any guitar stuff I’ve done has used either Native Instruments Guitar Rig from way back in the day. Like IDKFA used a ton of Native Instruments Guitar Rig 5 and Guitar Rig 4. But pretty much everything since DUSK has used Neural DSP for guitar work. It’s just me plugging directly into my RME UFX and sometimes I’ll use pedals going into it like the Exotic BB Preamp but most of the time it’s just a dry DI signal getting manipulated inside the box.

So, the ones that got the most use on DUSK were the Moogerfooger low pass filter. Believe it or not, like anytime you hear the sound of something becoming kind of lo-fi or anything. It was always run through this filter. It was pretty cool. But the thing I like about it the most is the drive circuit on it. Like I don’t even like it that much as like a filter filter. The drive section on it is just so aggressive that it’s a really interesting sound and like that sound that you hear on the DUSK soundtrack which is like all of the really high high end that’s like really high energy. It’s almost like the Nine Inch Nails stuff. A ton of that comes just from driving the front end of this thing. And same way with the Fulltone Catalyst. But yeah, it’s just a few of them. I think there’s one more that I use a lot. I don’t think I have it here. It’s the ZVEX Fuzz Factory which is just an insane sounding pedal. It just sounds like garbage. And that’s why I like it. It just sounds like you are destroying a signal which is perfect. I’m cool. That sounds cool. That’s a great effect. I like that.

TA: You’ve accomplished a lot in your career so far with recognizable music. As a musician, how have you been learning to improve your own skills like programming drums, software, and how do you balance doing that while you have a lot of folks who want to work with you on new projects?

AH: Every day is just like I don’t know. If you’re not teaching yourself something every day, this is my train of thought. If I’m not trying to sound better in my own head, whatever I think is better, I’m wasting my time. So if I feel like the drum kit I’ve used like two or three times on two to three different records, if I’m like that feels stale. If I then go if it feels stale and I know the ends and outs of it and how to make it sound good then I need to change that drum kit. I need to find something different and work with it and see if I can get some different sounds out of it. So I’ll change instruments and just purposefully put myself in positions where I don’t know where I’m at or what sounds good with it just so that I can find my way out of it.

It’s kind of like limiting yourself, like putting yourself in a box that’s really important as an artist to make sure that you are working within a certain scope of things and going hey, you know, here’s something that’s completely unfamiliar, get used to it and this is what you have to work with. So, yeah, like I don’t know, just constantly challenging myself is part of who I am for the most part. So, it’s just how it always goes.

TA: I’m glad you brought that specific bit up because in another interview of yours you mentioned how once you got to your thirties the most important thing became getting good sleep which a lot of people take for granted in their twenties. So my question is that trying to have a routine is very important even if you can’t stick to it 100%. What does a day in your life look like right now?

AH: A day right now looks like about, a typical day is about anywhere between 6 to 7 hours of sleep which is about what I need I’ve found out, like it’s like somewhere around there, sometimes 8 and then randomly I’ll have days where it’s like, oh you need like 11 hours I don’t know why, but I feel fine waking up completely recharged with like 6 and a half to 7 and a half hours of sleep. So what I’ll do every morning is I’ll wake up, I’ll go take a shower immediately, like that’s the only way I can start my day is like I feel like I’ve got to it feels like I’m washing off yesterday I don’t know how else to explain that and then I gotta have a coffee and then I gotta start writing things on a whiteboard that’s right over beside me to the left because otherwise I’m just gonna spin my wheels all day long and think, oh I should do this, I should do that, I’ll be thinking about everything I need to do and then never actually do anything. I don’t know if that’s ADD, ADHD or whatever that’s undiagnosed, I’m sure it is to some degree which I’ll get to that at some point but until then I have the whiteboard and as long as I write stuff down on it on what I want to do that day, I’ll knock it all out, every single piece of it. But what’s super important for me to do is just plan out the day early on and then everything just comes to it afterwards.

The other thing that’s kind of new for me too is around like 4 o’clock typically I’ll now try and do, this has been within the last 3.5 months, I’ll try and do about 20 to 30 minutes of cardio. Just because I feel like for some reason elevating my heart rate really takes me from hey I could focus before to now I’m super laser focused and can get through whatever I need to and it also puts me in a much better mood if I’m having a shit day.

TA: You’ve previously mentioned that you love playing Cities Skylines. Did you play Cities Skylines 2?

laughs

AH: Yeah, but you know like I haven’t gone back to it yet. I need to try it again at some point. But oh boy like it needed some more time in the oven whenever I tried it. Like no offense to them. I was just like wow.

TA: I mean you probably tried it on like your proper gaming PC. I just like to play Steam games on a Steam Deck and I could get it at 5 fps or something after a bit of playing.

AH: Even with the 3080 I think I was at points I was sitting there at like 35 frames a second. I’m like really? With the 3080? This is where we’re at huh? Okay.

TA: Do you still play Hunt: Showdown and did you try the new Hunt: Showdown 1896 update?

AH: Yeah. They had some really interesting choices with their UI that they just pushed with this one that a lot of people aren’t in favor of. I’m getting a little more used to it as time goes on. But man there are some things they need to hammer out with it. But yeah I still play that like a couple times a week with my buddies in New Blood. Like with Dylan who’s working on Gloomwood. I’ll play it with David every now and then. I’ll play it with Mason who’s the developer on Faith. Like we’re all, just like we all just hang out. We’re all just friends. So Leon, me and Leon play it I think the most. Leon’s the lead on AMID EVIL. But yeah like New Zealand and America playing an online fps game is a wild thing but we have a great time doing it.

TA: Before we wrap up, I want to know your favorite bands and artists right now in and out of video games.

AH: I’m pretty boring on this one to be honest with you. I need to branch out a little more. Favorite bands outside of video games right now like for sure and they’ve sat there for a while is Gojira. I really like their mixing. I like how tight they are live. I like their choices on composition. I don’t feel like they write a bad song. I could throw out the obvious ones. Metallica is another one just because James Hetfield’s right hand is like what inspired me to play guitar. Like how fast you can do those things is crazy.

Outside of or in video games I’d still say I still think and it’s going to be a weird choice because you’re like well you write all this aggressive music. What is Jesper Kyd? That guy is just like great on everything he touches and everything he touches is always unique. But I always go back to his early stuff like the Hitman franchise because it’s just so strange and like it really suits those early games really well. If you listen to it outside of it, it feels like a really weird cold kind of soundtrack. Even from the very first game which has a lot of interesting things like almost drum and bass choices. It still feels like a cold front.

You know, like a Hitman. And I always just find that stuff fascinating. How he was able to take so many different genres of music between all those games and still make them fit correctly for that character. So yeah and I think he worked on the Darktide stuff more recently which I need to give a listen to. Everybody’s told me that’s incredible but I don’t know I was knee deep in like four active developments whenever that game came out. So I just haven’t given it a chance.

TA: Hypothetical situation, if you had no time or budget constraints, if you could compose for any single game and any single movie which would you pick?

AH: So let’s see for any game if it had the right direction I’d really like to take a shot at like a Duke game. Because I feel like that is an IP that could be brought back if it’s brought back in the right way. And you have to think that’s really going to be dictated by whoever the creative production is at the time. So if it was done in the right way I’d love to step into that.

Either that or I’m going to throw another one out to you. I’d love to work on Minecraft. Just like chill out you know. Like just make something that’s completely chill. So those are completely two opposite sides of the spectrum.

But as far as a movie, man, that’s a great question. Let me think about it for just a second. Man on Fire. Like I love Denzel Washington’s work as number one: as an action hero I think he’s great. But number two whenever he is able to have enough time to put drama into things. And like either I don’t know how else to explain it other than he does a f***ing crazy fantastic job.

Either Man on Fire or American Gangster. One of those two soundtracks I think I could do would be great to work on. Because there’s so many different emotions between both of those films. It’s a big roller coaster that doesn’t go up and down once. It goes up and down and does like a loop. And like you know, it takes you side to side. Like both of those films do that really well.
01:48:40.760 –> 01:48:42.760

TA: You have a lot of bands you’ve been listening to for a long time like Metallica. What are your thoughts on their recent or new albums?

AH: I can find things I like on like the records that they put out because like I’m a die hard. Even with this last Megadeth record. I could still find stuff that I like I can chew on. No problem. Absolutely. But you know these guys aren’t going to write like another Master of Puppets. That comes around once in a lifetime. You know what I mean? And they struck it four times. Like with Kill ‘Em All, Ride the Lightning, Master of Puppets and …And Justice for All. So like to even just get that is crazy. But I do find things that I like on all their newer stuff. Like I think What was the 2016 record that they had? Hardwired to Self Destruct. Yeah I think that that actually had some real moments of really really good writing on it.

Specifically the last track. I felt like Hardwired was a great track. But I also thought Moth into the Flame was written super well. There’s a handful of just really really really good writing on that record. On 72 Seasons, there’s still a handful that I really like. But they don’t sync as much for me. And I’m not sure if it’s because I’m looking for something faster or not. Which that’s just not where they’re at at the moment. That’s not what they’re writing. And that’s okay. I will say the last track on that record I feel like is perfect. It’s so good. I can’t remember what it’s called off the top of my head at the moment. I’m terrible with song names sometimes. It’s crazy. It’s like 11 minutes and it feels like a 5 minute and 30 second song. I remember listening to it the first time. I was like gosh. There’s so much emotion thrown into this song that it’s just a joy to listen to. I love it when I can tell that someone really dumped all their emotions onto something. That’s when it really strikes a chord for me.

But yeah even the last stuff from Slayer, there’s things that I can find that I enjoy. but I know I’m not going to get the revolutionary record that we had growing up. That’s okay. I’m just glad they’re still making music. And it’s still pretty sick.

TA: What’s the most random piece of music memorabilia that you’ve held onto for a long time?

AH: I had a friend that I worked with a long time ago who fell on hard times at one point and he was friends and and like worked with Pantera for a long time. And he was like man he’s like I’m trying to get rid of this stuff I’m like why don’t you just hold on to it and like like here’s here’s you know here’s some cash if you need some cash to get by. He’s like no no no he’s like you hold on to it just pay me for it. I was like okay so I’ve got this vinyl of the Great Southern Trendkill that’s one of the original vinyl releases, but I also have a plaque that came like it was given to one of their either their sound or their lighting crew at one point and it’s like for the tour in Japan for the Great Southern Trendkill that same time. And I was like where did you get this you know like what the hell. And he’s like yeah we just you know had him and I knew the guy and he had like five or six of them that they gave him by accident so he gave me one. I was like oh okay all right. So I have both of those things in my closet they’ve hung out with me for like gosh I want to say 15 16 17 years now but those old ones will never go away.

TA: Ok for my last question, how do you like your coffee? I usually ask this at the end, but I remember an old Tweet of yours (linked above) made me even more curious about your answer.

AH: Yeah man I like the cold brew stuff. I loved hot coffee forever but like cold brew I don’t know the longer I go the easier it is to just sit on a desk and sip on. I don’t have to be like that’s hot. I can just be like no we’re just getting all of the caffeine all at once if I want to. So cold brew coffee. Cold brew black.

I’d like to thank Andrew Hulshult for his time and help with this interview over the last few weeks.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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‘Dragon Quest Monsters: The Dark Prince’ iOS Review – Much Better Than Switch, but Lacking in Two Ways https://toucharcade.com/2024/09/16/dragon-quest-monsters-the-dark-prince-mobile-review-iphone-15-pro-gameplay-ipad-steam-deck-settings/ https://toucharcade.com/2024/09/16/dragon-quest-monsters-the-dark-prince-mobile-review-iphone-15-pro-gameplay-ipad-steam-deck-settings/#respond Mon, 16 Sep 2024 04:12:40 +0000 https://toucharcade.com/?p=329033 Continue reading "‘Dragon Quest Monsters: The Dark Prince’ iOS Review – Much Better Than Switch, but Lacking in Two Ways"

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Back in December, I reviewed Square Enix’s monster collecting RPG Dragon Quest Monsters: The Dark Prince on Switch. I loved my time with it despite its many technical issues. I expected it to hit PC like Dragon Quest Treasures, another Nintendo Switch exclusive, but I didn’t expect a mobile release. Square Enix’s newest release of Dragon Quest Monsters: The Dark Prince on iOS, Android, and Steam brings all prior paid DLC into the game at a lower entry point, but removes one feature. This is the online real-time multiplayer battles. Beyond that, Dragon Quest Monsters: The Dark Prince on Steam and mobile is already a massively better experience just on value with its lower price point and the content included, but is the game worth your time in this crowded release period and with its premium price? That’s what I aim to answer with my Dragon Quest Monsters: The Dark Prince mobile review also covering the game on Steam Deck.

If you aren’t familiar with Dragon Quest Monsters itself, it is a spin-off series of the main Dragon Quest games featuring turn-based combat, but instead of the main player fighting, you capture, breed, and raise monsters to fight for you. When I played Dragon Quest Treasures, I enjoyed it, but was told that it is a “Monsters-lite" game so when Dragon Quest Monsters: The Dark Prince was announced for Switch, I was excited to play it. I ended up loving it as you can see from my review linked above, but I think it is a very strong monster collecting RPG with turn-based combat regardless of if you like Dragon Quest or not. What made Dragon Quest Monsters: The Dark Prince more interesting, is in how it feels like a side story and prequel to Dragon Quest IV. Dragon Quest Monsters: The Dark Prince also had a seasonal feature where the monsters changed depending on the season and area you’re in.

When it comes to the story, Dragon Quest Monsters: The Dark Prince, the bits from IV already made it more interesting than the usual spin-off, but I found myself focusing more on getting my own dream monster party rather than worrying about the narrative. I’m super pleased with how well thought out the mechanics are and how the large zones, hundreds of monsters, and combat made me want to keep playing it more even on Switch when I first beat it let alone now on iPhone, iPad, and Steam Deck. Beyond the normal turn-based battles and recruiting new monsters, Synthesis in Dragon Quest Monsters: The Dark Prince is like Shin Megami Tensei’s fusion, and there is just so much you can do with skills here. The seasons here don’t just change monsters, but also areas you can explore with map changes. This means a water body that you can’t cross will be frozen in one season letting you access a new secret.

Combat in games like this can get monotonous so I’m glad to see the many quality of life features here like the tactics menu that plays out similar to the original Persona 3, direct commands, and more. You aren’t here to just defeat enemies, but also scout them to bring to your party and become stronger. I didn’t end up testing the online multiplayer on Switch much, so I can’t comment on how big a loss that is here, but it is a game mode being cut nonetheless. If you did play it on Switch, keep that in mind as it is the only area the mobile and Steam versions are lacking compared to Switch.

Dragon Quest Monsters: The Dark Prince already shipped with a lot of content, but the DLC only elevated the experience. This DLC was sold in the Digital Deluxe Edition or as standalone DLC for the base game. Just the DLC was over $25 on Switch, so having the full base game with all DLC included for $24 on mobile makes it an amazing deal, but I’ll get to that in a bit. This DLC included The Mole Hole, Coach Joe’s Dungeon Gym, and Treasure Trunks. The Mole Hole was a dungeon that lets you scout (recruit) monsters you’ve fought before and it made min-maxing a lot easier during the game. The DLC was also good to speed things up since you could also easily scout monsters who only appear during a specific season or through synthesis.

The Coach Joe’s Dungeon Gym DLC has randomly generated maps and they are meant to be postgame challenges rather than experienced while playing the game. The final DLC is just a chest that can be opened once an hour with 10 items in total. This is like a cheat DLC if you may. I didn’t think it was good to have useful game modes or content in paid DLC, but that isn’t a problem anymore with all of it included on iOS, Androidl, and Steam in the base asking price.

Now let’s get to the mobile port features. With Square Enix, you can never be sure what features will make it into the final game. Dragon Quest Monsters: The Dark Prince does not have controller support. This is beyond disappointing since the game is literally a console title ported to mobile. I tried 6 different controllers without any luck to be sure. Aside from controller support, Dragon Quest Monsters: The Dark Prince on iOS has cloud saves and a few graphics options. The cloud saves work well.

When it comes to controls, I was surprised at how well Dragon Quest Monsters: The Dark Prince felt with touch controls. It uses a floating joystick on the left for movement and a jump button mainly while exploring. The one minor issue you might run into is some touch targets being a bit small on the non Plus/Max phones. These aren’t an issue on iPads at all though. The controls feel good, but Square Enix should’ve left full controller support in since this is a console game ported to mobile after all.

One of my only real issues with Dragon Quest Monsters: The Dark Prince on Switch was on the technical side. The frame rate was rough at launch with visuals not being great either. The former got addressed to some degree unlike Pokemon Scarlet & Violet, but the latter never got fixed. On iPhone 15 Pro, iPhone 12, and even iPad Pro, I had no major issues with the visuals or performance. There are some hiccups on iPhone 15 Pro when running at the highest graphics quality setting and moving through some locations, but it isn’t remotely as bad as on Switch. The game feels massively better to play on iOS. Check out the comparison below for the low and high graphics options on iPhone 15 Pro:

There aren’t specific visual or frame rate settings on mobile outside of the resolution option in display settings. This lets you play at low, medium, or high graphical quality options. These presets also affect other settings like the frame rate limit and post-processing. This setting can only be changed from the title screen on mobile while you can adjust it on the fly on PC. I stuck to the high setting on all my iPhones. Dragon Quest Monsters: The Dark Prince sadly has some minor performance issues even on iPhone 15 Pro as I mentioned above. The low setting seems unusable with how blurry it gets. On my 2020 iPad Pro, the high preset has more regular frame drops than iPhone, and it also seems to be running with some tweaked settings. Overall, even the older iPad Pro runs it well, but not as good as iPhone 15 Pro as expected. Every device I tested on including the iPhone 12 ran it a lot better than Nintendo Switch.

Visually, it looks a lot cleaner than Switch even on older iOS devices when played at high. Square Enix didn’t just do a bare-bones port here. It has fullscreen support during gameplay on my iPhone 15 Pro, and even has a pattern or artwork to fill the screen during areas with pre-rendered or static 16:9 elements. This pattern or artwork is mainly used on my iPad Pro since it doesn’t support fullscreen there for gameplay. This also applies to Steam Deck to make up for that aspect ratio in parts. I’m glad to see Square Enix put in the work here to make sure it still looks good regardless of aspect ratio.

Dragon Quest Monsters: The Dark Prince Steam Deck impressions

On Steam Deck, regardless of my settings, I couldn’t get Dragon Quest Monsters: The Dark Prince to run at a locked 90fps even at the low preset when played at 800p. I decided to opt for a 60fps target, and that was a lot easier to achieve. One oddity is the game not letting you adjust resolution when playing on Steam Deck normally. You can do this by forcing the resolution from the game’s properties before launching it. Dragon Quest Monsters: The Dark Prince on PC lets you adjust graphical quality (low, medium, high), anti-aliasing (off, low, medium, high), maximum frame rate (30 to uncapped), toggle v-sync, and adjust display mode (windowed, fullscreen, borderless). If you play at 60fps, I recommend setting your Steam Deck OLED refresh rate to 60 to avoid jitter as well.

Having now played Dragon Quest Monsters: The Dark Prince on iOS, iPadOS, Steam Deck, Switch OLED, and Switch Lite, there’s no doubt that the Switch version is the worst of the lot despite the online mode being removed from mobile and Steam. The massive increase in performance and better visuals with all DLC included at a much lower asking price only makes it better. One thing to note is that the game is marked as Steam Deck Playable and not Verified because Valve says some in-game text is small and may be difficult to read. I didn’t have any issues with this, and I feel like Valve has marked games with smaller text as Verified before. Either way, you can safely buy this one to play on Steam Deck.

If you skipped Dragon Quest Monsters: The Dark Prince on Switch, the new mobile and Steam ports are the way to go. While the mobile version lacking controller support is disappointing, it is still a game I see myself playing regularly with its improvements over switch and fantastic core gameplay loop. Having all the DLC included means you will have enough content to last you even longer. If you do value controller support in a game like this, the Steam Deck is the way to go. Hopefully we see Square Enix keep bringing more Dragon Quest games to mobile in the future. Right now, the iOS version of Dragon Quest Monsters: The Dark Prince is easily one of the best mobile releases of the year.

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Sukeban Games 2024 Interview: Christopher Ortiz AKA kiririn51 Talks .45 PARABELLUM BLOODHOUND, Inspirations, Fan Reactions, VA-11 Hall-A, The Silver Case, and Much More https://toucharcade.com/2024/09/12/sukeban-games-interview-45-parabellum-bloodhound-va11halla-christopher-ortiz-kiririn51/ https://toucharcade.com/2024/09/12/sukeban-games-interview-45-parabellum-bloodhound-va11halla-christopher-ortiz-kiririn51/#respond Thu, 12 Sep 2024 14:41:24 +0000 https://toucharcade.com/?p=328970 Continue reading "Sukeban Games 2024 Interview: Christopher Ortiz AKA kiririn51 Talks .45 PARABELLUM BLOODHOUND, Inspirations, Fan Reactions, VA-11 Hall-A, The Silver Case, and Much More"

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Over the years, I’ve been able to interview some of my favorite developers ever including a few I never though would be possible, but it isn’t often I get to talk to one of the few people responsible for what is likely my favorite game of all time. That’s where Christopher Ortiz AKA kiririn51 of Sukeban Games comes into the picture. We’ve covered their titles on TouchArcade for years because at one point VA-11 Hall-A was even supposed to come to iPad (and I asked about that later in this interview). With Sukeban Games’ newest project, .45 PARABELLUM BLOODHOUND, officially announced, I had a chance to have a long chat with Christopher Ortiz about the game, fan reactions, VA-11 Hall-A, inspirations, Suda51, The Silver Case, and also coffee of course.

TouchArcade (TA): Tell us a little bit about yourself and what you do at Sukeban Games.

Christopher Ortiz (CO): I’m Chris, I’m a game creator and I do way too much in this company. I like to hang out with friends and eat delicious food when I’m not locked in.

TA: I last spoke to you in 2019 around the time VA-11 Hall-A hit PS4 and Switch following its prior release on PS Vita and its debut on PC. Even back then, as a fan of the game, it was wild seeing so much merchandise and promotion in Japan. You recently visited Japan for Bitsummit. How has it been for you visiting Japan and seeing the reception to VA-11 Hall-A and now your new project, .45 PARABELLUM BLOODHOUND?

CO: Japan is like my home away from home even if its government doesn’t like it, so that’s a homecoming for me. Very emotionally charged. I also haven’t been at a game event as an exhibitor since Tokyo Game Show 2017; that was 7 years ago. That’s 7 years of roaming game events and being like “I want that” “I want some of this energy”. Now I feel like a pro-wrestler that’s coming out of retirement to a brand new world and industry; I’m lost, confused, not knowing if I still have it… but I was worried about nothing. People didn’t forget about us and still support the studio no matter what, so I’m never taking shit for granted, or letting these memories slip away. This will be my fuel to move forward.

TA: I consider VA-11 Hall-A one of my favorite games of all time, and I replay it each holiday season. When you worked on it many years ago, did you ever expect to see it grow this big and even get multiple figures with a new one coming for Jill soon?

CO: I didn’t expect the game to sell more than 10-15k copies, but we definitely knew we had something special brewing, or else we wouldn’t have pushed through with it. It’s just that the scale of said success was a little overwhelming and I think we’re still recovering from some of its unexpected side-effects.

TA: VA-11 Hall-A is now playable on PC, Switch, PS Vita, PS4, PS5 (through back compatibility). Whatever happened to that iPad version that was announced years ago? Are ports like that up to Ysbryd or do you also have some involvement? I’d love to see it hit Xbox as well if that’s possible.

CO: I actually playtested a build for iPad but it didn’t go anywhere for whatever reason. Maybe I failed to respond to an email. You’d have to ask the publisher.

TA: Many years ago, Sukeban Games were just Kiririn51 (yourself) and IronincLark (Fer). How has the team changed since then?

CO: We’re currently six people. Some have come and go, but overall we want to keep a small and tight operation.

TA: Leading into this question -> How has it been working with MerengeDoll?

CO: Merenge’s a trooper. She has this supernatural ability to pull ideas directly out of my brain and give them visual shape, so it’s always been a pleasure to work with her. It sucks that some of the projects she was working on as main artist got canned for reasons beyond our power, but it is what it is. The day will come when people will get to see Merenge’s true power. There’s still a lot of Merengedoll in 45pb so that’s cool as hell.

TA: Can you talk about how it was working with Garoad on the music on VA-11 Hall-A? Just like the game, the soundtrack is one of my favorites ever.

CO: Michael and I always had similar music tastes and influences, so the process was very free-form. He’d make a track, and I’d love the shit out. Repeat the process until the soundtrack is ready to go. Sometimes I would send him a song I liked as a reference, sometimes he’d create a completely original song that would inspire images in the game, then the images would inspire more music. This synergy gave the game a firm identity that stands the test of time in my opinion.

TA: I didn’t realize it until recently, but VA-11 Hall-A kind of became one of those indie games that had a very vocal fanbase and got a good amount of merch that keeps selling out. I think the vinyl box sets are also on multiple pressings now and that SLUT shirt keeps selling out. A good friend of mine recently bought it as well. How much input do you have in the merchandise? Is there anything you want to see made that hasn’t happened yet?

CO: I don’t have much input on merch creation. I mostly give the thumbs up or down once a whole chain of people already made the hard choices beforehand. Would like to be a little more involved for 45pb now that I know what I’m dealing with.

TA: I still have a few more questions before getting to your new game. Let’s go back to 2019 for a second. Playism’s JP release of VA-11 Hall-A included a fantastic art book cover. I really wish I could get that piece of art signed by you and framed. Can you talk about the inspiration for it and how you pay homage to your favorites like that in your work?

CO: Back when I drew that cover I was going through really tough times; even though I hadn’t fully realized yet. We were very focused on surviving the collapse of our country and many other things.

During this time, at our old office, we’d listen to a lot of Gustavo Cerati; his album Bocanada to be more precise and its tunes managed to keep us going in the face of uncertainty. So when I was asked to draw a new piece for the artbook I couldn’t help but pay homage to it. I admit now that it’s a little too overt and I would do it differently now, but I’m still proud of it. In fact, I’ve been reconsidering my approach to inspirations a lot in the past few years, and this will be obvious once people play 45pb.

TA: You and Fer have spoken a lot about VA-11 Hall-A over the years, but I cannot pass up a chance to talk about how amazingly written and designed the characters are. Looking back at the work you put into it, did you expect certain characters to become as popular as they did?

CO: I expected Stella to be the most popular one since her gifs would often go viral before release, but you can never predict this sort of thing. And it’s like I said before; I sort of knew certain things were gonna be a hit, I’m just unable to properly articulate why I thought that way or why it worked, and at this point I rather not know. The moment a hunch becomes a science the magic disappears. Formulas are terrible in this line of work. You gotta let things flow; Let them become their own beautiful thing.

TA: I’ve joked with friends about how N1RV Ann-A is my “Silksong", but I have no problem waiting as long as it takes. I still enjoy revisiting VA-11 Hall-A often. Do you go back and try out whatever you had done for N1RV Ann-A or VA-11 Hall-A while working on unrelated projects?

CO: I like jotting down lore and characterization stuff for a rainy day. I love to draw Sam, I love coming up with new designs, characters; playing around with the general looks of the game, ideas for shots during cinematics; one liners, environments, atmosphere. I even like to imagine “what if this didn’t have to be a bartending game?” and other extreme musings, but that’s about the extent of the mindspace I dedicate to it currently.

Once we’re done with 45pb Nirvana’s development will pick up dramatically, though that really depends on if the spark is still there by then. So far it has no signs of extinguishing.

TA: As a huge Suda fan myself, I’m curious what you thought of No More Heroes 3 and Travis Strikes Again? As much as I love No More Heroes 3 (more than 11 playthroughs), I think Travis Strikes Again might just be Suda’s most “Suda" game yet.

CO: I REALLY like No More Heroes 3’s combat, but I wasn’t a fan of its writing. Maybe it was COVID, and game development is really tough; especially with the hardcore deadlines they had. But in general I think it wanted to be one thing at the start and then had to become another in order to be shipped. It’s a shame, and it is what it is. I just hope they only make new original games from now on and forget about sequels and reboots. Re-releases are OK; especially of the lost media kind, like Frog Minutes or the 25th Ward back in the day.

As for Travis Strikes Again, I agree it’s the best of the newer games. Feels like reading someone’s diary sometimes and that’s the kinda art I enjoy. I guess I didn’t see much of that in 3 outside of continuing some plot threads from TSA.

TA: What are your thoughts on Grasshopper Manufacture under Netease and the remasters announced? Suda even mentioned today that he’d love to bring Flower Sun and Rain to Steam.

CO: Netease is a big corporation so my hope would be that Grasshopper gets all the money and time they need to cook.

TA: VA-11 Hall-A’s journey from PC to PS Vita was quite something, and it involved many parties across regions. I remember buying the Japanese release just for the box art with no English included for publisher reasons. When it came to Switch and PS4, I think you wanted the JP release to have English so anyone could import it. How has it been for you now in Argentina trying to get your own game’s merchandise and merchandise in general? It is a pain over here with delays and extra import fees.

CO: I simply don’t import anything these days. I don’t wanna bother with Argentinian customs. Protectionist policies are stupid. Sure, make all electronics more expensive to import so the local market has a chance to compete, but there’s no Argentinian PlayStation to compete with, is there? There’s no Argentinian Steam, and so on. Only idiots come up with this sorta policy. Brazil does the same shit as well. Would be cool if they stopped.

TA: You’ve worked in PC-98 and PSX aesthetics a few times. When .45 PARABELLUM BLOODHOUND was announced, I was floored by how it looked like the perfect game I’d want from you. The reception has been largely positive, but I can’t imagine what you and the team went through leading into its reveal with N1RV Ann-A and such. Can you talk about how the last few months have been for yourself?

CO: We’ve been locked in and doing our thing. No crunch, all fun. We party, we feast, we travel. We touch that proverbial grass. Lots of insecurities and self-doubt for sure. We even tried to downplay things and manage expectations before the reveal, bracing ourselves for possible apathy from the crowd because it’s not Nirvana. But when it came to actually putting in the work there was no hesitation. I’m happy the announcement worked out, but now we gotta buckle up and finish the story.

TA: .45 PARABELLUM BLOODHOUND has been revealed, people can wishlist it on Steam, and I immediately thought of Vagrant Story x Sukeban Games’ Vibe when I saw the trailer. How has it been interacting with fans discussing it online and offline?

CO: It’s been incredibly fun, even though there’s so many comparisons with old games. Not that I mind but there’s been some ridiculous comments out there that boggle the mind.

One thing that surprised me was the amount of fanart right after the reveal. That shit was great. A fan even brought us a drawing that we proudly displayed on our table at Bitsummit for everybody to see.

TA: Probably too soon but when can I buy the key art as a poster and get it signed?

CO: Maybe on release.

TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND from a visual and gameplay perspective?

CO: When coming up with the actual gameplay for 45PB there was a unique concern. People know Sukeban as a Visual Novel/ADV developer because of Va11halla, and I wanted a sort of bridge between that audience and something more action-focused. I saw Parasite Eve’s battle system, but instead of saying “I want more of that” I thought “This is a good solution to my predicament” thanks to the hybrid of real time and turn-based gameplay. And that’s pretty much the way we work. Rather than wanting to imitate something, or wanting more of it, I look to games of the past in order to solve modern problems. We don’t need to reinvent the wheel every time.

For the visuals, I remember roaming the streets of Milan in 2019. I was ultra depressed, and didn’t actually have a country to live in at the time so I was also in a state of limbo. The mix of modern structures and old buildings, then juxtaposed to all the neon lights and LED screens along the river had my imagination running wild. For me that was the genesis for the game’s look.

This marriage between the old, the new and the decadent. The cherry on top was when I moved to Buenos Aires and found a similar atmosphere, except it included that South American roughness and texture that’s absent in Cyberpunk worlds (which tend to be mostly inspired by east asian aesthetics), so I decided to lean on that to create something unique.

TA: Tell us a little bit about the team working on it including the composer, and how long it has been in the works.

CO: We’re two people working on it day-to-day (me and the programmer), plus Merenge helping with additional character and production design. The composer this time around is Juneji, who has been doing a LOT of work with us over the years. We have this massive stash of incredible music that he’s made, but it remains unfortunately private due to circumstances with failed projects. Same with Merenge’s art.

There’s been some hella demoralizing moments since it’s hard to work on things for so long, pouring your soul into them only to see them crumble in front of you, but we’ve remained a tight group over the years and one of my goals is that the world can finally witness their talents on a large stage. I owe them that much. We also added an old friend in a producer/babysitting role and it’s helped us to not neglect important non-game stuff.

As for how long it’s been in development: Technically since 2019 but the current iteration is roughly 2 years old. Before that it was all experiments until we arrived at the right “moment to moment” gameplay.

TA: .45 PARABELLUM BLOODHOUND had a teaser, gameplay, and now has a steam page. Are there any plans to offer a demo on PC in any of Valve’s demo fests on Steam in the near future?

CO: It’d be a pain in the ass to maintain a demo for this particular game so we rather keep those for offline events. Never say never though.

TA: A lot of my friends who love VA-11 Hall-A are excited for .45 PARABELLUM BLOODHOUND. Will it be accessible for everyone or is it too soon to say how the difficulty will be handled?

CO: It’s too soon to explain, but as I’ve mentioned before, the battle system itself is meant to be a bridge between vibes-based players and action-oriented players. Not that I’m trying to satisfy both, but rather ease one type of player into a new system.

TA: What is your favorite aspect of .45 PARABELLUM BLOODHOUND right now?

CO: As a game? definitely the atmosphere and the script. I sometimes play it for leisure on my Steam Deck while tryna sleep and wonder “Damn, what’s gonna happen next?” only to be like “you wrote this shit! you know where it goes!”. Also the combat is fun as hell once it opens up after the first chapter. Chaining skills and upping the tempo of combat after pulling off sick tricks makes for addictive gameplay. This will make sense later unless we fumble it.

TA: Can you give us an interesting development / design anecdote for .45 PARABELLUM BLOODHOUND and VA-11 Hall-A?

CO: So I mentioned the influences of cities like Milan and Buenos Aires in the creation 45PB’s world, but one thing that people might have noticed by looking at very early screenshots was that it used to feature some locales reminiscent of Hong Kong. I actually scrapped a lot, if not all of it, in favor of the “South American Cyberpunk” I’m aiming for after a conversation I had with a friend from China.

I was consulting with him about getting the fonts and the text of the billboards just right so it felt authentic, but then my mind broke and I began asking to myself “Why go through all this effort trying to be authentic when I can just leverage my own culture?” and it’s a sort of mantra I’ve been following ever since. I find terms like “cultural appropriation” silly, but the word “appropriation” by itself is something I’ve been contending with a lot. “Is it my place to tell this type of story?” “Is it okay if these characters speak this or that way?” and so on. Not that it limits my creativity or that I’m afraid of hurting sensibilities; I frankly don’t give a shit. I just think that more original works can be born if we leverage what makes us unique instead of trying to make more of what we like. It’s all about balance.

TA: Since the announcement, you’ve no doubt had folks asking for a console version when we don’t even have a release year for .45 PARABELLUM BLOODHOUND, but I wanted to know if there was any thought into working with a publisher or will this be self-published?

CO: We want to self-publish on PC and let other companies handle consoles. We’re in the process of finding the right partner for this.

TA: What were the inspirations behind Reila Mikazuchi’s design and character?

CO: I don’t know if I’ll get in trouble for this but I admire actor and singer Meiko Kaji a lot.

I love her movies, you name them: Prisoner Scorpion, Stray Cat Rock, Lady Snowblood, Jeans Blues. Something in her look is so captivating and I wanted my own Meiko Kaji for 45PB. I needed a character design that can say a lot with just the eyes. Someone who can project that inner pain and tragedy effortlessly, so using Meiko Kaji as a point of reference was a must.

As for the writing, every time I come up with characters they’re always a composite of several people I know and myself. So as to not ruin your impressions of her, I shall keep these inspirations a secret.

TA: How many iterations did you go through for her final design which rules by the way?

CO: I always had in mind the main look of long, black hair and pale skin. Plus the third eye. The thing that took me the most work was coming up with the outfit. She was wearing a suit at first actually! Then I wanted her to have a jacket, but finding the right type of jacket was a challenge. I gave her a biker jacket but it looked weird and I had to experiment a lot until I stumbled upon the current design. Merenge helped me with some accessories, such as the shoes, gloves and the logo on the back of the jacket.

TA: VA-11 Hall-A saw VA-11 Hall-A Kids and Sapphic Pussy Rhapsody released following the game. Ahead of .45 PARABELLUM BLOODHOUND, should we expect any smaller projects like that?

CO: Never say never but our plan with this game is to release it, let it be and move on to something new. No DLC or anything like that. Ports to future platforms are always on the table but that’s the extent of it.

If A24 or someone else wants to make a movie about it I’ll listen.

TA: What does a day in your life look like right now?

CO: Right now I’m a little f***ed up. I’m usually a good boy who works from 9am, takes a little lunch break then locks in again until 4 or 5pm, but sleep escapes me lately so I’m just trying to contend with that in whatever way I can. The key is to not stress over not having much sleep. As long as shit gets done it’s all good. When I’m not working I try to catch a movie at one of the many small cinemas in my neck of the woods, or go outside and take a walk and buy books I’ll take forever to read.

Buenos Aires has this magic that inspires me to go outside and have low key adventures. Can’t get too crazy because this is still latin america and we don’t f*** around, but I love it here and being surrounded by so much culture, great food, and a crazy clubbing scene keeps me sane. Especially when there’s friends around. I owe them a lot for my mental health even if I’m a huge recluse sometimes. I’m the type to uninstall messaging apps for a minute when I really need to be alone.

TA: What have you been playing lately that you’ve enjoyed a lot?

CO: There’s so many video games. This year I really loved Children of the Sun and Arctic Eggs. Late last year I was really into The Citadel, Lethal Company and RoboCop: Rogue City. I’m now in the process of going through The Evil Within, which feels like a lost Grasshopper game sometimes. There’s the Elden Ring expansion, and I also recently replayed Kane and Lynch 2 with a friend and had a blast as always. That game is so f***ed up in the right ways. We need more grit like that.

TA: What do you think of the current state of indie games?

CO: Every time I go to a game event I’m always madly inspired by all the unique games I see at the indie spaces and that energy is partly what kept me going despite all our production hiccups. That sense of community. That we all have this burning desire to create for the sake of creation. That shit is great. I f***ing love indie games and I think they’re better now more than ever.

BUT… I worry that we are trying to lean too much on familiar concepts and inspirations.

Games like Arctic Eggs do it right in that it’s trying to look like an old PSX game, but there were no PSX games like Arctic Eggs. Then there’s games that feel so blatant in their desire to be like one of the classics that I’m like “weren’t we supposed to be the creative ones?” not to mention the over reliance on “Roguelike” mechanics and such. But it’s not all bad. There’s some really cool shit all the time; especially on places like itch.io. It’s just that humans in general can be creatively bankrupt regardless of production scale. There’s triple A slop, there’s indie slop. There’s no escaping the slop. Being indie doesn’t make you inherently more creative and that’s okay. There’s always room for growth as long as we’re cognizant about our shortcomings.

TA: Are you looking forward to playing any specific game this year?

CO: I’m really looking forward to Slitterhead.

Dunno if they’ll be out this year but there’s also Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, Eating Nature (from the Arctic Eggs dev)… There’s a lot I’m excited about. My Twitter feed is an endless stream of cool indie games I doubt will ever see the light of day but the attempt is appreciated nonetheless.

TA: Obviously scheduling and such, but if we managed doing this interview on a call, I’d have taken this chance to nerd out about The Silver Case with you. I’m glad I listened to my friend and powered through it because that typewriter sound was too much for me. I adore The Silver Case and I know you love it as well. What elements from it inspired you the most and what’s your favorite track from the soundtrack?

CO: The Silver Case has always been one of those games that felt like a white whale to me. It was so utterly inaccessible that my mind pretty much created its own Silver Case by trying to fill the gaps. I used to browse this creepy Suda51 fansite way back in the day and I was always searching for every bit of info on this inscrutable-ass game, so when it actually released in a language I can understand I was afraid I wasn’t gonna like it but I think it was much more than I could ever have imagined. In that sense, the way Silver Case inspires me is tightly related to this need to fill gaps. The space between the real Silver Case and what I was imagining it to be is where a lot of the ideas for the presentation in games like Va11halla or The Radio Wave Bureau were born.

I can’t choose a single favorite song if I’m being honest. The whole soundtrack has such a vibe. Could be the Sayaka Baian theme that plays in Kamuidrome, but tomorrow it could be the opening theme, then the next day another one.

TA: Did you end up trying it out on console or just playing it on PC?

CO: I bought and played the game on every platform.

TA: The Silver Case’s original box art and aesthetic is probably the only thing I love as much as that in VA-11 Hall-A. What elements from its visual style had you curious back then?

CO: Definitely the stoic look of every character. Takashi Miyamoto is my goat along with Yoshitoshi Abe. For Va11halla I had to be very expressive with the characters because that’s what the story commanded, but ever since I was a kid I always had an affinity towards designs that say a lot with minimal facial expressions. Two of my favorite films are Patlabor 2 and Ghost in the Shell, and Serial Experiments Lain is also one of my favorites, so you can probably tell where I’m coming from with this.

I was also so transfixed by the UI. I could go on and on about this subject, but I’ll always lament that The Silver Case didn’t create a movement after its release. Visual Novels could look so much better if we had 1% the imagination of that original Grasshopper team. I’m not sure, but I think the look was done by Akihiko Ishizaka who would go on to work on Killer7 and Danganronpa. I wish he was still working with GhM. Or maybe he still does and I’m talking out of my ass.

TA: I think you’ve met Suda more than once now. How has that been for you and has he played VA-11 Hall-A? I know Travis Strikes Again has a VA-11 Hall-A tshirt that is the objectively best and only one everyone should use.

CO: I’ve met the guy twice and I’ll always lament not knowing enough japanese to just talk and talk all day with him. We share a lot of common interests, though the generational gap can be felt when he starts yapping about Japanese media from the 70s. I do know he played my game but I’ve no clue if he actually enjoyed it. Will have to ask if I ever see him again.

TA: Are you still up for this if the opportunity arises?

CO: There’s a story behind this that I’ll have to sit on for a while longer.

TA: My current game of the year for 2024 is Like a Dragon: Infinite Wealth. I know you loved Yakuza: Like a Dragon, but did you end up trying Infinite Wealth/8 or Gaiden last year?

CO: I love Like a Dragon so much but I didn’t play Gaiden, and Infinite Wealth seemed like too much of a commitment when I played at launch. The game was throwing mechanic after mechanic at me in a way that made me feel overwhelmed. Like there was too much game ahead of me, so I put it off for the time being. Maybe once I’m in the mood again I’ll give it a honest shot.

TA: VA-11 Hall-A has always been perfect to play on a portable. I loved it on Switch and recently found a mod that adds full controller support to the PC version. I’ve been revisiting it on Steam Deck. Have you had a chance to try it on Steam Deck yet?

CO: I did and saw it sort of works but not quite. I wish I could go back and tweak it but it’s not technically feasible. The Game Maker version we used doesn’t even work properly on modern Windows and it’s the reason we haven’t been able to do any sort of fix or update to it. Aside from simply not having the time to deal with all that mess we made (at a technical level).

TA: Honestly I still have a lot more I want to discuss with you, but I think I should save that for part 2 or a future interview. Let me end this with one final question. How do you like your coffee? Go into as much detail as you can. If not coffee, talk about your favorite beverage.

CO: I like my coffee black like a moonless night. Even better if it’s accompanied by cheesecake on a beautiful afternoon.

TA: Probably not smart, but it is nearly 2 AM and sending these questions over made me want to replay The Silver Case. Next time we talk, let’s do a dedicated discussion on The Silver Case.

CO: Absolutely!

I’d like to thank Christopher Ortiz for their time and help with this interview over the last few weeks.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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Marvel vs Capcom Fighting Collection: Arcade Classics Review – Switch, Steam Deck, and PS5 Covered https://toucharcade.com/2024/09/09/marvel-vs-capcom-fighting-collection-arcade-classics-review-steam-deck-nintendo-switch-online-ps5/ https://toucharcade.com/2024/09/09/marvel-vs-capcom-fighting-collection-arcade-classics-review-steam-deck-nintendo-switch-online-ps5/#respond Mon, 09 Sep 2024 14:59:52 +0000 https://toucharcade.com/?p=328859 Continue reading "Marvel vs Capcom Fighting Collection: Arcade Classics Review – Switch, Steam Deck, and PS5 Covered"

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For a lot of folks who have been following Capcom’s fighting games over the years, the Marvel vs Capcom Fighting Collection: Arcade Classics announcement was unbelievable given recent events and the reception of the last Marvel vs Capcom game. As someone who has only played Ultimate Marvel vs Capcom 3 and Marvel vs Capcom Infinite, I had always wanted to play the earlier games given the praise a few of them got from competitive and casual players. I’d be lying if I said I also wasn’t just excited to hear the Marvel vs Capcom 2 music officially because it is that good. So here we are months after its announcement, and Marvel vs Capcom Fighting Collection: Arcade Classics is available on Steam, Switch, and PlayStation with Xbox coming in 2025.

Marvel vs Capcom Fighting Collection: Arcade Classics games included

Marvel vs Capcom Fighting Collection: Arcade Classics ships with seven games included. They are: X-MEN CHILDREN OF THE ATOM, MARVEL SUPER HEROES, X-MEN VS. STREET FIGHTER, MARVEL SUPER HEROES vs. STREET FIGHTER, MARVEL vs. CAPCOM CLASH OF SUPER HEROES, MARVEL vs. CAPCOM 2 New Age of Heroes, and THE PUNISHER which isn’t a fighting game, but a beat ’em up. These are based on the arcade versions so you don’t need to worry about missing features like some older console ports here. These include the English and Japanese versions so yes, Marvel Super Heroes vs Street Fighter does include Norimaro in this collection when you choose the Japanese version for that game.

This review is based on me having played Marvel vs Capcom Fighting Collection: Arcade Classics for about 15 hours on Steam Deck (both LCD and OLED), 13 hours on PS5 (via backward compatibility), and about 4 hours on Nintendo Switch. I’m not qualified enough to talk about the ins and outs of the games included here because this collection was my first time playing them, but I will say that the fun I’ve had with Marvel vs Capcom 2 pre-release has more than justified the asking price to the point where I want to buy both console physical releases just to own a physical version of it.

Marvel vs Capcom Fighting Collection: Arcade Classics new features

If you played Capcom Fighting Collection, the interface and front-end of Marvel vs Capcom Fighting Collection: Arcade Classics will feel familiar. In fact, it even has the same issues that collection has, but I’ll get to that a bit later. Marvel vs Capcom Fighting Collection: Arcade Classics includes online and local multiplayer support, local wireless support on Switch, rollback netcode for online play, a training mode, customizable options for games, an important option to reduce white flashes or light flickering per game, various display options, and a few wallpaper options.

Outside the games, the training mode included (you can access this per game), includes hitboxes, inputs displayed, and other options making it even better for newcomers. Speaking of newcomers, Marvel vs Capcom Fighting Collection: Arcade Classics has a new one button super option that you can enable or disable when you play online and search for other players.

Marvel vs Capcom Fighting Collection: Arcade Classics museum and gallery

Marvel vs Capcom Fighting Collection: Arcade Classics also includes a robust museum and gallery with all the game soundtracks (more than 200 tracks) and more than 500 pieces of artwork. Having played Marvel vs Capcom Fighting Collection: Arcade Classics online with a friend who is also covering it, he let me know how a lot of the artwork in this collection has never been public before. For me, it is all new, but I thought that was notable for longtime fans. It is worth noting that things like sketches or design documents don’t have translations on them for any Japanese text.

As for the music, I’m glad we finally have an official way to listen to these soundtracks in 2024, but I hope this is the first step to getting a vinyl release or streaming releases for them.

How is the Marvel vs Capcom Fighting Collection: Arcade Classics online multiplayer experience with rollback netcode?

Before getting into the online experience, the options menu features its own network settings letting you enable or disable microphone, voice chat volume, input delay, and connection strength on PC. On Switch, you can only adjust input delay. The PS4 version lets you adjust input delay and connection strength with no voice chat options. I assume folks will use the PS5 and PS4 native voice chat options here instead of an in-game one. It is disappointing to see the Switch version lack a connection strength option as of the build I have.

Pre-release, I only managed testing the online on Steam Deck wired and wirelessly with another player who was also on Steam. In our experience, Marvel vs Capcom Fighting Collection: Arcade Classics online is similar to Capcom Fighting Collection on Steam, but massively improved over Street Fighter 30th Anniversary Collection. You can adjust input delay and cross region matchmaking as well. We tested most of the games and also did a bit of co-op in The Punisher. It just works despite the distance between us.

Marvel vs Capcom Fighting Collection: Arcade Classics ships with matchmaking support for casual matches, ranked matches, and also leaderboards including a High Score Challenge mode.

I also want to note that when you rematch when playing online, the cursors remain correct so you can pick whoever you were playing as before in games like Marvel vs Capcom 2 instead of having to manually move the cursor each time to select your team. Little things like this add up to make the collection feel like a lot of love went into ensuring the best possible experience for players including ones learning the games for the first time.

Marvel vs Capcom Fighting Collection: Arcade Classics issues

My biggest complaints with Marvel vs Capcom Fighting Collection: Arcade Classics are with how it has just a single save state (quick save) for the entire collection. This isn’t one single save state per game, but one for the entire collection. I was hoping this issue from Capcom Fighting Collection wouldn’t carry over but here we are. Another minor complaint and settings not being universal or an easy apply or toggle the light reduction or adjust visual filters at once. Having options per game is good, but I would’ve liked to just enable light reduction and turn off the filter for every game at once.

Marvel vs Capcom Fighting Collection: Arcade Classics on Steam Deck – Verified already

I first tried Marvel vs Capcom Fighting Collection: Arcade Classics on Steam Deck and it works perfectly out of the box. Given it is Steam Deck Verified I shouldn’t be surprised, but you can never tell with new games until you try them yourself. When played on the Deck itself, Marvel vs Capcom Fighting Collection: Arcade Classics runs at 720p and it supports 4K when docked. I played at 1440p for the most part docked and then 800p handheld. It is still 16:9 though with no 16:10 support.

The Marvel vs Capcom Fighting Collection: Arcade Classics PC graphics options are under the PC Settings menu in options. These let you adjust resolution, display mode (fullscreen, borderless, windowed), and toggle v-sync.

Marvel vs Capcom Fighting Collection: Arcade Classics on Nintendo Switch

While Marvel vs Capcom Fighting Collection: Arcade Classics looks fine on Switch, the biggest downgrade from other platforms is the load times. Going in and out of games on Steam and PS5 is almost instant while the Switch version has loading for basically everything. This adds up and since I’ve been playing it on all three platforms at once, it was very noticeable. I hope the connection strength option is added eventually as well since PlayStation and PC have it. The Switch version does support local wireless while the others do not though.

Marvel vs Capcom Fighting Collection: Arcade Classics on PS5

I wish Marvel vs Capcom Fighting Collection: Arcade Classics was native on PS5 rather than played via backward compatibility because PS5 Activity Card support would’ve been amazing to get in and out of different games from the dashboard. Barring that, it looks excellent on my 1440p monitor and loads quickly even when played off an external hard drive. You can move it to the SSD for even faster loading. I have no complaints with the PS4 version on PS5.

Marvel vs Capcom Fighting Collection: Arcade Classics is one of Capcom’s best collections yet across everything and not just fighting games or arcade games. It offers superb extras, fantastic online play on Steam, and it has been a joy to experience these games for the first time. I just wish there was more than one save slot for the entire collection for save states.

Marvel vs Capcom Fighting Collection: Arcade Classics Steam Deck Review Score: 4.5/5

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Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more https://toucharcade.com/2024/09/09/reynatis-interview-takumi-versus-13-inspiration-narrative-furyu-switch-lead-platform-ps5-steam-deck-shimomura-nojima/ https://toucharcade.com/2024/09/09/reynatis-interview-takumi-versus-13-inspiration-narrative-furyu-switch-lead-platform-ps5-steam-deck-shimomura-nojima/#respond Mon, 09 Sep 2024 09:00:20 +0000 https://toucharcade.com/?p=328904 Continue reading "Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more"

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Later this month on September 27th, NIS America will release FuRyu’s action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Ahead of the launch, I had a chance to talk to Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game, inspirations, collaborations, how the project came into being, Final Fantasy Versus XIII, coffee, a potential Xbox release, and much more. This interview was conducted in parts with TAKUMI’s portion being done on video call with Alan from NIS America translating and then it being transcribed and edited for brevity. The portion with Kazushige Nojima and Yoko Shimomura was done over email and is towards the end of this interview.

TouchArcade (TA): Tell us a little bit about yourself and what you do at Furyu right now.

TAKUMI: I’m a director and producer at Furyu. A lot of my work involves creating new games and working on brand new projects. For Reynatis specifically, I’m the person who came up with the main idea for the game. I produced it, I directed it, and I saw pretty much everything through from the beginning to the end so anything and everything related to Reynatis, I handled everything.

TA: I’ve been playing FuRyu’s games through many publishers in the West from the 3DS days, leading into PS Vita, PS4, PS5, PC, and mostly on Nintendo Switch. It feels like Reynatis has the most hype around it from any game which I’ve seen from FuRyu. How does that make you feel as a creative producer?

TAKUMI: First of all, I’m very happy. I take it very positively. I’m just simply pleased that people like it so much. About the buzz and attention it is getting, it feels like it’s actually more from abroad than inside Japan. I’ve been checking things out on Twitter and I noticed that a lot of times whenever they post information about the game, when they post trailers, when they post things like that, a lot of the comments that they’re receiving are from people outside of Japan. And so he says it seems like the fan base for this game abroad is large, or will be large.

And it also seems like, as you mentioned, up till now, this game has been receiving more feedback and more positive user interaction than any other FuRyu game in the past. So I’m really pleased to see how it seems to be being received in the West so far.

TA: Okay, so the game is obviously available now in Japan for people who live there to buy on console. How has the response been from players in Japan for the game?

TAKUMI: As someone who’s liked Final Fantasy Kingdom Hearts and things like that, I feel that the fans of those works, basically the works of Tetsuya Nomura in particular, seem to have really latched onto the game. They really appreciate what I’m doing and I really get the sense that they kind of understand everything. I’ve seen that as they’ve been playing the game, they’ve been noticing things and seeing how the story progresses and being like, “Oh, yeah, that’s how it should be," or, “Yeah, I kind of expected that to happen." And so they’ve gotten really excited and really delved into the world of Reynatis. They’ve also, kind of without really even being prompted, have kind of taken things farther to the next level, like, “I wonder where he’s going to take the story from here. I wonder what’s going to come next. I wonder…" All these little sub things that he hadn’t really had a chance to maybe flesh out or think about yet are things that the fan base has already decided to move forward with and already decided to start thinking about what’s going to come in the future.

Of course a creator, that makes me feel incredibly pleased and also kind of gets my creative juices flowing as it were, too, to think about what I want to do next. On the gameplay side of things, FuRyu games always kind of have areas that stand out a little bit more than others or have things about them that make them kind of unique and very FuRyu you could say. A lot of players have come to appreciate those things, too, and really enjoy those things as well. So for the people who really have always appreciated FuRyu games and have played them up until now and enjoyed them, they seem to be liking and enjoying the game as well. So far on both of those fronts, it seems that user reaction has been positive and people have really been enjoying it.

TA: I’m glad you mentioned Kingdom Hearts and Final Fantasy because from when the game was revealed, a lot of my friends who are hardcore Kingdom Hearts fans and who have been following Final Fantasy for a long time, everyone brought up Final Fantasy Versus XIII’s trailer and everyone’s trying to draw parallels with that and talking about how is this connected here, is that connected there? Can you comment on whether Final Fantasy Versus XIII’s trailer and that whole hype cycle over there had any influence on the project.

TAKUMI: So that question is a sensitive question, it’s a sensitive topic. There’s things that I can and cannot say in regards to it, but one thing I want to point it specifically is that as a fan of Nomura-san’s work and as someone who saw that original trailer for Versus XIII, and purely wondered what would this game have been like, what kind of game would this have been, how would it have played, and all these things like that running through my head, as a fan, I wanted to put myself on the same level as other fans. And as a representative of that fan base, I wanted to create my own take on it. If this game would have come out, maybe it would have turned out like this. So that feeling in terms of how Reynatis is related to Final Fantasy Versus XIII, you could say it’s something like that.

I can’t speak too much beyond this little window of speaking, but I have talked to Nomura-san. They’ve talked about several things about this,and the idea is that Nomura-san knows what he’s thinking and the things that they’ve talked about. As a fan and as somebody who really loves these works, I really wanted it to be from one fan to all the other fans out there. I feel like that group of fans who did love those games, that’s who Reynatis is for.

At the end of the day, all that really comes from that specific title is the inspiration. So seeing that initial trailer and that initial thought of “I wonder what this would be like" was an inspiration, certainly, for Reynatis. Reynatis is something that is wholly his own. It’s something that totally came from me as a creator. It is dyed in my own color as a creator. Everything that I wanted to express as a creator is what’s in this game. It’s not a copy or a rip-off of something else that’s come before, something that might have existed. It’s completely wholly my own. This was simply an initial spark of inspiration to make me think about what this world would be. Everything else about this world that is Reynatis is something that I made myself and created myself.

TA: So out of the many FuRyu games I’ve played over the years since Lost Dimension and stuff like that, my favorites are The Caligula Effect 2, Crymachina, and The Alliance Alive. Every single game usually has I’d say 75% of it is really good with memorable story, music, and stuff like that. But there are some aspects which fall short, and we usually see either technical shortcomings or some people might not like the gameplay or something like that. So I wanted to know if you’re happy with the current state of the game because I know there are updates planned.

TAKUMI: The game originally came out on July 25th in Japan, and from there, we had an actual play session where we streamed it, and there were people watching on Twitter, commenting, and since then, people have had a chance to play the game and receive their comments.

Obviously, to recreate the game, or to do things on a fundamental level, that’s impossible, but obviously, small things that we can brush up, as we are going through, for example, boss balancing, the amount of time that enemies come out, little quality of life features that kind of have to do with those things, all of those things will be addressed in the updates that are coming out. There’s an update coming out on September 1st in Japan, and then either with that, or a little bit before that, we plan to, again, start addressing some of those issues

Beyond that, obviously, if there’s any bugs or any kind of technical flaws or things like that, those are all intended to be addressed to over the coming months, because the last DLC is scheduled to come out in May, and so up until that time point, we are going to continue to work on the feedback that we’ve received, and implement as much as we can, as is reasonable and possible, into the game.

One thing I also want to point out is that specifically for players in the West, the version of the game that you be getting, essentially, will be a version that’s been refined and brushed up, compared to everything that’s come out in Japan, so please look forward to the best version of the game when it does come out here in the West.

TA: So I read the NIS America translated Famitsu interview with Takumi-san, Yoko Shimomura, and Kazushige Nojima in two parts (here and here). It was the two-part long interview and was really nice. So first, thank you to NIS America for translating that officially for us. Secondly, I wanted to touch on the part about how you approached both of them because it was very interesting and funny. I wanted to just ask you about that. How did you approach them directly? Is it just something like you messaged them or do you approach their representatives or the companies at all?

TAKUMI: It was pretty much what I said in the interview. Most of this was direct. I reached out to them directly. I didn’t contact them through a company. I didn’t do super formal emails or uptight things. The thing about Shimomura-san specifically is that Furuyo had actually done some work with her in the past on some other titles, so I kind of had an in there, but even still I ended up reaching out to her through X / Twitter.

For Naora-san, who was the illustrator for the game, it was a PM to him on X / Twitter. Kaburagi-san, who also did the illustrations, I spoke with him on X. Nojima-san, they did a lot of LINE. Even once the project had begun, a lot of the communication was still done via PMs and via private messaging and things like that. At no point was it ever really a very formal thing. I would just kind of reach out to people as necessary and say, “hey, what do you want to do about the music?" or something like that. It’s a lot rougher than you might have imagined in terms of how a company normally performs its business.

TA: That’s hilarious. It makes sense why you contacted them because they are very talented folks, and while the premise and game seem interesting, I wanted to know what prior works of theirs made you reach out to them individually? What are your favorite works by them?

TAKUMI: Well, basically, I’ve been playing Kingdom Hearts since I was a kid. I think the big part is that my personality and values were formed by Kingdom Hearts. So, when it comes to Shimomura-san’s music, I have a strong image of Kingdom Hearts. And then, in connection with that, I’ve been playing titles like Final Fantasy VII and Final Fantasy X. I think Nojima-san’s scenario has a strong feeling from that. I think I’ll just say that I wanted to do Nojima-san’s scenario with Shimomura-san’s music.

for Shimomura-san, obviously, most people think of Kingdom Hearts. It’s a really, really special game. It’s a series that I started playing when I was little. It influenced my values and who I am as a person. So, that was someone that I really wanted to work with specifically.

In terms of Nojima-san, obviously, I’m a big fan of Final Fantasy VII, Final Fantasy X, and works like that. I wanted to work with them because I just wanted to work with them. I liked their work and he wanted to work with them.

TA: I wanted to know, before the game started production, what games did you play that maybe inspired some aspects of this thing? Did you start doing research and playing more action games from other developers to see how they are?

TAKUMI: I’m honestly an action game fan to begin with. So, whether it be older titles, whether it be more recent titles, I feel like I’ve played them all. Whether you’d want to call that research or not is kind of something different, but I have played them and I have enjoyed them and obviously, there’s a lot of things that I’ve taken inspiration from, you could say, from within that.

However, one thing I want to point out really specifically is that, and this is something you know as someone who’s played many FuRyu titles, is that FuRyu size-wise and scale-wise doesn’t have the budget to do something like a Final Fantasy VII Remake or a Rebirth. That’s just on another level. When I was creating the game and thinking about what I wanted to do, I thought carefully about what would be fun for the players. What will the players enjoy? Let’s make that and then let’s also try to make everything within the game something that’s fun.

So for example, even beyond the gameplay, you have the scenario, you have the story, you have all of these things that individually are disparate, but all of them together are what makes Reynatis the experience that it is. I want players to experience it as a whole and not so much as an action game solely, for example. If you compare Reynatis to something like Final Fantasy VII Rebirth, it’s obviously not going to compete on that level. Where it can compete is on this level as an entire package, as a game experience that is the sum of its parts beyond being some specifically one thing.

TA: Can you talk about how long Reynatis has been in production?

TAKUMI: About three years, give or take.

TA: So how was it working for the team during the pandemic?

TAKUMI: The pandemic was just at its peak. I think it was a time when we couldn’t meet face to face and talk about it. But I don’t think I was in that much trouble. The development company that was actually developing it was basically all-in-one, and we were able to work with the top development team. If we had been able to communicate with them, I think we could have made the game without any problems.

After the pandemic actually settled down, we were able to meet face to face. We were able to communicate while eating together. I don’t think there was a big problem in terms of development because we couldn’t meet face to face because of the coronavirus. Things kind of kicked off right at the beginning of the pandemic, specifically when it was really difficult to go out and actually meet people.

Truthfully, at the very beginning, we didn’t have a lot of opportunity to actually meet face to face and talk about things.However, A, as time went on, and B, because we were having lots of meetings and things like that, the people that we were working with to develop it, all of them actually were in the office. Because we had a good direct line of communication with the development staff, the head of the development staff, we felt like there were no issues there.

Also, as the project continued, things loosened up, and so I was able to meet people face to face. We were able to go out to eat and talk and have meetings and things like that. So things proceeded smoothly. Even in the midst of the beginning of the pandemic, when it was more difficult to meet people, I don’t feel that it really impacted the work negatively.

We were able, and I specifically was able to do my work without any problem, and things proceeded well. So there were really no issues from that sense in regards to the pandemic situation.

TA: So one of the things I noticed is, before the game was officially revealed for localization, there was a lot of hype around “NEO: The world ends with you. Everyone was speculating if this is part of the same universe or what’s happening And now we have an official collaboration, which is officially licensed and stuff like that. So I wanted to know two things: As a fan, play NEO :The World Ends with you and how did you approach Square Enix for the collaboration?

TAKUMI: I played the original on DS in the beginning. I played the smartphone game that only lived for a brief period. I played Final Remix when it came out on Switch and then of course NEO: The World Ends With You as well. I’m a simple fan just like everyone else when it comes to the series. I have played them all.

For the collaboration, I did go directly to Square Enix as a company and approached them from an official capacity as a company. Thinking in the console game space, looking at collaborations between companies it’s very rare. All I can think of is that there was a collaboration between Capcom and Konami using Metal Gear Peace Walker and Monster Hunter 2G. Aside from that, I can’t really think of anything else in terms of console creators coming together to make it. Because this is something that hasn’t really happened before, it had to be a bit more official. On the flip side, because it hasn’t happened before, there was really nobody I could talk to internally to be like, “Hey, so how do I go about approaching this? How do I go about making it happen?" I got a lot of feedback like “Oh, that’s impossible. You can’t do that."

However, I have the kind of personality where I’m very strong and straightforward with things. I said “No, no, no, look, if it’s not impossible, there’s a way to do this. I’m going to find a way to do this." The simplest thing in that case was to drop the plan, to go to Square Enix directly and say, “Hey, look, I’m making this game. I really like The World Ends With You. The setting for my game is also Shibuya. Is there anything we can do together?" That’s basically how the collaboration came about.

TA: Can you comment on what platforms Reynatis was always planned for? What was the lead platform?

TAKUMI: All of the platforms were decided from the beginning, but as you mentioned, you have to come up with a lead platform. In this case, it would have been the Switch and so the Switch was the main, and then the others came out from there.

TA: In the past, whenever I played FuRyu games, regardless of how much I liked them, the lead platform usually has some technical issues. I remember playing The Legend of Legacy on 3DS, which had a lot of technical issues, but now it’s perfect when you play it on modern platforms. Reynatis is a very visually striking and good-looking game from its trailers. So I was just wondering how it would run on Switch.

TAKUMI: I understand where you’re coming from. Even though the Switch is the lead platform, honestly speaking, this game pushes the Switch to its limits. Within me, there’s two rules I have to fulfill for this game. One is the producer, and the other is the director. As the producer, I have to be more mindful of things like unit sales. How many players are going to purchase and play the game? So within that, obviously, it makes the most sense that you release a game on as many platforms as you possibly can to maximize those elements.

On the flip side, as the director and as a player myself, it would have been great to focus on maybe one platform like PS5 or something to really push things to the next level. But at the same time, that’s a balance that I have to maintain within all things. There was a lot of internal struggle within how to handle that. But at the end of the day, the balance was essentially taken within those two elements of myself that I had to do. I’m happy with what came out.

TA: So far, FuRyu games release on consoles in Japan and get ported to PC for the Western releases. Has Furyu ever considered doing PC internally in Japan for these games?

TAKUMI: Actually, there was a title that came out recently that we did internally on PC. So it is something that we have been thinking about and working internally on. So yes, games are coming out made by us specifically for PC platforms.

At this point, Mr. Sonobe, FuRyu Localization Coordinator, added that FuRyu has established a partnership with NIS (America) to sell full-priced console RPGs due to their expertise in translation, promotion, and sales capabilities.

TA: The reason I ask is because we’ve seen a lot of promotions in Japan for Steam versions from publishers there. Like SEGA does with competitions for Like a Dragon and Steam Deck. Obviously you need to release on Switch, but you now also have a high end handheld PC. I see a lot of interest for Steam versions. Do you see more people recently asking for PC versions in Japan?

TAKUMI: Please take this as my opinion specifically and not a representative of the industry. For me and the people around me, the two worlds are very different. There’s the world of console gaming, as we call it, and then there’s the world of PC gaming. Those worlds don’t necessarily meet, and it seems like the players of one specific place, like console or PC, generally want to keep their play experiences limited to that space specifically. If you were to divide it up into three things, you would have consoles, you would have PCs, and then you would have smartphones. And so these are kind of the three arenas that exist. And these are kind of the three arenas that people generally tend to stay in when they’re developing and releasing games.

I don’t even necessarily know people who play on PC who have a Steam Deck or who want to play specifically on it. If they want to play a console game, they would play it on console if they had the desire to do so. That’s kind of where I feel the industry is specifically in Japan.

TA: Because you mentioned smartphones, I think FuRyu has one title which is available in the West on smartphones through another partner, Arc System Works, which is The Alliance Alive Remastered. I believe it uses NIS America’s translation for English. Do you have plans as FuRyu to do more smartphone ports of premium games?

TAKUMI: As a company we don’t have a plan to make games specifically for smartphones. It is more that our division specifically is focused on making console games and we believe that consoles are a place that can provide specific experiences that can only be provided by console games. The reason you saw something like The Alliance Alive Remastered come out on smartphones, was because we felt that it would be appropriate and because we thought it would still play well on the smartphone. For something like a super hardcore action game or something that would require more intricate controls, that wouldn’t really be suitable to be on smartphones so it wouldn’t happen. Our plan and goal going forward is to develop first for console and to bring out the best we can do in the console gaming space. IF that work is suitable enough to be brought to a smartphone, and still be able to be played well, and it doesn’t lose any of its intrinsic fun that you have from playing on console, then we will think about it in the future, but it kind of is on a case by case basis.

TA: So I play FuRyu games on multiple platforms, but there’s one platform that hasn’t seen FuRyu support much. This question isn’t just from myself, but also from readers who usually want to know why some games aren’t coming to Xbox. only myself, but a lot of our readers also usually ask us to check in on the possibility? I know there could be many reasons for why, but I still wanted to ask you directly about this if there are plans to do Xbox Series X versions of these games from FuRyu?

TAKUMI: Personally, I would like to do Xbox versions of the games but the reality is that in Japan there’s not enough demand from consumers. There’s not enough recognition from consumers for the platform itself to be able to justify being able to make an Xbox version. To talk about things from a development standpoint, you have to understand that adding another platform to the development cycle means you have to account for that within the schedule. Within that as well, the development team has to have the experience to be able, having worked on that platform, to be able to develop it appropriately for that platform. Because the team doesn’t have that experience, it suddenly becomes a very high hurdle to clear and be able to make this game. I would definitely like for us to be able to do it. I find it would be something that would be interesting. It’s just the reality of it that it’s a difficult thing to do for the reasons I mentioned.

TA: Reynatis is coming out in the West in a few weeks. I wanted to know what you’re most excited to see when players get their hands on the game in the West?

TAKUMI: I really want players to enjoy playing the game for a long time. Nowadays, you kind of have an issue that when a game comes out, it’s not uncommon for spoilers to get posted, whether that be videos or things like that. We’ve worked really hard to make sure that those spoilers don’t get out there. One of the ways that they’ve avoided having things spoiled is by having this– we talked about it a bit earlier–but by having this free DLC release schedule going forward that will bring up new story content and secret story content.

There’s going to be one that comes out October 1 that will be global. NIS America will release the game in the West in September. So players will kind of have to catch up first, but after that, they get to experience everything in real time with the Japanese player base as well as the updates come out. I hope that this is something that encourages people to keep playing the game and to play it for a long time to come and to really enjoy what they’re playing and seeing all the secrets and things that they have, because these are things that, again, are going to be not spoiled because it’s all coming out at the same time once the game gets released in the West.

TA: One of my favorite aspects of FuRyu games is always the art and music. That’s usually consistently very good. I wanted to know, are there any plans after all the DLC is out to have a Japanese release of the full art book covering everything and a full soundtrack?

TAKUMI: At the moment there are no plans specifically to do either of the things that you mentioned, but in regards to the music I really think Shimomura-san made a fantastic soundtrack and I would love to be able to get that out there to people in some fashion. So, hopefully we can do it, but there are currently no plans.

TA: Unrelated to Reynatis which we’ve covered a lot, I wanted to know what you’ve been playing outside of work in the last year, like in 2024, which you’ve enjoyed a lot, and what platforms you’ve been playing on?

TAKUMI: So for this year, I played Tears of the Kingdom and I played Final Fantasy VII Rebirth. Generally speaking, due to everything going on with Reynatis, I have a feeling that I didn’t get to play as much as I would have liked for everything else, but those are the two ones that I remember playing the most. Platform-wise, I probably played most on PS5.

As an addition, I’m a huge Disney fan and I’m also a big fan of Star Wars. All the information coming out about the new Star Wars materials has gotten, like, kind of reawakened that fire that I have, for the Star Wars property, so I’ve really been enjoying Jedi Survivor.

TA: What project that you’ve worked on so far is your favorite. If it is Reynatis, talk about another one as well.

TAKUMI: So I’ve only worked on two games: Trinity Trigger and Reynatis. To talk about Trinity Trigger, I was only the director on that game so I didn’t have the opportunity to do anything on the Producer’s role so thinking about the broader scope of things and how to reach out to customers on that. That’s something I felt was an area missing for me. I really wanted to do it. As a result of having that feeling on Trinity Trigger, I was able to, when the time came to Reynatis, I was able to take on the role of Producer, Creative Producer, and Director and therefore I was able to do everything that I wanted to do in this game. To oversee every single aspect of it.

By the same token, because Trinity Trigger was the first game I had worked on and I directed, I was able to do a lot of what I wanted to do with it. It is of course a title to him that remains really deep in his memory, but the game that I have the most affection for is Reynatis.

TA: For a lot of people, when they see FuRyu’s games, there are quite a few available on current platforms. Reynatis has the most hype. What would you like to say to folks who are excited for this who have not played a FuRyu game before?

TAKUMI: One of the things that I feel is most representative of FuRyu titles in general, is that they all have a very strong theme. If you look at each and every one of these games, the theme is very strong. The message reaching out to people is very strong. Reyantis is no different. This might be a rough or harsh way to put it, but if there are people who feel that they are weak, if there are people out there who feel like they are being put down by society, they can’t live and carry out their lives like they want to, I want you to play Reynatis.

One of the big themes in the game is that within Japanese society itself, there’s a very famous expression that you’ve probably heard many times before: “The nail that sticks out gets hammered down" People in Japan have a tendency to go with the flow, and supplement themselves into what the rest of society wants them to do or say, and as a result of that, many people kind of feel really pressured and they’re stifled within what they actually want to do. Whether it be in Japan or outside, if you feel that way, this is absolutely the game for you. The message within this is very strong and I feel like it will resonate with people who feel like they maybe are put down by society or that they are not a place they want to be in society.

Going back to what we spoke about before, while the game might not be able to compete in the arena of graphics or richness in setting, the game does have a message that resonates just as strongly as for Final Fantasy VII if not more. I believe it can compete and beat it in that. I think that because the message in the game is so strong, it will remain in people’s hearts and minds and it will be something that will be a really positive and memorable experience for them. I hope people pick up the game for those reasons.

This part of the interview with Yoko Shimomura and Kazushige Nojima was conducted over email.

TA: How did you get involved in the Reynatis project?

Yoko Shimomura: Via a sudden attack from TAKUMI. (laughs)

TA: What have you learned composing for games for many years now and how do you implement these learnings in your future compositions and recent ones like Reynatis?

Yoko Shimomura: It’s difficult to put into words. I think that experience does become a new power, but I mainly compose via feeling, so turning that into words is difficult.

TA: My favorite soundtracks done by you are definitely LIVE A LIVE, Radiant Historia, and Street Fighter II. I’m very curious about the Reynatis soundtrack. What has been your favorite part of working on it so far?

Yoko Shimomura: Thank you! The night before recording, even though I was totally worn out mentally and physically, I just had more and more compositions flowing out of me, which was fun. (laughs) I was really ablaze with the idea, “I’m definitely going to finish this!"

TA: As a composer you have a very distinct style that when someone hears a work by you, they know you composed it. How do you feel that your style is recognizable through multiple iterations of technology?

Yoko Shimomura: I wonder! I get told that a lot, but I don’t really understand it myself. People have said that in the past, my compositions tended to be different based on the work, so there isn’t really a feel that they were all composed by me. I think maybe my style hadn’t quite come out yet.

TA: Were you inspired by any other games when working on the Reynatis soundtrack?

Yoko Shimomura: I wasn’t influenced by any other work in particular.

TA: You’ve worked on the scenarios of many of my favorite games of all time. How do you approach different games today compared to how you worked in the 90s?

Kazushige Nojima: It depends on the game genre. For games where the narrative comes first, players today want a character who is a convincing portryal of a fully-fledged person, rather than a character that is an avatar for the player, as was common in the past. In that case, it then becomes important to give the world the character inhabits a sense of presence. I do like those old games that were more akin to a fairytale, though. I’d like to work on one again in the future.

TA: How did you get involved with this project?

Kazushige Nojima: I received a call from my old acquaintance, the composer Ms. Shimomura. She asked if it was OK to share my contact info with TAKUMI. Things started from there.

TA: Is it influenced by Versus XIII in any way?

Kazushige Nojima: I didn’t think it was when I was writing it, but I can’t say for certain.

TA: Having now seen the game’s scenario all the way, what is your favorite aspect of it, and what do you think fans of your other work should pay attention to here?

Kazushige Nojima: It’s difficult to answer this while avoiding spoilers. I think that Marin’s change in mannerisms [throughout the course of the game] is well-depicted.

TA: What have you enjoyed playing this year and have you played Reynatis yet?

Kazushige Nojima: I’ve been doing nothing but dying in it, but I’ve enjoyed ELDEN RING. I’ve also enjoyed Dragon’s Dogma 2. Embarassingly enough, I’m only partway through REYNATIS. Sure enough, I’m just not good at action games, so for the games I mentioned, I’m enjoying the atmosphere of their worlds. I think the game I’ve played the most of is Euro Truck Simulator.

TA: So now the last question is for everyone here. How do you like your coffee?

TAKUMI: I don’t actually like coffee. *laughs* I don’t like things that are really bitter. I generally go for iced tea or black tea. If I’m going to drink coffee, I’m going to put a ton of cream, milk, or sugar to drink it. It is kind of funny that in university, I worked at Starbucks so I had to know a lot about coffee, so it is kind of funny that way.

Alan Costa: I like coffee with milk or soy milk. If I’m drinking iced coffee, I like just an americano with just ice and no sugar.

The two responses below were via email.

Yoko Shimomura: I like iced tea. I drink it all the time. I like doubling up [on the bags] to make it strong.

Kazushige Nojima: Black. And strong.

I’d like to thank TAKUMI, Alan Costa, Chihiro MacLeese, Mr Sonobe, Anna Lee, and Lottie Diao for their time and help with this interview.

Editor’s note: I unfortunately lost the recording I took myself where the other attendees from NIS America and FuRyu mentioned how they had their coffee and could only include these two.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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Steam Deck Weekly: NBA 2K25, ARCO, ODDADA, DATE a LIVE Ren Dystopia, Star Trucker, Skull and Bones, & More Reviews With New Verified Games https://toucharcade.com/2024/09/06/nba-2k25-steam-deck-review-gameplay-settings-date-a-live-ren-dystopia-star-trucker-skull-and-bones-performance-verified/ https://toucharcade.com/2024/09/06/nba-2k25-steam-deck-review-gameplay-settings-date-a-live-ren-dystopia-star-trucker-skull-and-bones-performance-verified/#respond Fri, 06 Sep 2024 17:29:44 +0000 https://toucharcade.com/?p=328779 Continue reading "Steam Deck Weekly: NBA 2K25, ARCO, ODDADA, DATE a LIVE Ren Dystopia, Star Trucker, Skull and Bones, & More Reviews With New Verified Games"

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Welcome to this week’s edition of the Steam Deck Weekly. If you missed my Warhammer 40000: Space Marine 2 Steam Deck review, read it here. Today’s article focuses on Steam Deck impressions and reviews for many games I’ve been playing over the last few weeks with the Steam Deck Verified games and one notable set of discounts on right now.

Steam Deck Game Reviews & Impressions

NBA 2K25 Steam Deck Review

While many scoff at yearly sports releases, I’ve always been a fan of 2K’s NBA games despite the issues. NBA 2K25 is notable for a few reasons. The first is that this is the first time since the PS5 generation began that the PC version of NBA 2K25 is actually the “Next Gen" version rather than being based on the older consoles. The second reason is that the official PC FAQ confirmed that NBA 2K25 is optimized for Steam Deck. While it doesn’t have an official rating from Valve yet, this was great to see. Now that I’ve played NBA 2K25 on Steam Deck and also both consoles thanks to review codes and buying a disc, I’m more than pleased with the game, but it has some of the usual issues you’d expect.

If you’ve been playing NBA 2K on PC for a few years, the standout features of this year’s entry are the ProPLAY technology for improved gameplay which has only been on PS5 and Xbox Series X prior to NBA 2K25. WNBA also makes its PC debut with NBA 2K25 alongside the MyNBA mode. If you ended up skipping the last few years of NBA 2K games on PC in the hope of getting the full experience, NBA 2K25 is it for sure, and I hope it does well enough se we keep seeing not only the Next Gen version on PC, but also 2K doing good work on Steam Deck.

On PC and Steam Deck, NBA 2K25 has 16:10 and 800p support which is already a good sign. Beyond that, it has AMD FSR 2, DLSS, and XeSS support, but I disabled this. I’ll get into why a bit later. You can also adjust v-sync, dynamic v-sync that targets 90fps during gameplay and 45fps outside that (including The City), toggle HDR (yes it works on Steam Deck), texture detail, overall quality, and two shader options. I recommend letting the game cache all the shaders on initial boot for the best possible experience during gameplay. For some reason, NBA 2K25 on Steam Deck does a quick shader cache on each boot. It isn’t too long but is notable.

The NBA 2K25 PC graphics options have an advanced menu with many options including shader detail, shadow detail, player detail, crowd detail, NPC density, volumetric effects, reflections, era filters, global illumination, ambient occlusion, TAA, motion blur, depth of field, bloom, and max anisotropy. This is quite a feature packed PC port when it comes to settings. I left most on low or medium with turning off the upscaling since it made gameplay look a bit too blurry. The main settings I left at medium were player level and shader detail. I also capped the game to 60fps at 60hz using the Steam Deck quick access menu. This provided the best and most stable experience with better clarity than the defaults.

Speaking of the default, if you don’t care about adjusting any settings, the game has a Steam Deck visual preset which works fine out of the box, but it looked a bit too blurry for my liking. This is what made me play around with the settings over the last few days.

I was curious if NBA 2K25 is playable offline. I know many of the modes require an internet connection but what happens if you try booting up the game when not online? When trying this on my Steam Deck OLED in airplane mode with wifi turned off, the game booted up but didn’t let me load MyCAREER or MyTEAM. There’s a Connect option in the menu to retry connection, but I could get into quick play and eras fine while offline. I noticed some load times were quicker when offline as well.

When looking at the console versions, NBA 2K25 is a much better experience than Steam Deck technically, but I find myself playing it more on Valve’s handheld after years of enjoying these games on Switch and more-recently on Steam Deck. The biggest differentiator is the load times. Even on my Steam Deck OLED’s internal SSD, NBA 2K25 doesn’t load as fast as PS5 or Xbox Series X. It isn’t as bad as older systems, but this was a notable difference. Beyond that, keep in mind that there is no crossplay for the PC version with both consoles.

As with every recent NBA 2K, the microtransactions are still a problem. This is important if you want to play some of the modes that have a focus on them. If you just want to get this to have a great looking and playing basketball game, they might as well not exist, but keep that in mind when you make your purchase since NBA 2K25 is a $69.99 game on PC as opposed to being priced lower for the last few years.

With NBA 2K25, the Steam Deck now delivers a fantastic portable basketball experience at feature parity with PS5 and Xbox Series X. With a bit of tweaking, it looks and runs great, and I’m glad to see 2K finally bring all the features to PC after many years. If you own a Steam Deck and were hoping for a good experience with NBA 2K25, 2K and Visual Concepts have delivered. Just be aware of the microtransactions in some of the game modes though.

NBA 2K25 Steam Deck review score: 4/5

Gimmick! 2 Steam Deck Impressions

If you’re not familiar with Gimmick! 2 yet, read Shaun’s review of the Switch version here. I was curious to see how it felt on Steam Deck. As of this writing, Gimmick! 2 hasn’t been tested by Valve, but it runs fine out of the box. In fact, it even has a mention of Steam Deck and Linux fixes in its newest patch.

Gimmick! 2 is currently capped at 60fps on Steam Deck, and I even recommend forcing your Steam Deck screen to 60hz if you play on an OLED to avoid any jitter issues. There are no graphics options at all, but it does seem to support 16:10 display by default for the menus at least. When I forced the game to run at 1080p on the Steam Deck’s own screen, I wanted to make sure the game wasn’t stretching the visuals like some others do. I can confirm it indeed supports 16:10 properly after making sure of the aspect ratio of the UI and other elements. This only applies to menus though as the actual gameplay runs at 16:9.

While I was hoping to see Gimmick! 2 support above 60fps, it isn’t a deal breaker or even close. I wouldn’t be surprised if this gets Steam Deck Verified soon because it runs perfectly out of the box. As for the game itself, I definitely agree with Shaun’s review linked above. I’m just glad to see Gimmick! 2 run so well out of the box on Steam Deck.

Arco Steam Deck Mini Review

Arco is a game I adored from the get go, but it felt like it was a few updates away from greatness. The dynamic turn-based RPG with pixel art visuals and a lovely story hit PC and Switch a few weeks ago, and it has gotten a major update on Steam already fixing most of my issues. As of this writing, the update isn’t live on Switch and I decided to review the Steam Deck version since that is the most up to date right now.

When looking at Arco trailers, you might think it is just a nice looking tactical game. Well, it is a lot more than that, and the combat system is very interesting. In fact, the audio and story surprised me the most. Arco has you experiencing different stories with characters that have unique gameplay styles (in a way). While it is a turn-based affair, there are real-time elements. I saw someone call it Superhot meets a pixel art tactical RPG and I feel like that isn’t giving you the full picture, but it is a glimpse into the kind of blend of gameplay you can expect here.

On Steam Deck, Arco ships Verified from the get go, and I had no issues playing it on both my Steam Decks. It is capped to 60fps as far as I can tell and has 16:9 support only. The current build on Steam Deck includes an assist mode (beta) letting you skip combat, get infinite dynamite, and more. These are good to have if you want to skip the combat, but I’m happiest about the option to skip the first act when replaying the game.

On paper, Arco seemed like it would be very good, but I didn’t expect to love it as much as I do now. It feels dynamic across the board with superb visuals, music, and a lovely story. If you want an interesting tactical RPG with a memorable story, get Arco right now. There’s even a free demo you can try on Steam right now.

Arco Steam Deck review score: 5/5

Skull and Bones Steam Deck Steam Deck Mini Review

Skull and Bones is an interesting release to cover. It launched on PS5, Xbox Series X, and PC earlier this year, but wasn’t on Steam until just over a week ago. Having never played it before, I wasn’t sure what to expect aside from a friend of mine telling me he enjoyed it despite its many flaws on Xbox. I was also curious to see how it felt on Steam Deck as a current generation console title, but Ubisoft posting about it being playable gave me some hope. For this review, I’m focusing on the Steam Deck port more than the game.

On Steam Deck, Skull and Bones has an official Valve rating of being Playable. On booting it up for the first time, you have to login to your Ubisoft Connect account and this process isn’t smooth because the interface feels sluggish. I was hoping it would just pick up my details since I logged into Ubisoft Connect for Prince of Persia: The Lost Crown, but I had to do it again for Skull and Bones. Beyond that, the tutorial runs fine, but I wanted to get more stable performance. I set it to a 30fps frame rate limit and it runs at 16:10 and 800p. I opted for FSR 2 quality upscaling as well, though performance is more stable with the performance upscaling preset. I left everything else on low aside from textures which I set to high. I found this delivered a good experience overall.

As for Skull and Bones as a game itself, I’m still early on since I’ve only played it for just over a week now, but I see the potential here. If Ubisoft keeps supporting it, it will be an easier recommendation. It is already a better experience than before looking at what was added in recent updates.

Skull and Bones is a hard game to recommend at full price, but I do recommend checking out the free trial. I enjoy naval combat and open world Ubisoft games, and Skull and Bones with all its updates so far is good, but it has potential to be better. If you do plan on playing Skull and Bones on Steam Deck, keep in mind that it is an online only experience. I will likely grab it on console to also play there with cross progression.

Skull and Bones Steam Deck review score: TBA

ODDADA Steam Deck Review

I love interactive toys like Townscaper because they are excellent at letting me spend a few minutes trying to create something cool. When ODDADA was announced, it felt like the next great interactive toy for me, and that’s exactly what it ended up being with a small caveat in its controls.

ODDADA is not technically a game, but a music maker hybrid that feels like a game. The aesthetic reminds me of Windosill in a way, but it really is a gorgeous and elegant little toolbox with a plethora of ways for you to create something special. You interact with it using a mouse or touch controls on Steam Deck, and slowly progress through the different levels and instruments working your way to the end. The randomness element makes it so every creation sounds and feels different.

On Steam Deck, I mentioned ODDADA has no controller support yet, but it runs perfectly at 90fps out of the box. There are a few graphics options like resolution, v-sync, and anti-aliasing toggles. You don’t need to worry much about settings in this one, but the text in the menu is a bit small for Steam Deck.

Aside from the lack of controller support, I have nothing bad to say about ODDADA. I would argue that even with full controller support, it will play best with touch or mouse controls, but I know some folks prefer a controller across the board.

If you enjoy music, art, or just want to make your own music with a lovely little game, ODDADA is for you. In its current state, ODDADA doesn’t have controller support, but it plays perfectly with touch controls on Steam Deck. The team is working on getting it Steam Deck Verified so keep that in mind if you plan on purchasing it now or later.

ODDADA Steam Deck review score: 4.5/5

Star Trucker Steam Deck Mini Review

Sometimes, a game is released blending two genres together in a way that might not satiate either fanbase. These situations can result in a game that doesn’t hit as hard for anyone, but there’s also a chance that it manages to capture a new audience. I feel like Star Trucker is one of those with how it tries to do automobile simulation and space exploration at once, but without going too deep into either of those genres. This one hasn’t been rated by Valve, but I didn’t have any issues playing it on Proton Experimental right now.

Your aim in Star Trucker is to explore space, take on jobs, earn money, and unlock more to do on the massive galactic map. It includes many difficulty options and the ability to tweak things as you like before starting a new game. While I love the gameplay loop, the real highlights are the visuals, writing, and voiced banter on the radio.

On PC and Steam Deck, Star Trucker lets you adjust video mode, resolution (16:10 support included), refresh rate, v-sync, graphics quality, render scale, shadow quality, temporal anti-aliasing, ambient occlusion, mesh detail, and light shafts. I opted to use a custom preset with low shadows but left everything else at normal. I also turned off temporal anti-aliasing. This was good enough for a 40fps or so target. I’m sure someone will find a better compromise in visuals for improved performance, but I was happy with this while playing.

The major issues holding Star Trucker back are the controls that took me a good while to get used to. I hope these see some improvements in updates.

Star Trucker surprised me with its blend of truck simulation and its setting in a way I didn’t think was possible. This feels like a game catering to what I enjoy a lot in automobile simulation and exploration games. While it might not be for everyone, I’ve enjoyed playing Star Trucker quite a bit ever since I got review code on Steam Deck. I hope the developers optimize it a bit more for Valve’s handheld though.

Star Trucker Steam Deck review score: 4/5

DATE A LIVE: Ren Dystopia Steam Deck Mini Review

Originally released in Japan on PS4 only back in 2020, Sting and Idea Factory’s DATE A LIVE: Ren Dystopia has made its way to the West only on Steam, and it is a great follow up to DATE A LIVE: Rio Reincarnation. If you’re not familiar with it, Date A Live is a light novels series from Koshi Tachibana with illustrations by Tsunako. DATE A LIVE: Rio Reincarnation was a great introduction to that world, and every fan of that release needs to play DATE A LIVE: Ren Dystopia.

DATE A LIVE: Ren Dystopia has you playing as Shido who has a dream about a girl named Ren, and this is where the narrative begins with multiple paths and returning characters. There are many choices to make as you’d expect, and it is all accompanied by very good art from Tsunako. DATE A LIVE: Ren Dystopia feels more lighthearted across the board, and it serves as a perfect compliment and follow-up to DATE A LIVE: Rio Reincarnation. I’m just surprised it took this long to see it released in English.

DATE A LIVE: Ren Dystopia runs perfectly on Stema Deck out of the box. I didn’t need to change anything. It has 16:9 support at 720p and plays all cut-scenes without issues out of the box. I recommend checking the system settings to ensure the confirm button is set to A and not B. Also make sure it isn’t stretching the 16:9 image to 16:10 in fullscreen mode.

DATE A LIVE: Ren Dystopia is an easy recommendation for fans of DATE A LIVE: Rio Reincarnation with its lovely art, music, and memorable characters. I don’t recommend playing it before Rio Reincarnation though.

DATE A LIVE: Ren Dystopia Steam Deck Review Score: 4/5

Total War: PHARAOH DYNASTIES Steam Deck Review Impressions

I can’t recall the last time I’ve seen a free game update or re-launch get a new store page on Steam, but that’s what happened with Total War: PHARAOH DYNASTIES. When SEGA reached out asking if I wanted to try the update early, I figured it would just be early access to the update, but not a brand new app on Steam. I always thought Total War: PHARAOH was good and had potential, but it clearly wasn’t ready for a full price launch when it debuted. Fast forward to today, Total War: PHARAOH DYNASTIES is exactly what the original should’ve been, and it is an easy recommendation on PC, but the Steam Deck version has some caveats.

Total War: PHARAOH DYNASTIES builds on the original by nearly doubling the main campaign content, adding in four new factions, the Dynasty system, and tons of improvements to existing areas of the game. If you already own Total War: PHARAOH, Total War: PHARAOH DYNASTIES will feel like a sequel in some ways, but also an enhanced re-release in others. It is a great game right now.

On Steam Deck, Total War: PHARAOH DYNASTIES still doesn’t have controller support, but it is playable with the trackpad and touch controls. I’m still playing it on and off to see how it feels, but my initial impressions are very positive as someone who enjoyed the original Total War: PHARAOH but thought it needed more work.

Pinball FX Steam Deck Impressions

Shaun has been talking about Zen Studios’ Pinball FX series so much over the years, that I’ve always wanted to check it out on a handheld. I ended up getting some of the tables for older games on Switch before, but with the new digital version of the game simply titled Pinball FX out on Steam since last year, I was curious how it would play on Steam Deck.

When the two new DLC tables were released, I downloaded the game on Steam Deck to see how it and the DLC tables felt. What surprised me the most is the PC port features, and how it plays on Steam Deck. I’ve not played every single DLC table so I can’t comment on how the game will run there, but having access to a lot of PC graphics options including proper HDR support on Steam Deck makes it hard to not recommend at least downloading the free client to see how you find it.

As for the gameplay, I’ve played about 7 tables since getting the game, and I love this release. I’m looking forward to covering more of these tables in the future, but Pinball FX feels like a love letter to the world of pinball. While not a review, Pinball FX is absolutely worth your time on Steam Deck. Even if you don’t want to buy anything, I recommend grabbing the free to play version on Steam to access a few of the tables at no additional cost. This will let you see how the game looks and runs on Steam Deck as well as sampling a bit of the many tables available as paid DLC.

New Steam Deck Verified & Playable games for the week

I’m surprised Black Myth: Wukong is marked Unsupported and not Playable given it performs better than a lot of Verified games. I’m glad to see Hookah Haze and OneShot: World Machine Edition Verified this week. I’m looking forward to playing them both.

  • Black Myth: Wukong – Unsupported (Read my review here showing it is playable)
  • F1 Manager 2024 – Playable
  • Hidden Through Time 2: Discovery – Playable
  • Hookah Haze – Verified
  • METAL SLUG ATTACK RELOADED – Verified
  • OneShot: World Machine Edition – Verified
  • Slash Quest – Verified
  • Syberia – Verified
  • Toree’s Panic Pack – Verified
  • Volgarr the Viking II – Playable

Steam Deck Game Sales, Discounts, and Specials

Check out the Games from Croatia sale with discounts on the amazing Talos Principle series and much more this week. This sale is on until Monday morning.

That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.

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‘NBA 2K25 Arcade Edition’ Headlines October 2024’s New Apple Arcade Releases With Three App Store Greats https://toucharcade.com/2024/09/06/nba-2k25-apple-arcade-release-date-download-october-2024/ https://toucharcade.com/2024/09/06/nba-2k25-apple-arcade-release-date-download-october-2024/#respond Fri, 06 Sep 2024 07:09:20 +0000 https://toucharcade.com/?p=328811 Continue reading "‘NBA 2K25 Arcade Edition’ Headlines October 2024’s New Apple Arcade Releases With Three App Store Greats"

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Apple just announced October 2024’s new Apple Arcade games with NBA 2K25 Arcade Edition () as the headliner. Following yesterday’s news about Balatro, Apple confirmed that NBA 2K25 Arcade Edition will release on October 3rd with three App Store Greats. NBA 2K25 Arcade Edition is notable because it marks the debut of The Neighborhood on iOS letting you explore the immersive world, outdoor streetball courts, NBA legends recruiting, a new badge system, and more with limited-time quests planned. Check out the NBA 2K25 Arcade Edition gameplay screenshot below:

Alongside NBA 2K25 Arcade Edition, we have Smash Hit+, Furistas Cat Cafe+, and Food Truck Pup+ joining Apple Arcade as App Store Greats. I’ve only played the first of those before so I will be checking out the others assuming I can stop playing Balatro+. If you’d like to sign up to get the new games, check out NBA 2K25 Arcade Edition here on Apple Arcade. With Balatro+ and NBA 2K25 Arcade Edition this is definitely the best month in a while for the service. What do you think of the newly revealed Apple Arcade games?

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Razer Kishi Ultra Mobile Controller Review – The Best Mobile Controller in 2024? https://toucharcade.com/2024/09/05/razer-kishi-ultra-mobile-controller-review-iphone/ https://toucharcade.com/2024/09/05/razer-kishi-ultra-mobile-controller-review-iphone/#respond Thu, 05 Sep 2024 18:27:05 +0000 https://toucharcade.com/?p=328730 Continue reading "Razer Kishi Ultra Mobile Controller Review – The Best Mobile Controller in 2024?"

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Back in April, the Razer Nexus (Free) app on iOS and Android was updated with support added for an unannounced “Razer Kishi Ultra" controller boasting features like analog stick deadzone customization and more. Since then, Razer has announced and released the Razer Kishi Ultra with support for more than just phones. The Razer Kishi Ultra is also the most expensive mobile controller as far as I’m aware, but it offers more features than expected for specific devices. Having used the Razer Kishi and the Backbone One including the new USB-C versions for years now, I didn’t think I needed a new controller, but the Razer Kishi Ultra changed my mind in a way the Hori Split Pad Pro did on Nintendo Switch a few years ago.

Razer Kishi Ultra – what’s in the box

The Razer Kishi Ultra box included the controller itself, a few sets of rubber cushions to use depending on your device, a sheet of stickers, and an instruction booklet. For the price point of $149.99, I expected to have a carrying case or at least a pouch included. Beyond that, the box and casing for the controller in the box are good quality as usual from Razer.

The Razer Kishi Ultra rubber cushions come in pairs that are properly labeled for use with iPhone (Pair A), iPad Mini 6th generation (Pair B), and Android (Pair C). If you use a case, you don’t need to use any of these rubber cushions.

Razer Kishi Ultra compatibility – iPhone, Cases, Android, and iPad Mini

While most mobile controllers, especially the telescopic ones, only support iPhone and Android, the Razer Kishi Ultra also supports tablets like the iPad Mini 6th generation. We’ve also recently had some telescopic controllers ship with bluetooth support, but as for USB-C, this one seems to have some of the best compatibility. For the purpose of this review, I tested the Razer Kishi Ultra on my iPhone 15 Pro, iPhone 14 Plus, and wired on my iPad Pro. I didn’t test on Android or Windows, but I did try it on my Steam Deck wired. It is detected as a generic Xbox gamepad, but it did work when I was playing NBA 2K25 on Steam Deck yesterday for review and it also supports decent rumble in games like Bakeru that I tested with.

Razer Kishi Ultra buttons, d-pad, and triggers

Before getting to the new features, how does the Razer Kishi Ultra actually feel and perform? I was a bit worried about the d-pad, but it ended up working great when I played games like Garou: Mark of the Wolves ACA NeoGeo or even newer ones like Hades and Hitman Blood Money Reprisal. Beyond the d-pad, the shoulder buttons and triggers work well just like Razer’s older controller. The analog sticks are comfortable and smooth to use with the face buttons being clicky albeit with more travel distance which I didn’t expect after the original Razer Kishi.

Overall, I have no complaints with the Razer Kishi Ultra d-pad, buttons, or triggers after considerable use including some sessions lasting a few hours where I played Zenless Zone Zero while charging my phone through the passthrough charging here.

In terms of feel, the textured finish isn’t rubbery, but it works well for a grip and remains very comfortable to hold even for a few hours. I don’t usually care for Chroma stuff on controllers, and just like the Razer Kitsune, I would’ve preferred if the lights could somehow match the gameplay on screen.

Razer Kishi Ultra – new features

The main draw of the Razer Kishi Ultra is the full-size form factor. Instead of feeling like a compact mobile controller as we’ve seen with Razer’s prior release or the Backbone One, the Razer Kishi Ultra is a full-size one that feels like you’re holding your phone in the middle of a good quality console controller. This may not be a plus for some looking for a compact solution, but it isn’t meant to be that. The full-size form factor makes this the comfiest mobile controller I’ve used by far.

The other features are the Chroma customization through the app, haptics (for Android and Windows), and virtual controller mode (Android only). The virtual controller mode is good for Android games since we see some notable ones skip adding controller support outside iOS on mobile like Genshin Impact.

Aside from the new features, the Razer Kishi Ultra has a 3.5mm headphone jack, passthrough charging (15W), and the L4 and R4 shoulder buttons.

Razer Kishi Ultra features missing on iOS – haptics and virtual controller mode

The haptics and virtual controller mode are only available on Android (or Windows as well for the former) and not available on iOS. I don’t really care about virtual controller mode, but I hope Razer can work on something to enable the haptics in some way for iOS devices as well. I love haptic feedback on PS5 and HD Rumble on Switch, so having something that tries to do similar things on iOS would be nice.

Razer Kishi Ultra price point – is it worth it?

I already think most folks are better off getting a PS5 or Xbox controller to play wirelessly on iOS as the best possible and cheaper option. If you do want a good controller that has a telescopic form factor and attaches onto your phone, the most popular options are already $99.99 so the Razer Kishi Ultra at $150 is definitely a more premium controller. Is it worth that much more? If you’re ok with the current Razer Kishi and Backbone One price point, this is definitely worth the extra price for the comfort, but the lack of the haptics makes it feel like a lesser experience on iOS compared to Android where you get the fully featured experience.

It remains to be seen if the joysticks on this one don’t drift over time as well.

Razer Kishi Ultra – the best mobile controller in 2024?

If you’ve not read my review of Razer’s older controller, check it out here. Moving from that more compact form factor that I’ve gotten used to for years across Razer and Backbone products to this big one has been interesting. Just like the Hori Split Pad Pro for Nintendo Switch, I find myself wanting both a full-size controller and a more compact one for iPhone.

The Razer Kishi Ultra is easily the comfiest mobile controller I’ve ever used, but I wish it was easier to travel with. I worry about how it might end up in my bag unless I carry it in the big box it ships with. I don’t know if the Razer Kishi Ultra will replace my normal Kishi or Backbone One when I travel, but I’m definitely only using it when I play at home.

At the asking price, I was hoping for hall effect analog sticks though. I’ve had drift issues with multiple controllers over the years and while it hasn’t happened to the Razer Kishi Ultra yet (or the Razer Kishi itself), but I can’t say how things might be in a few more months. This is more of a thing to keep in mind when you buy it.

Having now covered the Backbone One and Razer Kishi models, I definitely want to try out the GameSir lineup as they seem more than worth checking out. Hopefully in the near future.

Razer Kishi Ultra 2 wishlist

When thinking about what I’d like to see in an updated Razer Kishi Ultra, aside from hall effect sticks, I’d like some of the sharper edges like the passthrough charging port to be smoothed out a bit. Beyond that, while I love the L4 and R4 buttons as options, I vastly prefer having paddles on the bottom of the controller since they feel more natural to use. It would be good to have those as options given the premium price. Maybe even L5 and R5 as paddles on the bottom with remapping available in the Razer Nexus app. The final thing I want is a carrying case for this to come with the controller. When looking at the pro level controllers on console, they usually come with a nice hard case. Granted this one doesn’t cost as much as a DualSense Edge or Victrix Pro BFG, but it would be a nice addition to the package that wouldn’t cost too much.

Razer Kishi Ultra review

If you’re used to playing on traditional PS5 or Xbox Series controllers or basically any full-sized controller and don’t enjoy using the compact Joy-Con size buttons and sticks we usually see in mobile controllers, the Razer Kishi Ultra is perfect for you with its comfortable grip, great d-pad, and face buttons. The lack of full feature support on iOS is disappointing, but this is a great addition to the mobile controller space, and I hope Razer can build on this through the years while also offering a carrying case so I don’t have to worry about anything happening to this in my bag when I go out.

Razer Kishi Ultra review score: 4.5/5

Amazon Link: Razer Kishi Ultra

If you’re curious about the book in the header image, it is Andy Kelly’s upcoming book titled Perfect Organism: An Alien: Isolation Companion that I’m currently reading for review. You can pre-order it here.

Disclaimer: TouchArcade may earn a small commission from purchases made using the affiliate links above.

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‘Total War: Empire’ Is Coming to iOS and Android This Fall From Feral Interactive https://toucharcade.com/2024/09/05/total-war-empire-mobile-release-date-fall-2024-iphone-android-ipad/ https://toucharcade.com/2024/09/05/total-war-empire-mobile-release-date-fall-2024-iphone-android-ipad/#respond Thu, 05 Sep 2024 15:34:11 +0000 https://toucharcade.com/?p=328796 Continue reading "‘Total War: Empire’ Is Coming to iOS and Android This Fall From Feral Interactive"

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Feral Interactive’s tease seemingly was about Total War: Empire from Creative Assembly and SEGA because the developer just announced that it will be coming to iOS and Android this Fall with release date and pricing to be announced shortly. Feral Interactive also confirmed that Total War: Empire will feature intuitive touch controls for phones and tablets, a redesigned UI, new quality of life improvements, and more. If you’ve not played it yet, Total War: Empire takes the franchise to the 18th century Age of Enlightenment and it is considered one of the best games in the series. Watch the Total War: Empire mobile iOS and Android announcement trailer below:

Ahead of Total War: Empire hitting mobile this Fall, you can try it out on Steam right now in its definitive edition release here. Total War: Empire on mobile will also be the first time (on mobile) the series will feature real-time naval battles. I can’t wait to see how it looks and feels on modern iOS devices. I also hope we get news for all the DLC and pricing soon. Have you played Total War: Empire before and what do you think of the trailer today for its iOS and Android release?

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‘Balatro’ Is Coming to Apple Arcade and Also iOS as a Standalone Premium Release Beginning September 26th https://toucharcade.com/2024/09/05/balatro-mobile-release-date-price-download-apple-arcade/ https://toucharcade.com/2024/09/05/balatro-mobile-release-date-price-download-apple-arcade/#respond Thu, 05 Sep 2024 14:16:58 +0000 https://toucharcade.com/?p=328787 Continue reading "‘Balatro’ Is Coming to Apple Arcade and Also iOS as a Standalone Premium Release Beginning September 26th"

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Balatro from developer LocalThunk and publisher Playstack is finally coming to mobile later this month on iOS, Android, and also directly on Apple Arcade. Yes, this will be a premium release on iOS and Android, but also one available as a “+" version on Apple Arcade from day one. The Poker-inspired roguelike Balatro has sold over 2 million units across PS5, Switch, Steam, PS4, and Xbox platforms in less than six months, and I can’t wait to see how it performs on mobile with more planned including a major free update in 2025 bringing new ideas and strategies. Balatro will be launching for $9.99 on mobile and you can watch the mobile announcement trailer ahead of its September 26th release date below:

If you’ve not played Balatro yet, read my 5/5 review of it here on Switch and check out my feature on the best games of the year so far on Switch where I included it here. I also interviewed LocalThunk about the game, the mobile release, and more. Read that here. You can pre-order Balatro on the App Store for iOS here and pre-register for it on Android here. The Apple Arcade version is here. Have you played it before and will you be getting one of the best games of 2024 later this month on mobile?

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NFL Retro Bowl 25, Monster Train+, and Puzzle Sculpt Release Today on Apple Arcade Alongside Major Game Updates This Week https://toucharcade.com/2024/09/05/nfl-retro-bowl-25-download-apple-arcade-mobile-puzzle-sculpt-vision-pro-monster-train-dlc-free/ https://toucharcade.com/2024/09/05/nfl-retro-bowl-25-download-apple-arcade-mobile-puzzle-sculpt-vision-pro-monster-train-dlc-free/#respond Thu, 05 Sep 2024 08:51:59 +0000 https://toucharcade.com/?p=328743 Continue reading "NFL Retro Bowl 25, Monster Train+, and Puzzle Sculpt Release Today on Apple Arcade Alongside Major Game Updates This Week"

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Beginning today, Apple will have released one new Apple Vision Pro game, one App Store Great, and upgrading an App Store Great to an Apple Arcade Original (as a standalone release) alongside some notable udpates. NFL Retro Bowl 25 () (Edit: No longer an update) will let players create their own dynasty using official NFL teams and players featuring official retro art, attributes, stats, and contracts. Since this was announced, I was surprised at how much interest I saw for it online. I don’t follow the NFL much, but I didn’t expect as much of a positive reaction to the NFL Retro Bowl 25 announcement. Hopefully it ends up well when it goes live as an update later today. Alongside NFL Retro Bowl 25, App Store Great Monster Train+ has launched on Apple Arcade including The Last Divinity DLC from the get go. Check out a screenshot from NFL Retro Bowl 25 below:

Puzzle Sculpt is a Vision Pro-only set to launch today on Apple Arcade letting players solve puzzles in their own living room by removing blocks to reveal a cute collectible in a cube. As for this week’s notable updates, Hello Kitty Island Adventure has the Jam Jamboree on with Petunias appearing in the Merry Meadow as a festive flower. Rabbids Multiverse has new cards, outfits, seasonal events, and quality of life improvements with this week’s update. Wylde Flowers has its Magical Creatures update now live with jewelry crafting, secrets in the lighthouse, and more. Disney Spellstruck adds Hercules with a limited time event, a high contrast event, and more. What the Car brings in yet another update with a “Meet the Developers" special, scissors, bear improvements (yes), and more. What do you think of this month’s new Apple Arcade additions?

Update: It looks like they launched NFL Retro Bowl 25 as a new app and not an update.

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The Best Switch Visual Novels and Adventure Games in 2024 – From Fata Morgana and VA-11 Hall-A to Famicom Detective Club and Gnosia https://toucharcade.com/2024/09/04/best-switch-visual-novels-adventure-games-2024/ https://toucharcade.com/2024/09/04/best-switch-visual-novels-adventure-games-2024/#respond Wed, 04 Sep 2024 23:38:08 +0000 https://toucharcade.com/?p=328661 Continue reading "The Best Switch Visual Novels and Adventure Games in 2024 – From Fata Morgana and VA-11 Hall-A to Famicom Detective Club and Gnosia"

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After tackling the best party games on Switch in 2024, the recent release of Emio – The Smiling Man: Famicom Detective Club being as amazing as it is pushed me to write about what I consider the best visual novels and adventure games on Switch to play right now. I’ve included both because some games are pure visual novels while some are adventure games (and not visual novels). This list has quite a few games from across regions and release years, and I hope you find something you end up loving here. As usual, this list is in no particular order.

Emio – The Smiling Man: Famicom Detective Club ($49.99) + Famicom Detective Club: The Two-Case Collection

When Nintendo not only remade both Famicom Detective Club games back in 2021, I couldn’t believe it. They were amazing adventure games, and my only complaint really was the lack of a physical release back then. Fast forward to 2024 and Nintendo has released Emio – The Smiling Man: Famicom Detective Club physically and digitally as a brand-new entry in the series, and I’ve been floored playing it. Not only does it feel like a true series entry which might be a negative to some, but this might be one of the most lavish productions I’ve seen in a game like this ever. I don’t want to get into spoilers, but the ending is shockingly good and it really justifies its M rating. I definitely didn’t expect to have a new Famicom Detective Club game in 2024 on my top games of the year list, but Nintendo managed to do that with Emio – The Smiling Man: Famicom Detective Club. Download the demo now.

If you’d rather play the first two games before Emio, grab the Famicom Detective Club: The Two-Case Collection. If you are ok with some old school design and gameplay for adventure games, you will adore these.

VA-11 Hall-A: Cyberpunk Bartender Action ($14.99)

If you’ve been reading the few “best Switch games" lists I’ve been doing this year, you’ve seen me feature VA-11 Hall-A: Cyberpunk Bartender Action twice before already, but as you know, I’m not going to pass up an opportunity to write about one of my favorite games of all time. VA-11 Hall-A: Cyberpunk Bartender Action is notable for its story, music, aesthetic, and most-importantly the characters. Having played it multiple times over the years on every system, it also feels right at home on Switch, and is a game I recommend to everyone literally. I don’t care if you like point and click adventure games or not. Go ahead and mix drinks and then change some lives.

The House in Fata Morgana: Dreams of the Revenants Edition ($39.99)

The House in Fata Morgana: Dreams of the Revenants Edition is the definitive edition of one of my favorite stories in any medium. It includes the original game and much more to deliver a stunning version of a masterpiece in storytelling. This one is a pure visual novel, and I’m glad that after its many releases, it found a lot of success on Switch, where it plays best. If you want to play something that will stay with you for a long time, this gothic horror experience will do much more. It also happens to have some of the most incredible music ever.

Coffee Talk Episode 1+2 ($12.99 + $14.99)

Ok this one is cheating since the games are sold separately on the eShop and the physical releases I imported from Japan are also separate, but since there’s a bundle of both games sold in North America on Switch, I’ve included both Coffee Talk games as one entry here. I love them both, and while they didn’t hit the same highs as VA-11 Hall-A, Coffee Talk perfectly satiated what I wanted from a game set in a coffee shop, and delivered a very relaxing experience with a great story. If you enjoy coffee and listening to interesting people with great pixel art and music, this is for you.

Type Moon’s visual novels: Tsukihime, Fate/stay night, and Mahoyo (Variable)

This is another entry where I’m cheating. I wasn’t sure if I wanted to include just Tsukihime or Witch on the Holy Night (Mahoyo), but then the recent release of Fate/stay night Remastered made things even harder. Instead of worrying too much, I’ve included all three as essential visual novels in this article on Switch. They are all very long but very good. If you’ve wanted to sample a classic visual novel, go with Fate/stay night, but I recommend Tsukihime’s remake on Switch to everyone. Witch on the Holy Night is probably the game to play after these two in terms of quality.

PARANORMASIGHT: The Seven Mysteries of Honjo ($19.99)

Square Enix’s PARANORMASIGHT: The Seven Mysteries of Honjo reminds me of Nintendo’s Emio in a way that I’m surprised it even exists, let alone turned out this good. I went into it with no expectations, but was blown away by the narrative, its delivery, and even some wall breaking that I enjoyed quite a bit early on. Square Enix released one of the best mystery adventure games I’ve played with amazing characters, great art, and interesting mechanics here, and it is worth your time if you want a fantastic new horror adventure game.

Gnosia ($24.99)

People call Gnosia a sci-fi social deduction RPG, but it is more of an adventure and visual novel hybrid for me. Your aim here is identifying the Gnosia among a group using information you gather and then vote to put the Gnosia into cold sleep. You and your crew both improve over time, and aside from some RNG issues to get two specific outcomes, Gnosia was a fantastic experience. I liked it so much on Switch that I bought the physical release on both Switch and PS5 in addition to getting it on Steam. This one might not be for everyone, but it remains one of the nicest surprises in the genre.

Steins;Gate Series (Variable)

Spike Chunsoft’s Switch releases of the Steins;Gate series, especially Steins;Gate Elite, are as important as Fate/stay night when it comes to introducing newcomers to visual novels to the genre. While I still hope the publisher brings over the original version of Steins;Gate, Steins;Gate Elite is an easy recommendation for those who watch anime and want to get into a great visual novel. The Steins;Gate games are must plays only after you experience the original story in Steins;Gate Elite. I’ve cheated here as well by including multiple games, but my list my rules.

AI: THE SOMNIUM FILES and nirvanA Initiative (Variable)

AI: THE SOMNIUM FILES and nirvanA Initiative from Spike Chunsoft brought Zero Escape creator Kotaro Uchikoshi and No More Heroes character designer Yusuke Kozaki together for an incredible set of two adventure games that honestly feel too good to be true when it comes to the budget behind them with the quality they delivered on story, music, and characters. While a lot of folks lament the lack of Zero Escape on Switch, I think the two AI: THE SOMNIUM FILES games are absolutely worth experiencing at full price, and gems of the Switch library. Don’t make us wait too long for a new game in the series please.

NEEDY STREAMER OVERLOAD ($19.99)

When it comes to adventure games or visual novels, I’m often recommended games where a friend will say “trust me and just play it but don’t look up anything about it". One such game was NEEDY STREAMER OVERLOAD when I first played it on PC. It is an adventure game with multiple endings that can flip flop between disturbing horror and wholesome moments. It revolves around the daily life of a young girl trying to be the best streamer. I liked this one enough to pre-order the Switch limited edition from Japan, and I’m glad I did so. It is unforgettable.

Ace Attorney Series (Variable)

Capcom has now brought the entire Ace Attorney series to Switch with the Phoenix Wright Ace Attorney Trilogy (1,2,3), Apollo Justice Trilogy (4,5,6), The Great Ace Attorney Chronicles (1+2 of those), and the two Ace Attorney Investigations games in this week’s Ace Attorney Investigations Collection release. I would say there are no excuses now, but this adventure game series is beloved for a reason and it has spawned a fanbase that has lasted for years since the DS debut in the West. If you are new to the series, I recommend The Great Ace Attorney Chronicles as the best entry point even above the original trilogy which feels dated in ways. Either way, you can now play the entire series on one handheld, and I love that.

Spirit Hunter: Death Mark, NG, and Death Mark II (Variable)

Another series rather than a single game? Yes. Aksys Games and Experience Inc’s Spirit Hunter trilogy is now fully available on Switch, and it manages to blend horror adventure and visual novel elements with one of the most striking art styles I’ve ever seen. It is a bit harder to recommend this series given how grotesque some of the designs are, but I don’t think I’ll ever forget some of the images I’ve seen while playing the Spirit Hunter games with their excellent localizations and stories. I hope we see a new entry in the next few years.

13 Sentinels: Aegis Rim ($59.99)

13 Sentinels: Aegis Rim isn’t a pure adventure game, but one that has real-time strategy battles. I usually try and include a fantastic game at the end and the double whammy of not being a full adventure game and also being one of the best games I’ve played in a decade has me ending this feature on Vanillaware and Atlus’ sci-fi masterpiece 13 Sentinels: Aegis Rim. I first played this on PS4 and enjoyed replaying it from start to finish on Switch thanks to the OLED screen in handheld mode. Regardless of where you play it, you need to experience 13 Sentinels: Aegis Rim.

If you made it this far, you’ve realized that this isn’t a top 10 but more, and the games are ones I recommend playing at full price. I didn’t want to cut out something I like a lot to hit an arbitrary number of games featured and that’s why I even included some full series here instead of just individual games. That’s my list of the best visual novels and adventure games on Switch to play in 2024. If you have a game you think I should’ve included, please let me know in the comments below. I’m always on the lookout for more amazing stories in two of my favorite genres that feel perfect on Switch. As always, thanks for reading!

Note: I’m working on a separate list of otome games since there are too many good ones in that subgenre.

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Warhammer 40,000: Space Marine 2 Steam Deck Review (in Progress) – GOTY Contender, but Play It Elsewhere for Now https://toucharcade.com/2024/09/04/warhammer-40000-space-marine-2-steam-deck-review-graphics-settings-frame-rate-multiplayer-coop-ps5-features/ https://toucharcade.com/2024/09/04/warhammer-40000-space-marine-2-steam-deck-review-graphics-settings-frame-rate-multiplayer-coop-ps5-features/#respond Wed, 04 Sep 2024 15:59:31 +0000 https://toucharcade.com/?p=328481 Continue reading "Warhammer 40,000: Space Marine 2 Steam Deck Review (in Progress) – GOTY Contender, but Play It Elsewhere for Now"

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While most fans have been looking forward to Warhammer 40,000: Space Marine 2 or basically a sequel to Warhammer 40,000: Space Marine for many years, I wasn’t really aware of the first game until I played Total War: Warhammer and was looking into other Warhammer 40,000 games. Since then, I’ve played many of them, with my favorites being Boltgun and Rogue Trader. I did end up playing some of Warhammer 40,000: Space Marine on Steam Deck many months ago to see how it felt. Having played many of the Warhammer 40,000 games on PC and even console more recently, I was excited to see how Warhammer 40,000: Space Marine 2 felt after that amazing reveal it had.

Over the last eight days, I’ve put in about 22 hours into Warhammer 40,000: Space Marine 2 across my Steam Deck and PS5 making use of cross progression and also testing out the online. This Warhammer 40,000: Space Marine 2 Steam Deck review is an in progress one for two reasons. The first is I cannot score a game like this without testing out cross platform multiplayer and also the online in general with public servers. The second is because Focus and Saber have confirmed that they are working on official Warhammer 40,000: Space Marine 2 Steam Deck support and aiming to have it out by the end of the year.

Having seen how amazing Warhammer 40,000: Space Marine looks and plays on Steam Deck, and because Warhammer 40,000: Space Marine 2 has cross progression, I was very curious to see how it plays on Steam Deck if at all. There’s good news and bad news right now, and I’m going to cover all of that in this Warhammer 40,000: Space Marine 2 Steam Deck review in progress with the gameplay, online co-op, visuals, PC port features, PS5 features, and more included. Note that the screenshots in the article with the performance overlay or fps displayed are from my Steam Deck OLED while the 16:9 screenshots are from my PS5 playthrough. My testing has also been done on Proton GE 9-9 and Proton Experimental (bleeding edge).

Warhammer 40,000: Space Marine 2 is a third person action shooter that is equal parts brutal, gorgeous, and fun, and this also applies to newcomers to the world of Warhammer 40,000. After a brief but well thought out tutorial-like intro segment that introduces you to the basics of combat and movement, you arrive at your main hub, the Battle Barge. This is where you choose your missions, game mode, adjust cosmetics, and much more.

The moment to moment gameplay is superb with the controls and weapons all feeling perfect. I’m sure some will gravitate to using ranged more, but I adore the melee weapons and how visceral the combat feels up close. I never got tired of the executions and just plowing through tons of fodder enemies before the more powerful foes appear. The campaign is super fun solo and with a friend (or two) in co-op, but I hate any sort of defense missions. Thankfully I wasn’t too bothered by the implementation here.

When playing with a friend of mine who lives in another country, I kept thinking how Warhammer 40,000: Space Marine 2 felt like a big budget take on a co-op shooter from the Xbox 360 era that we don’t really see much of these days. It managed to get its hooks in me just like Earth Defense Force or the recent Gundam Breaker 4 have done, and I really hope Saber and Focus can somehow work with SEGA to give the original game’s campaign a modern facelift.

Before going further, my knowledge of Warhammer 40,000 is through the Total War Warhammer, Dawn of War, Boltgun, and Rogue Trader more or less. With that said, Warhammer 40,000: Space Marine 2 has been refreshing to play and is one of my favorite co-op experiences in years. It is too soon to say if this is my favorite Warhammer 40,000 game, but I just want to save this review draft and get back to playing right now. I’m addicted to playing with a friend in Operations mode while trying out the different classes and slowly progressing through the missions and unlocks.

I don’t want to definitively say this since I’ve not played Warhammer 40,000: Space Marine 2 once the full game launches with randoms, but what I’ve experienced in Warhammer 40,000: Space Marine 2 co-op so far is superb. I cannot wait to properly try out the online this week once the game launches with cross progression and cross platform online.

Visually, I can only comment on how Warhammer 40,000: Space Marine 2 is on PS5 and Steam Deck, and it is definitely a looker in the 4K mode on PS5 when played on my 1440p monitor. While it has always looked good in trailers, I’m floored at how good the environments look and also how much work has clearly gone into making everything feel alive not only with the massive number of enemies in the swarms, but also the texture work and lighting. This is all complemented by stunning direction for the main character voice acting and all the gear and customization options included. You can tell a lot of care went into making it so that you can show off your creativity with the customization options and more.

There’s also a photo mode you can access during singleplayer letting you adjust frames, expressions, characters visible, FOV, and much more. One thing to note is that if you do this on Steam Deck right now, some of the frames or effects don’t look too good when using FSR 2 and a lower resolution. On PS5 though, the Warhammer 40,000: Space Marine 2 photo mode is amazing.

On the audio side, I didn’t know what to expect from the music. Ideally, Warhammer 40,000: Space Marine 2 would have shipped with Bolt Thrower’s Realm of Chaos, but that likely wasn’t an option. I know bringing this up is like when I wished God of War (2018) had some Amon Amarth music. That tangent aside, the real star of Warhammer 40,000: Space Marine 2’s audio is the voice acting and general sound design. This is top tier stuff. The music is very good so far, but I’ve not heard anything (so far) that I would want to listen to a lot outside the game. It works perfectly in-game though.

Warhammer 40,000: Space Marine 2 PC graphics options

So how is the Warhammer 40,000: Space Marine 2 PC port? I’ve only played it on Steam Deck of course, but I can still cover what features it includes. When you boot up Warhammer 40,000: Space Marine 2, it installs Epic Online Services, but there is no need to link your Epic account. I have one, but didn’t bother linking it.

As for the Warhammer 40,000: Space Marine 2 PC graphics options, you can adjust display, display mode (windowed, borderless, and fullscreen), resolution (800×600 and above), render resolution (native, dynamic to hit the fps target), quality, balanced, performance, and ultra performance), resolution upscaling type (TAA or FSR 2 on Steam Deck), dynamic resolution target, toggle v-sync, adjust brightness, motion blur intensity, fps limit (30, 60, 90, 120, unlimited), and then change many quality-related settings.

The Warhammer 40,000: Space Marine 2 visual quality settings include four presets that adjust the following: texture filtering, texture resolution, shadows, screen space ambient occlusion, screen space reflections, volumetrics, effects, details, and cloth simulation.

As mentioned in the blog post linked above, Warhammer 40,000: Space Marine 2 on PC ships with DLSS and FSR 2 support. FSR 3 is planned for post-launch. I imagine the game will benefit from this on Steam Deck whenever it ships. I also hope the team adds full 16:10 support when the ultrawide update ships because the game is 16:9 only now.

Warhammer 40,000: Space Marine 2 PC control options

On the control side, Warhammer 40,000: Space Marine 2 has keyboard and mouse controls in addition to full controller support. Initially, I wasn’t able to get it to display PlayStation button prompts on Steam Deck by default, but turning off Steam Input fixed this. I noticed an adaptive trigger option under control settings, and this made me try disabling Steam Input. This menu also lets you remap keyboard and mouse bindings. Warhammer 40,000: Space Marine 2 displays PlayStation button prompts when I use my DualSense controller over Bluetooth, and it even supports Adaptive Triggers wirelessly on PC. This isn’t too common so I thought it was worth highlighting.

Warhammer 40,000: Space Marine 2 Steam Deck performance

Before getting to the visuals and performance, I want to note that I had some freezing (only while booting up the game) on the default Proton or Experimental (bleeding edge), but I did not have any freezing when using Proton GE 9-9. Aside from that, Warhammer 40,000: Space Marine 2 is playable (technically) on Steam Deck with no config change needed. The bad news is that it is a bit too much for Valve’s handheld right now.

When playing at 1280×800 (it still is 16:9) and using the low preset with FSR 2.0 at Ultra Performance, it still cannot hold a locked 30fps. There are regular dips to the mid 20s in tense combat, and it can even go lower. Even when playing at a lower resolution, it drops below 30fps. For a game like this, that isn’t close to ideal. I hope it can eventually reach a stage where it can run at 30fps, but it isn’t possible right now as far as I can tell across the 10 hours I played on my Steam Deck OLED.

When using the dynamic upscaling for a 30fps target and the low preset, it can hit the 30s, but it drops to the low 20s often. This mode does still look very good on the Deck’s own screen, but as you can tell, Warhammer 40,000: Space Marine 2 is too much for Steam Deck right now. It also sometimes doesn’t exit out correctly requiring you to manually force close the game when you hit quit.

Warhammer 40,000: Space Marine 2 Steam Deck multiplayer impressions

With all that aside, I wanted to make sure Warhammer 40,000: Space Marine 2 is playable online on Steam Deck. We sometimes have games where the developers add some anti cheat that blocks online play on Proton or Linux. Thankfully, I can report that Warhammer 40,000: Space Marine 2 works perfectly online. I tested with a friend in Canada and we had a blast for a few hours playing in co-op. The only issue I had was some internet related disconnection, but since these are pre-release servers, I will be waiting to test out the game in a more public environment with randoms and friends once the game launches.

Warhammer 40,000: Space Marine 2 PS5 features – DualSense, Activity Cards, and Performance Mode

Since I also played Warhammer 40,000: Space Marine 2 on PS5, I wanted to cover how it feels on a current console for those who play on Steam Deck and consoles like I do. I’ve only tried the performance mode so far, and it feels mostly great. Don’t expect a locked 60fps though, and there seems to be some dynamic resolution or upscaling happening because I noticed it got very blurry in two big fights in the operations mode with a friend. Aside from that, I have no qualms in recommending Warhammer 40,000: Space Marine 2 on PS5 right now based on the time I’ve put into it, but I want to make sure the online works cross platform before giving it a definite recommendation.

The load times are fast and Warhammer 40,000: Space Marine 2 also has PS5 Activity Card support for different modes and getting back into your save file saving time from the PS5 dashboard. As of this writing, there is no gyro support on PS5. If this changes, I will update this section, but sadly I didn’t see anything hinting at it in the build I’ve played pre-release.

Warhammer 40,000: Space Marine 2 cross save progression explained

While this may change with the full launch, I’ve been able to take my Warhammer 40,000: Space Marine 2 progress across Steam and PS5. There is some sort of two day cooldown period before you can sync it back or to another platform. I reached out to Focus to check if the final build will let you do it again immediately or still have the cool down.

Is Warhammer 40,000: Space Marine 2 worth it for solo play only?

This is a question I cannot fully answer yet because the servers are not as populated as they will be at launch. I will be updating this once I’ve played with randoms and seen how the matchmaking works in the Operations (PvE) and Eternal War (PvP) modes. Speaking of Eternal War, I’ve not been able to test that yet. I will be doing so to update this review in the near future.

Warhammer 40,000: Space Marine 2 features I want to see in updates and patches

Warhammer 40,000: Space Marine 2 is clearly going to get a ton of post-launch support through updates and DLC, and the main thing I want to see aside from improvements to Steam Deck performance is proper HDR support. Warhammer 40,000: Space Marine 2 is gorgeous and the texture work, materials, and lighting would pop even more with HDR. Aside from that, I’m pleased with the DualSense implementation of triggers and vibration, but haptic feedback would be great. The blog post mentions haptics won’t be in “at launch" and I hope that means it is planned for later.

Warhammer 40,000: Space Marine 2 is an easy game of the year contender so far. While I still need a bit of time to test the online when cross play is available from launch day, the gameplay is sublime and Warhammer 40,000: Space Marine 2 looks and sounds superb across the board. Having played it on PS5 and Steam Deck with cross progression, I don’t recommend playing it on Valve’s handheld right now. It gets an easy recommendation on PS5 though. I will be updating this with a full score once I’ve gotten enough time with the multiplayer and some patches.

Warhammer 40,000: Space Marine 2 Steam Deck Review Score: TBA

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‘Harvest Moon: Home Sweet Home’ iOS Review – A Great Start, but Needs More Work https://toucharcade.com/2024/09/03/harvest-moon-home-sweet-home-mobile-review-iphone-ipad-controller-cloud-save/ https://toucharcade.com/2024/09/03/harvest-moon-home-sweet-home-mobile-review-iphone-ipad-controller-cloud-save/#respond Tue, 03 Sep 2024 18:48:18 +0000 https://toucharcade.com/?p=328143 Continue reading "‘Harvest Moon: Home Sweet Home’ iOS Review – A Great Start, but Needs More Work"

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Harvest Moon: Home Sweet Home has been a very interesting game to follow pre-release. I say this not only because it is a premium mobile-first Harvest Moon game, but also because the reactions from my friends who are longtime fans of the series have gone from apathy to interest with every bit of gameplay shown. Harvest Moon: Home Sweet Home launched recently on iOS and Android as a mobile-exclusive entry in Natsume’s Harvest Moon series, and I’ve been playing it for about a week and a half now on iPhone 15 Pro and iPad Pro for review. Harvest Moon: Home Sweet Home is a very good farming simulation game, but one that is held back by a few issues right now.

A lot of fans of the Harvest Moon series of games from Marvelous have been around since the SNES or N64 days, but I only got into it on 3DS with Story of Season. Back then, I had no idea about the name change and that Marvelous’ releases would be called Story of Seasons while Harvest Moon would be the name used by Natsume going forward. I’m making that clear now because I don’t want people confused about what Harvest Moon: Home Sweet Home is and also to give you my history with the series before getting into how I feel about Harvest Moon: Home Sweet Home ($17.99).

If you’re new to farming and life simulation games, Harvest Moon: Home Sweet Home takes you back from the city to a calming village where you fish, farm, interact with many NPCs, partake in festivals (that need to be unlocked), and even find a companion. The village of Alba, your new home, is dense and cozy (sorry but I had to), and I’m glad it isn’t a big open location because those usually result in a lot of empty spaces when it comes to life simulation games. If you’ve played many in the genre, think of Harvest Moon: Home Sweet Home as one that focuses more on the characters with a bit less depth when it comes to farming.

After a short tutorial explaining the basics of movement and a bit of farming, you unlock the map and main menu letting you save just about anywhere (this is very important for a mobile game), and this is where you get into the flow of Harvest Moon: Home Sweet Home where you try and finish quests for NPCs, upgrade your tools, gather, mine (this unlocks a bit later), and of course farm through the game’s main chapters.

The more I played Harvest Moon: Home Sweet Home, the more I realized that the developers understood what makes life and farming simulation games great, but fell short in some ways. These may or may not affect newcomers to the genre, but those who have played many recent games will find them lacking. The potential partners are likely the weakest aspect of Harvest Moon: Home Sweet Home. They just aren’t as interesting as other games in the genre. If you don’t care about that aspect, Harvest Moon: Home Sweet Home is quite a polished entry in the genre.

Approaching Harvest Moon: Home Sweet Home from a general life simulation game enthusiast’s perspective feels different though. While other platforms are spoiled for choice with tons of games from big and small developers, we don’t really see much like that on mobile, but that doesn’t make up for some of the flaws here, especially at a much higher price point. I think this is a very solid base that the developers can build on to the point where it would even be a great fit for PC and consoles. The only “mobile" aspect of Harvest Moon: Home Sweet Home right now is the touch control option.

Visually, aside from the performance and load times that I will cover below, Harvest Moon: Home Sweet Home looks very good. Some characters look generic, but the interface, farm, building layout, and everything looks good. I also appreciate that Harvest Moon: Home Sweet Home supports fullscreen on iPhone 15 Pro and iPad Pro. It really feels like a game properly tailored to mobile with its visuals and controls.

While Harvest Moon: Home Sweet Home does look nice visually for the most part, it is lacking when it comes to the character designs. This applies to your own character with customization options that should’ve been more detailed and also the main NPCs in the town. A lot of them feel lifeless even during cut-scenes. Barring that, I like the aesthetic a lot, and Harvest Moon: Home Sweet Home looks excellent on my iPhone and iPad. The one disappointment is in performance. Right now, Harvest Moon: Home Sweet Home is capped at 30fps on my iPhone 15 Pro and iPad Pro. I was expecting above 60fps let alone 60fps, but it isn’t possible to play at a higher frame rate now. The load times are also not as fast as they should be.

On the audio side, I was pleased with the music and sounds in Harvest Moon: Home Sweet Home. Nothing stood out to the point where I’d listen to it outside the game, but it sounded good and the music changes were appropriate to the gameplay.

When Harvest Moon: Home Sweet Home was announced as a mobile-exclusive game, I was curious how it would control. The developers have done a fantastic job with the touch controls here letting you play by tapping to move, dragging to move, and more. Interacting with objects or characters, farming, and navigating menus all feel good. Some text and touch targets feel a bit too small on iPhone, but they are fine on iPad. I would’ve loved some haptic feedback on iPhone though for using tools and even fishing. Maybe this can be added in a future update.

If you’ve played the two best life simulation games on mobile: Stardew Valley and My Time at Portia, Harvest Moon: Home Sweet Home feels closer to the former, but it isn’t as polished. I dislike bringing up other games in the same genre to compare, but I’m doing it here specifically for the mobile port. Those two games were built for PC/console and brought over to mobile while Harvest Moon: Home Sweet Home was built for mobile and yet it doesn’t feel as tailored to the platform in its features.

Harvest Moon: Home Sweet Home is a mobile-exclusive game, and while I appreciate the touch control scheme, it has a few issues right now when it comes to features. The lack of cloud saves is beyond disappointing. When I first downloaded Harvest Moon: Home Sweet Home on my iPhone, I played it for about three hours before picking up my iPad to see how it feels there. I found no way to get the save across, and still haven’t been able to move saves across devices. The lack of controller support is also disappointing for a game like this. The developers did a great job with touch controls, but it would be nice to have controller support for when I play on iPad. I would also like some quality of life features for movement, like we’ve seen in recent games in the genre.

As a newcomer to Natsume’s new Harvest Moon games but a fan of all the recent Story of Seasons and other life simulation games, Harvest Moon: Home Sweet Home ended up being worth playing, but it needs a few updates and features to be truly essential at full price. I have no issues with developers wanting to charge premium prices on mobile, but Harvest Moon: Home Sweet Home lacking basic features like cloud saves and controller support definitely makes it harder to recommend alongside a few other design issues. If the developers continue working on this, it will be one of the best in the genre on mobile, and I’m glad to see them take a chance on a premium mobile life simulation game because that is very rare.

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Netflix Geeked Week Trailer Teases More Game News for Event on September 16th https://toucharcade.com/2024/09/03/netflix-geeked-2024-tickets-new-game-trailer-announcements-tudum/ https://toucharcade.com/2024/09/03/netflix-geeked-2024-tickets-new-game-trailer-announcements-tudum/#respond Tue, 03 Sep 2024 14:00:15 +0000 https://toucharcade.com/?p=328516 Continue reading "Netflix Geeked Week Trailer Teases More Game News for Event on September 16th"

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[youtube] Netflix has just showcased its full Netflix Geeked Week 2024 trailer alongside the announcement of tickets going up for sale on the official website. Netflix has been announcing and releasing new games at a regular pace for a while now, and the next releases will be SpongeBob: Bubble Pop and the original Monument Valley (Free). Today’s new trailer for Geeked Week 2024 includes a tease for more games news including but not limited to (as far as I can tell) Monument Valley and more. I’m curious to see what else we get at the event. Watch the full trailer below:

I hope we see some more premium indie game ports get announced for Netflix because the year has been bonkers good for indie game releases, and I’d love to replay some of them on iOS. If you somehow haven’t played Monument Valley on mobile and would like to on Netflix, you can sign up here for it on iOS. Aside from games, the event will have updates on many shows and there will also be an in-person event on the 19th in Atlanta with a Games Lounge to play some of Netflix’s latest mobile games. What would you like to see at the event?

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Roguelite ‘Coromon: Rogue Planet’ in Development for Release on iOS, Android, Switch, and Steam in 2025 https://toucharcade.com/2024/09/02/coromon-rogue-planet-2025-release-date-roguelite-monster-collecting-game-iphone-android-pc-steam-switch/ https://toucharcade.com/2024/09/02/coromon-rogue-planet-2025-release-date-roguelite-monster-collecting-game-iphone-android-pc-steam-switch/#respond Mon, 02 Sep 2024 18:51:13 +0000 https://toucharcade.com/?p=328542 Continue reading "Roguelite ‘Coromon: Rogue Planet’ in Development for Release on iOS, Android, Switch, and Steam in 2025"

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Following developer TRAGsoft bringing monster collecting game Coromon to mobile after it debuted on PC and Switch, we are getting a roguelite spin-off in the form of Coromon: Rogue Planet (Free) due next year for not only Steam and Switch, but also iOS and Android. Coromon: Rogue Planet aims to blend in the turn-based combat of the main game with roguelite gameplay to deliver an endlessly replayable monster collecting gameplay loop. The Steam page mentions “10 ever changing biomes", 7 different playable characters, over 130 monsters, and more. Watch the Coromon: Rogue Planet official announcement trailer below:

The original Coromon is a free to play game on mobile. I’m curious to see how Coromon: Rogue Planet ends up on mobile when it does arrive and also whether it hits alongside the Switch and Steam versions. As of now, you can wishlist Coromon: Rogue Planet on Steam here. I haven’t played Coromon in a while, but the gameplay in Coromon: Rogue Planet sounds more interesting. It feels like the perfect pick up and play game based on the Steam screenshots as well. Until this one is out, you can grab the original for free on iOS here. What do you think of Coromon: Rogue Planet so far and did you play Coromon?

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‘Among Us’ Is Collaborating With ‘Ace Attorney Investigations’ for Its Newest Free Cosmetic DLC Out Next Week https://toucharcade.com/2024/09/02/among-us-ace-attorney-miles-edgeworth-dlc-free-download-release-date/ https://toucharcade.com/2024/09/02/among-us-ace-attorney-miles-edgeworth-dlc-free-download-release-date/#respond Mon, 02 Sep 2024 07:11:52 +0000 https://toucharcade.com/?p=328498 Continue reading "‘Among Us’ Is Collaborating With ‘Ace Attorney Investigations’ for Its Newest Free Cosmetic DLC Out Next Week"

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Among Us (Free) has done loads of crossovers and collaborations over the years, but one I didn’t expect at all just got announced for next week. Later this week, Capcom is releasing the Ace Attorney Investigations Collection for PC and consoles bringing remasters of both games to modern platforms. Read my preview covering the Switch and PC versions here. Among Us is bringing in Miles Edgeworth from those games as a free cosmetic DLC on September 9th as a collaboration with the Ace Attorney series. Check out the promo art for Miles Edgeworth in Among Us below:

If you’ve not gotten Among Us yet, it is available for free on the App Store for iOS here and Google Play for Android here. Check it out on Nintendo Switch here and Steam here. Here’s our forum thread for the game. Ace Attorney Investigations Collection releases on September 6th for PS4, Xbox One, Switch, and Steam worldwide. Hopefully it comes to mobile in the near future as well. Have you been playing Among Us often on mobile and what do you think of the current state of the game?

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Steam Deck Weekly: Visions of Mana and More Reviews, Reynatis Preview, Age of Mythology Retold Steam Deck Impressions, News, and More https://toucharcade.com/2024/08/30/uma-musume-pretty-derby-party-dash-steam-deck-review-age-of-mythology-retold-settings-visions-of-mana/ https://toucharcade.com/2024/08/30/uma-musume-pretty-derby-party-dash-steam-deck-review-age-of-mythology-retold-settings-visions-of-mana/#respond Fri, 30 Aug 2024 23:08:37 +0000 https://toucharcade.com/?p=328385 Continue reading "Steam Deck Weekly: Visions of Mana and More Reviews, Reynatis Preview, Age of Mythology Retold Steam Deck Impressions, News, and More"

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Welcome to this week’s edition of the Steam Deck Weekly. If you missed my Gundam Breaker 4 Steam Deck review, read it here. Today’s article has Steam Deck impressions and reviews for Umamusume: Pretty Derby – Party Dash, Visions of Mana, Gori: Cuddly Carnage, Bloons Card Storm, and more. This week also sees a few notable new Steam Deck Verified games and the usual slew of sales and discounts. Let’s get into the reviews and impressions first.

Steam Deck Game Reviews & Impressions

We are officially in the very busy season of the year, and I’m going to try and cover as much as I can this week through a few scored reviews and impressions of games on Steam Deck with one preview as well.

Umamusume: Pretty Derby – Party Dash Steam Deck Impressions

Over the years, we’ve seen Cygames try and expand its Umamusume property through indirect ways with DLC in its other games, through the anime, and more. Umamusume: Pretty Derby itself is finally getting localized this year as well on mobile, and Cygames has released a party game based on Umamusume with Umamusume: Pretty Derby – Party Dash.

I need a bit more time for my full review of Umamusume: Pretty Derby – Party Dash when I’ll likely also cover the Switch version, but I’ve been playing Cygames’ first ever official Umamusume: Pretty Derby release in the West on Steam Deck ahead of its launch this week. Until then, I wanted to give you an idea of how Umamusume: Pretty Derby – Party Dash is on Steam Deck.

Out of the box, Umamusume: Pretty Derby – Party Dash seems to run at full 16:10, but it is stretched. I recommend going into the settings and changing the resolution to 720p and display mode to full screen so it displays correctly. One thing to keep in mind is Umamusume: Pretty Derby – Party Dash currently has some video playback codec issues resulting in a color bar pattern for some videos. I tested 3 different Proton GE versions including 9-9 with no luck as the game wouldn’t load some modes unless I used Proton Experimental.

Aside from the videos, Umamusume: Pretty Derby – Party Dash runs fine at its 60fps target. I’m looking forward to playing more of it for my full review that hopefully covers the console versions as well. As of now Umamusume: Pretty Derby – Party Dash doesn’t have a Steam Deck rating from Valve, and I imagine it will be marked unsupported until the cut-scene issue is addressed.

Reynatis English Release Preview

Reynatis from NIS America and Furyu is set to release on September 27th for Steam, PS5, PS4, and Switch following its Japanese debut. Ahead of its launch, I had a chance to attend a preview event for the game to check out some of the English build. Usually, I don’t bother doing hands-off previews, but I’ve been curious to see how the English localization is, and also learn more about this release.

Since this was a hands-off preview, I can’t comment on how the game feels or how it is on PC, but Reynatis is shaping up to be one of Furyu’s more ambitious games with its story, setting, and seemingly smooth combat. Over the years, I usually end up clicking with Furyu game stories and soundtracks, but one or two aspects always feel lacking. With Reynatis, I’ve been interested in the narrative and combat as well. Reynatis takes place in a recreation of modern-day Tokyo and the different perspectives make it seem like it will be unique. I won’t comment on much of the gameplay until I try it out for myself, but the English localization so far seems very good. I am a bit disappointed at no English dub though.

A lot of folks likely are interested in Reynatis because it has music by Yoko Shimomura and a scenario from Kazushige Nojima both of whom are well known to Square Enix fans for their work on Final Fantasy, Kingdom Hearts, and more. If we do get a demo in the near future, I recommend trying it out to see how you find it for yourself.

I’m looking forward to playing Reynatis myself hopefully soon for review, but it definitely feels like this might end up one of Furyu’s better games in recent years. While the story and setting are definitely highlights, I’m very interested in seeing how the combat system feels. Stay tuned for more Reynatis coverage in the near future.

Visions of Mana Steam Deck Review

When Visions of Mana was announced, I was very happy to see the series back after we saw the superb Collection of Mana and then the remake of Trials of Mana released across multiple platforms. When I tried the demo for Visions of Mana, I was concerned because there were some aspects that didn’t work for me at all, but I was hopeful. Fast forward to today and Visions of Mana is available on PS5, Xbox Series X, and Steam. I’ve been playing it on both Steam Deck and PS5 for review, and it ended up surprising me in a good way, but I feel like it would have benefited from a few months of polish and tweaking when it comes to its general movement. I’m going to focus on the game on Steam Deck in this review, but also cover how it feels on PS5.

If you’re new to the Mana series, you can still start with this one. Visions of Mana is a new game in the series covering the Mana Tree and more. If you, like me, have played prior games, this will feel great in some ways, but you might be let down in parts, especially for the story. Visions of Mana’s strength is in its gorgeous world, the combat, and general gameplay. It is a huge step up over Trials of Mana in its scope and visuals, just like Tales of Arise felt in a way when it was released. The issues I have with Visions of Mana are to do with its general feel. The movement and camera never feel good. While I managed fixing this on PS5 with the camera distance and movement speed, I wish it was snappier in general.

On the PC port side, Visions of Mana is quite bare-bones. You can adjust screen mode, resolution, frame rate target (30fps to unlimited), toggle v-sync, adjust FSR 2, and just “graphics settings" presets. These presets are low, standard, and high. It doesn’t tell you what the three options change, but it does affect draw distance, post-processing, and more. While the game boots up seemingly fullscreen at 16:10, it is actually stretched. Don’t be fooled into thinking the game supports the native resolution. Changing the display mode from borderless to windowed or fullscreen will have it adjust to 16:9 where the elements and screen are not stretched. A friend of mine recommended trying out forcing a lower resolution in the demo to get better performance, but that seems to come with its own issues where the resolution options bug out even when you go back to forcing native or higher resolution on the Deck’s own display.

Visions of Mana is currently rated as Steam Deck Playable by Valve, but it has notable performance issues right now. Regardless of the settings I used when it comes to frame rate target or upscaling, I couldn’t get a locked frame rate even targeting 30fps with it dropping below in crowded areas. When using the low preset and different upscaling methods for testing purposes, the game runs above 60fps in parts, but it also drops below 30fps. Some areas just stutter in general, and even playing on Ultra Performance upscaling with the really low image quality isn’t enough. Visions of Mana’s art style really doesn’t work with heavy upscaling so I would not recommend it. After spending about 5 hours just testing out different settings across my save files in Visions of Mana, I settled on playing with FSR set to quality and the high preset for a 30fps target with drops below to the high 20s.

If you’re ok with around 30fps and regular drops below to the high 20s, Visions of Mana is fine on Steam Deck, and looks excellent on the handheld’s screen when playing at the high graphics preset. I would recommend downloading the free Visions of Mana demo to try out the different graphics options, but note that the final game runs a bit differently. It is still worth checking to see how the aesthetic scales on Steam Deck with different settings used. Visions of Mana needs more optimization right now on PC in general though. I’d also love for the PC port to actually see more detailed graphics options added so that players can adjust things individually rather than relying on console-like modes.

On the control side, Visions of Mana has support for controller and keyboard + mouse inputs. You can also change the controller glyphs which is always a welcome option.

Speaking of console, Visions of Mana on PS5 is great after some tweaking. The default camera movement and distance felt awful. Having changed it to zoomed out and the camera speed to 10 resulted in a massively better feeling experience. The default gave me motion sickness in parts. I would also recommend toggling on auto-run. If you, like me, play on both current consoles or Steam Deck, I would grab Visions of Mana on PS5 for sure over Steam Deck until it gets some patches on the latter.

Visions of Mana has higher highs but also lower lows than Trials of Mana, but it is a game I’m glad I got to experience by the end. If you enjoyed Trials of Mana and games like Tales of Arise specifically on the gameplay side, Visions of Mana is worth your time. I just wish the movement and PC port were better. In its current state, it is excellent to have a modern Mana game and Visions of Mana delivered on that front. Just don’t expect it to reach the highs of Secret of Mana. While it is rated Steam Deck Playable by Valve, I recommend playing it on PS5 rather than Steam Deck with how bare-bones the PC port is in its current state.

Visions of Mana Steam Deck review score: 3.5/5

Gori: Cuddly Carnage Steam Deck Review

When I first saw promotional art for Gori: Cuddly Carnage, I thought it would be a short horror game. I didn’t expect it to be a blend of Ratchet & Clank, Cyril Cyberpunk, and an action game with a ton of early 2000s humor sprinkled across. If that sounds good to you, just go download the demo because it is great.

Gori: Cuddly Carnage has you playing as a badass cat in an action platformer that happens to have better combat than any recent game in the genre. While the aesthetic might not work for some, I found it perfectly suits the writing and was impressed by the smooth animations and visuals throughout my time playing it.

On PC, Gori: Cuddly Carnage lets you adjust graphics presets (low, medium, high, very high), resolution, display mode, FOV, frame rate target (30fps to unlimited), toggle v-sync, toggle motion blur, toggle ray tracing, upscale method (off, DLSS, XeSS), and also adjust the quality for anti-aliasing, shadows, textures, effects, and post-processing. The PC version is quite a feature packed port for a game like this, and it controls perfectly on Steam Deck with good rumble as well.

On Steam Deck playing at the very high preset with no upscaling used, expect to play with a 30fps target. I didn’t want to settle for just 30fps of course. Using the medium preset with no upscaling is good for playing with 45fps at 90hz on Steam Deck OLED. If you want to aim for 60fps or higher, I recommend playing with higher visuals but XeSS. Taking things all the way down at the low preset and XeSS set to ultra performance results in 90fps with some drops. It doesn’t look bad even now, but it is definitely a visual step down from native anti-aliasing.

I also had access to Gori: Cuddly Carnage on PS5, and that version is just as impressive as the PC version with multiple performance modes including a ray tracing mode, 120fps mode, and more. It also has good DualSense support.

When it comes to the game itself, Gori: Cuddly Carnage has some camera issues that affect platforming sections and also a few boss battles that annoyed me. While the latter could just be certain encounters not clicking with me, I hope the former can be addressed.

Overall, I’m very pleased with how Gori: Cuddly Carnage is on Steam Deck, and expect it to get Verified very soon. The game itself surprised me with its quality, and it is one I won’t forget for a while. It excels with its fun gameplay, good writing, and great combat and feels right at home on Steam Deck from start to finish. It is just held back by a few annoyances.

Gori: Cuddly Carnage Steam Deck review score: 4/5

Bloons Card Storm Steam Deck Gameplay Impressions

When I learned about Bloons Card Storm, a collectible card game set in the Bloons game universe, I was curious about it. I had access to a Steam preview build of the game ahead of its full launch later this year on mobile and Steam, and it has been an interesting experience. Having played the Bloons games on iOS with touch controls, I wasn’t sure what to expect with Bloons Card Storm, but it feels right at home on Steam Deck with touch controls. As of now there is no controller support in the preview build, but it plays perfectly with touch controls.

As for the game itself, Bloons Card Storm feels like a nice addition to the crowded genre. I played a few levels of the PvE mode and like how the team brought over Bloons characters and abilities to this world. If you’re new to Bloons, I recommend playing the super popular Bloons TD 6 or TD Battles 2 before, but you can still play and enjoy this one. I just hope the monetization is handled well when it launches because I can’t see what the in-game store is selling right now.

I can safely say that it runs and looks great on Steam Deck even in its early preview build. Hopefully it gets controller support at or around launch though. It is shaping up to be a nice and accessible card game, and the cross platform multiplayer means I’m definitely going to get a few friends to give it a shot at launch.

Age of Mythology: Retold Steam Deck Gameplay Impressions

I’ve been very excited for Age of Mythology: Retold because I played the original a ton back in the day. The action RTS bringing together gods and monsters was already great on PC, but this remake had me more interested because it was coming to console day one. You might be wondering why that matters for a Steam Deck review, and I need to go back a bit to Age of Empires coming to Xbox for that.

When Microsoft brought Age of Empires II Definitive Edition to Xbox, it played wonderfully with full controller support and a fantastic port. The company sadly did not bring this controller support to the PC version and I’ve had to rely on using the trackpad on Steam Deck to play Age of Empires II Definitive and also Age of Empires IV. I ended up playing both of those more on Xbox because I really love the controller support. It isn’t as good as playing with a mouse and keyboard for some specific areas, but I played enough of these games with a keyboard and mouse when they first released.

Age of Mythology: Retold had a beta test on Steam, and when I tried it out, I was glad to see it included controller support even on Steam. This was enough for me to pre-order the game’s Premium Edition a few days ago to play on Steam Deck. So far, Age of Mythology: Retold feels great on Steam Deck, after making one change.

By default, Age of Mythology: Retold is marked as Steam Deck Playable by Valve, but I actually couldn’t get it to boot up at all on my Steam Deck OLED or LCD models. It kept freezing or crashing. Moving to GE Proton 9-9 fixed this issue for me. I haven’t played enough to do a full review yet, but I’m glad at how good Age of Mythology: Retold feels and looks on Steam Deck right now. I’m looking forward to playing it more over the coming weeks.

As for the best graphics settings for Age of Mythology: Retold on Steam Deck OLED, I need a bit more time to see how it performs later on. Right now, I’ve settled for 45fps at 90hz with a combination of medium settings with FSR 2 set to quality. It is going to be interesting to see how it fares later on in the campaign.

Shadow of the Ninja – Reborn Steam Deck Gameplay Impressions

Shadow of the Ninja – Reborn is Tengo Project and NatsumeAtari’s newest remake of a classic, and it is a damn fine release overall. Shaun is working on a full review of this one, but I wanted to cover how it feels on Steam Deck and also Xbox briefly.

Shadow of the Ninja – Reborn on PC lets you adjust resolution and screen mode (borderless, windowed, and fullscreen). It only has 16:9 support, but the aesthetic absolutely shines on Steam Deck with the particle effects and crisp animation work. As for the PC port itself, there are some control issues if you want to use a keyboard, but I played Shadow of the Ninja – Reborn on Steam Deck only and it felt right at home on Valve’s handheld with fast loading and no performance issues.

While Shadow of the Ninja – Reborn’s source game isn’t as amazing as the likes of Pocky and Rocky or even The Ninja Warriors like we’ve seen from Tengo Project in the past, it has gotten an excellent release that runs and looks perfect on Steam Deck and Xbox Series X. I also enjoyed playing it online through Steam Remote Play Together with a friend of mine in another country. If you aren’t sure about this one yet, I recommend downloading the demo and trying it out for yourself.

News and Trailers

Let’s start this week’s section with a brand-new extended showcase for Atlus’ upcoming RPG Metaphor: ReFantazio. It continues to look amazing and I can’t believe it is only a little over a month away. Watch the trailer below:

Following that, Square Enix just posted new details for the upcoming Romancing SaGa 2 remake titled Romancing SaGa 2: Revenge of the Seven coming to Steam and consoles this October. Check out some new screenshots here and one showcasing Glimmer below:

Now let’s shift gears to the Nintendo Indie Direct + Partner Showcase that had 99% games coming to or on Steam. I’ve included the highlights here. Marvelous USA had an impactful trailer for Rune Factory: Guardians of Azuma coming to Switch and Steam in Spring 2025. Watch it below:

Bandai Namco announced Tales of Graces f Remastered for January 2025 release on Steam and all consoles with visual upgrades and DLC included. Watch the trailer below:

Konami and M2 have released Castlevania Dawn of Sorrow, Portrait of Ruin, and Order of Ecclesia in one collection out now on Steam and all consoles. I’ll be reviewing this one next week so stay tuned for that.

Capcom announced Capcom Fighting Collection 2 featuring Capcom Vs SNK, Power Stone, and 6 other games coming in 2025 to Steam, Switch, and PlayStation. Capcom also announced that the Marvel Vs Capcom collection launches in under 2 weeks.

The excellent Cuisineer from Marvelous USA is coming to Switch and other consoles early next year alongside a big update for the Steam release. I’m definitely getting the physical edition.

The Ghibli-inspired action-adventure game Europa was showcased for Switch during the Nintendo Indie World showcase and will launch on October 11th for Switch and Steam.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land, the next mainline Atelier game is coming to Steam and all consoles including Xbox, a series first, in early 2025, and it looks incredible.

Tetris Forever is the new Gold Master Series release from Digital Eclipse coming this year featuring more than 15 playable classic games from the series’ history. Some have never seen a release outside Japan before.

PowerWash Simulator is going deeper into the madness with the Shrek Special Pack coming soon for Steam and all consoles.

FAIRY TAIL 2 from Gust and Koei Tecmo is finally coming to Steam, Switch, and other consoles beginning December 11th. Watch the trailer below:

Fantastic Games: Presented by Day of the Devs will be taking place from September 20th to 22nd, and the full list of games and developers has been revealed. I’m excited for quite a few of those, and I even have played a few of those already (but I can’t say which ones yet!).

  • Channel: Death by Night City, Big Sir Games
  • darkwebSTREAMER by We Have Always Lived in the Forest
  • Fear the Spotlight by Cozy Game Pals and Blumhouse Games
  • Five Nights at Freddy’s: Secret of the Mimic by Steel Wool
  • Grunn by Sokpop Collective
  • Hollowbody by Headware Games
  • Holstin by Sonka
  • Horses by Santa Ragione
  • Karma: The Dark World by Pollard Studio, Wired Productions and Gamera Games
  • Pinball M (DLC) by Zen Studios
  • Post Trauma by Red Soul Games and Raw Fury
  • Skate Story by Sam Eng and Devolver Digital
  • Tom the Postgirl by Oopsie Daisies

SWORD ART ONLINE Fractured Daydream got two new character trailers this week. Check out the Yui and Oberon trailers below:

D3 Publisher launched the first DLC pack for Earth Defense Force 6 in the form of Earth Defense Force 6 – Lost Days DLC 1. It is out now on Steam and PS5.

Super Evil Megacorp posted a roadmap for TMNT Splintered Fate following its launch on Apple Arcade and Switch revealing that it will be Steam Deck Verified and more.

Taiko no Tatsujin: Rhythm Festival is coming to Steam and current consoles on November 7th with 120fps support and more. It plays amazing on Steam Deck already. Try the demo here.

Panic’s newest showcase aired a few days ago and it is absolutely worth watching if you like interesting games.

Ahead of Tokyo Games Show, SEGA and Ryu Ga Gotoku Studio announced the next RGG Summit for September 20th at 3 AM PT. You can watch it below when the event begins:

Pinball FX brings in Goat Simulator and The Princess Bride as DLC tables this week on Steam and other platforms. Stay tuned for my coverage of both of these and the game itself in the near future:

The first DLC for That Time I Got Reincarnated as a Slime ISEKAI Chronicles, “A Strange Fate" is now available with Hinata as a new playable character and an original story by the original author. Watch the launch trailer below:

SYNDUALITY: ECHO OF ADA has a new trailer with closed network test sign ups now live. Sign up here and watch the trailer for it below:

The final bit of news is The First Descendant’s Season 1: Invasion now available bringing in a new descendent: Hailey, battle pass rewards, new dungeon invasions, and much more.

New Steam Deck Verified & Playable games for the week

A lot of interesting additions this week with the newly released Castlevania collection and Gundam Breaker 4 being marked as playable alongside Marvel Vs Capcom Fighting Collection: Arcade Classics getting Verified ahead of its launch in under two weeks. I’m also glad to see the upcoming Dragon Quest Monsters release and Regency Solitaire II get tested by Valve.

  • Age of Mythology: Retold – Playable
  • Castlevania Dominus Collection – Playable
  • DRAGON QUEST MONSTERS: The Dark Prince – Playable
  • GUNDAM BREAKER 4 – Playable
  • MARVEL vs. CAPCOM Fighting Collection: Arcade Classics – Verified
  • Pool Panic – Verified
  • Regency Solitaire II – Verified
  • Sam & Max: The Devil’s Playhouse – Verified
  • The Elder Scrolls Online – Playable
  • Visions of Mana – Playable

Steam Deck Game Sales, Discounts, and Specials

The notable sales of the week include a Tales of franchise sale where I recommend Tales of Berseria as the best game in the series on Steam followed by Tales of Arise, Kingdom Come Deliverance at 90% off, and Red Dead Redemption II at 60% off on Steam. Note that for Red Dead Redemption II, you can’t buy the Steam version outside Steam while you can for the other games I’ve mentioned here.

That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.

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‘Honkai Star Rail’ Version 2.5 “Flying Aureus Shot to Lupine Rue” Update Releases on September 10th, New Trailer Showcased During Livestream https://toucharcade.com/2024/08/30/honkai-star-rail-version-2-5-update-release-date-banner-list-characters-kafka-rerun/ https://toucharcade.com/2024/08/30/honkai-star-rail-version-2-5-update-release-date-banner-list-characters-kafka-rerun/#respond Fri, 30 Aug 2024 12:32:03 +0000 https://toucharcade.com/?p=328447 Continue reading "‘Honkai Star Rail’ Version 2.5 “Flying Aureus Shot to Lupine Rue” Update Releases on September 10th, New Trailer Showcased During Livestream"

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HoYoverse’s Honkai Star Rail (Free) version 2.5 update titled “Flying Aureus Shot to Lupine Rue" was just showcased during a livestream. It will release on September 10th for iOS, Android, PS5, and PC. This update’s highlights are the Wardance ceremony, many new enemies, new characters: Feixiao, Lingsha, and Moze alongside the silkpunk saga in the Shackling Prison reaching its climax, and also reruns of Black Swan and Kafka (!). Topaz will be returning for a rerun in part 2 of version 2.5. Watch the newest Honkai Star Rail version 2.5 update trailer below:

If you’ve not played the game yet, you can download Honkai Star Rail on the App Store for iOS here, on Google Play for Android here, and here on the Epic Games Store in addition to its regular PC version. Check it out here on PS5. Have you been playing Honkai Star Rail recently and what do you think of 2.5 so far?

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Castle Crumble for Apple Vision Pro Is Now Available on Apple Arcade Alongside Big Updates for Puyo Puyo Puzzle Pop, Crayola Adventures, and More https://toucharcade.com/2024/08/29/castle-crumble-apple-vision-pro-game-download-puyo-puyo-puzzle-pop-new-update-apple-arcade/ https://toucharcade.com/2024/08/29/castle-crumble-apple-vision-pro-game-download-puyo-puyo-puzzle-pop-new-update-apple-arcade/#respond Thu, 29 Aug 2024 17:37:34 +0000 https://toucharcade.com/?p=328394 Continue reading "Castle Crumble for Apple Vision Pro Is Now Available on Apple Arcade Alongside Big Updates for Puyo Puyo Puzzle Pop, Crayola Adventures, and More"

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This week, Apple Arcade sees a major game update for Apple Vision Pro and a few notable updates. Castle Crumble [apprice url="https://apps.apple.com/us/app/castle-crumble/id1616814625"] for Apple Arcade has been updated to be a fully universal game with support for iPhone, iPad, Mac, Apple TV, and Apple Vision Pro. Apple is treating this like a new release ahead of September’s game launches. Read about those here. As for the regular game updates, the highlights include Puyo Puyo Puzzle Pop bringing in three new character episodes, Meena as a playable character, and seven new BGM songs from the series. Crayola Adventures has a new micro story added with Video Games Day celebrations going on with Lights Camera Action and Pixel Madness. The Koala Face accessory is also available in-game.

SpongeBob: Patty Pursuit brings in its next Tale of the deep with Karate Island where you can play as Sandy. Jetpack Joyride 2 brings in a new event taking Barry to outer space looking for a new signal. stitch. brings in new hoops featuring Taekwondo. The final notable update is Zookeeper World bringing 12 new puzzle stages. With the updates done, head over to our forum threads for Puyo Puyo Puzzle Pop here, Castle Crumble here, Crayola Adventures here, SpongeBob: Patty Pursuit here, and Zookeeper World here. For all other Apple Arcade related things, check out our dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Apple’s newly released games and updates recently?

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Casual RPG ‘Disney Pixel RPG’ From GungHo for iOS and Android Gets New Gameplay Trailer, Listed for October 7th https://toucharcade.com/2024/08/29/disney-pixel-rpg-gameplay-trailer-mobile/ https://toucharcade.com/2024/08/29/disney-pixel-rpg-gameplay-trailer-mobile/#respond Thu, 29 Aug 2024 15:57:17 +0000 https://toucharcade.com/?p=328390 Continue reading "Casual RPG ‘Disney Pixel RPG’ From GungHo for iOS and Android Gets New Gameplay Trailer, Listed for October 7th"

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Last month, GungHo announced a new casual RPG for mobile in the form of Disney Pixel RPG (Free), due later this year. Today, Gungho has released (via Gematsu) the first trailer for Disney Pixel RPG. Disney Pixel RPG aims to let players explore with pixel versions of Disney characters across multiple worlds with battles, action, rhythm, and more challenges. It features an original story taking you on a journey with Mickey Mouse and other characters with many customization options. Watch the first gameplay trailer for Disney Pixel RPG below:

Disney Pixel RPG is currently listed for October 7th on the App Store, but this should be treated as a placeholder date since it was originally listed for early September as a placeholder and that has already changed. Disney Pixel RPG is set for release this year on iOS and Android as a free to play game with in app purchases. Check out the official English website for Disney Pixel RPG here. If you’d like to play Disney Pixel RPG, you can pre-order it on the App Store for iOS here and pre-register for it on Google Play for Android here. What do you think of Disney Pixel RPG so far based on its debut trailer?

Update: Added new English trailer.

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‘Dragon Ball Project:Multi’ Gets New Character Trailers Showcasing Super Saiyan Goku, Krillin, and Piccolo https://toucharcade.com/2024/08/29/dragon-ball-project-multi-super-saiyan-goku-gameplay-trailer-piccolo-krillin-iphone-android-steam/ https://toucharcade.com/2024/08/29/dragon-ball-project-multi-super-saiyan-goku-gameplay-trailer-piccolo-krillin-iphone-android-steam/#respond Thu, 29 Aug 2024 13:45:23 +0000 https://toucharcade.com/?p=328381 Continue reading "‘Dragon Ball Project:Multi’ Gets New Character Trailers Showcasing Super Saiyan Goku, Krillin, and Piccolo"

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Earlier this month, Bandai Namco Entertainment and developer Ganbarion revealed Dragon Ball Project:Multi, the franchise’s first 4v4 team based battle game, with a regional closed beta planned. Today, Dragon Ball Project:Multi has gotten three new character trailers with the closed beta now available in select regions. The new trailers focus on three characters focusing on their gameplay. Watch the Dragon Ball Project:Multi Piccolo trailer below:

Watch the Dragon Ball Project:Multi Super Saiyan Goku trailer below:

Watch the Dragon Ball Project:Multi Krillin trailer below:

Dragon Ball Project:Multi still doesn’t have a release date or window yet, but the closed beta is available now until September 3rd at 5:59 AM UTC on iOS, Android, and Steam. You can currently wishlist Dragon Ball Project:Multi on Steam here. The Dragon Ball Project:Multi regional closed beta is available in Canada, France, Germany, Japan, South Korea, Taiwan, United Kingdom, and the United States. Check out the official Dragon Ball Project:Multi English website here. What do you think of Dragon Ball Project:Multi and the new character trailers?

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‘Final Fantasy Brave Exvius’ Is Shutting Down on October 30th https://toucharcade.com/2024/08/29/final-fantasy-brave-exvius-shutting-down-october-30th-date-iphone-android/ https://toucharcade.com/2024/08/29/final-fantasy-brave-exvius-shutting-down-october-30th-date-iphone-android/#respond Thu, 29 Aug 2024 09:43:56 +0000 https://toucharcade.com/?p=328354 Continue reading "‘Final Fantasy Brave Exvius’ Is Shutting Down on October 30th"

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Square Enix just announced that Final Fantasy Brave Exvius (Free) is shutting down on October 30th (this year) following its debut back in June 2016. Since launching on mobile, Final Fantasy Brave Exvius has seen many collaborations including ones with some of Square Enix’s best games like NieR: Automata and also its other titles like Final Fantasy XV. It is being shut down because Square Enix says that it will be “difficult to maintain the app experience." Following this announcement, in app purchases will no longer be offered but you will be able to use anything you’ve bought until service ends. Bundles will no longer be sold as well.

On October 30th at 23:59 PDT, service will end and accounts will be deleted. If you’d like to play Final Fantasy Brave Exvius until then, you can grab it on the App Store for iOS here and on Google Play for Android here. Read our review of the original game launch here. If you’d like to check out discussions from the game’s launch until now, check out our very old forum thread here. Have you played Final Fantasy Brave Exvius before and what do you think of today’s announcement?

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The Huge ‘Peglin’ 1.0 Update Is Now Live on iOS, Android, and Steam Following Switch Launch Yesterday https://toucharcade.com/2024/08/28/the-huge-peglin-1-0-update-is-now-live-on-ios-android-and-steam-following-switch-launch-yesterday/ https://toucharcade.com/2024/08/28/the-huge-peglin-1-0-update-is-now-live-on-ios-android-and-steam-following-switch-launch-yesterday/#respond Wed, 28 Aug 2024 14:29:35 +0000 https://toucharcade.com/?p=328322 Continue reading "The Huge ‘Peglin’ 1.0 Update Is Now Live on iOS, Android, and Steam Following Switch Launch Yesterday"

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Yesterday during the Nintendo Indie World Partner Direct whatever it is called for the double feature, Red Nexus Games’ pachinko roguelike Peglin (Free) got announced and released on Switch. I didn’t realize it was then that it hit 1.0 on Steam as well. I got it on Switch and while we need a bit more time for our review, Peglin has also finally hit 1.0 on iOS and Android following its Switch launch yesterday and Steam update a few hours later. The highlights of this include the final Cruciball levels (17-20), a new forest miniboss, a new rare roundrel relic, tons of balance adjustments, gameplay changes to how dull pegs work, bestiary research rate changes, and much more. Read the full patch notes from the game’s Steam news story here. Watch the gameplay trailer for Peglin below if you’ve not played it yet:

With Peglin hitting 1.0 today, it is still planned to get more updates, and I can’t wait to see what else the team does with over time. If you’re interested in playing it right now, read my review of Peglin on iOS here from its launch last year. You can also read my interview with Red Nexus Games here covering the game, pricing, and a lot more. Peglin on mobile is a free to try game, and you can grab it on the App Store for iOS here and on Google Play for Android here. We featured it as our Game of the Week when it launched. Check it out on Steam here and Switch here. Head over to our forum thread for more impressions and discussion around the iOS version. Have you played Peglin before on mobile or PC, and what do you think of this huge update?

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All of SNK’s The King of Fighters ACA NeoGeo Games Are Discounted on iOS and Android, Switch Later Today https://toucharcade.com/2024/08/28/the-king-of-fighters-mobile-game-discount-price-30th-anniversary-announcement/ https://toucharcade.com/2024/08/28/the-king-of-fighters-mobile-game-discount-price-30th-anniversary-announcement/#respond Wed, 28 Aug 2024 12:00:52 +0000 https://toucharcade.com/?p=328317 Continue reading "All of SNK’s The King of Fighters ACA NeoGeo Games Are Discounted on iOS and Android, Switch Later Today"

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It looks like SNK is celebrating the 30th anniversary of the superb The King of Fighters series with a big discount on the complete set of ACA NeoGeo games on mobile and Switch (coming later today). Many years ago, Hamster started releasing SNK’s older games through its ACA NeoGeo lineup. These saw a few useful emulation features arrive for classic games on consoles over the years. We started seeing these hit mobile at half the price ($3.99 compared to $7.99 on console) published by SNK as well. While the pricing was already great, you can now buy all the games in The King of Fighters ACA NeoGeo series of releases on mobile at just $1.99 each.

ACA NeoGeo The King of Fighters game discounts list on mobile:

  • The King of Fighters 94 ACA NeoGeo ($3.99)
  • The King of Fighters 95 ACA NeoGeo ($3.99)
  • The King of Fighters 96 ACA NeoGeo ($3.99)
  • The King of Fighters 97 ACA NeoGeo ($3.99)
  • The King of Fighters 98 ACA NeoGeo ($3.99)
  • The King of Fighters 99 ACA NeoGeo ($3.99)
  • The King of Fighters 2000 ACA NeoGeo ($3.99)
  • The King of Fighters 2001 ACA NeoGeo ($3.99)
  • The King of Fighters 2002 ACA NeoGeo ($3.99)
  • The King of Fighters 2003 ACA NeoGeo ($3.99)

Check out the games on Android here. I own a few of these on iOS, but all of them barring 96 on Nintendo Switch. The Switch eShop deals should go live in a few hours today in North America with the deals already being up in other parts of the World on Switch and PS4. Check out the official website for the series on mobile here. What’s your favorite recent ACA NeoGeo release and are you grabbing any of the KOF games today with this sale?

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‘Genshin Impact’ Version 5.0 Update Is Now Available Worldwide on iOS, Android, PC, PS5, and More https://toucharcade.com/2024/08/28/genshin-impact-version-5-0-update-patch-notes-download-iphone-android-ps5-pc-xbox/ https://toucharcade.com/2024/08/28/genshin-impact-version-5-0-update-patch-notes-download-iphone-android-ps5-pc-xbox/#respond Wed, 28 Aug 2024 04:04:18 +0000 https://toucharcade.com/?p=328293 Continue reading "‘Genshin Impact’ Version 5.0 Update Is Now Available Worldwide on iOS, Android, PC, PS5, and More"

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Following pre-installation going live earlier in the week, HoYoverse has just released the major Genshin Impact (Free) version 5.0 “Flowers Resplendent on the Sun-Scorched Sojourn" update on mobile, PC, and PlayStation worldwide. The highlights of this update include the new nation: Natlan which is open to early and mid-game players, new characters like Mualani, reruns for Raiden Shogun, and much more. The first Genshin Impact 5.0 banner features: Mualani, Kachina and Kaedehara Kazuha while banner 2 has Kinich and Raiden Shogun. Read about the improved visuals in Genshin Impact 5.0 here and the full patch notes for the update here. Watch the new Genshin Impact trailers for Mualani and more below:

If you pre-installed the update on iOS, you should be able to play without downloading much, but the game will take a bit of time to split up old resources once you login. If you’d like to play Genshin Impact and don’t own it yet, you can download it for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of Genshin Impact 5.0 so far?

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‘Dragon Quest Monsters: The Dark Prince’ Is Coming to iOS, Android, and Steam on September 11th With All DLC Included From the Switch Release https://toucharcade.com/2024/08/27/dragon-quest-monsters-the-dark-prince-steam-release-date-iphone-android-mobile-port-dlc-price/ https://toucharcade.com/2024/08/27/dragon-quest-monsters-the-dark-prince-steam-release-date-iphone-android-mobile-port-dlc-price/#respond Wed, 28 Aug 2024 01:00:57 +0000 https://toucharcade.com/?p=328260 Continue reading "‘Dragon Quest Monsters: The Dark Prince’ Is Coming to iOS, Android, and Steam on September 11th With All DLC Included From the Switch Release"

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When Square Enix released the monster collecting RPG Dragon Quest Monsters: The Dark Prince on Switch last year, I loved my time with it. It had technical issues, but the charm and gameplay loop elevated it well beyond other Dragon Quest spinoffs on the platform bringing up to the same level as the superb Dragon Quest Builders 2. I always expected Dragon Quest Monsters: The Dark Prince to be ported to PC soon after just like Dragon Quest Treasures, but I didn’t even consider it hitting mobile anytime soon. Today, Square Enix announced that the Switch-exclusive Dragon Quest Monsters: The Dark Prince ($29.99) is coming to iOS, Android, and Steam on September 11th with all prior DLC included. This means the Dragon Quest Monsters: The Dark Prince Digital Deluxe Edition content will also be included. Watch the trailer for Dragon Quest Monsters: The Dark Prince below:

Square Enix has also posted comparison images of the game on mobile, Switch, and Steam on the official Japanese website. Check out one of them below:

The store pages also confirm that the network mode for Online Battles from the Switch version where players battle one another in real time will not be included in the Steam and mobile versions.

Dragon Quest Monsters: The Dark Prince is currently available on Nintendo Switch priced at $59.99 for the standard edition and $84.99 for the Digital Deluxe Edition. Having loved this on Switch, I’m looking forward to replaying it for review on iPhone, iPad, and Steam Deck for the new platforms launch on September 11th. It is great to see Square Enix bring more Dragon Quest to mobile soon after the original platform launch. I expected we might see this one by 2027 on mobile given delays between console and mobile these days for the series like we saw with Dragon Quest Builders. It is priced at $29.99 on mobile and $39.99 on Steam. Check it out on the App Store for iOS here and on Google Play for Android here where you can pre-register for it. Have you played Dragon Quest Monsters: The Dark Prince before on Switch or will you try it out on mobile and Steam in two weeks when it releases?

Update: Added comparison image and website information.

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‘RWBY: Arrowfell’ Now Available on Mobile Through Crunchyroll Game Vault https://toucharcade.com/2024/08/27/rwby-arrowfell-mobile-download-iphone-android-crunchyroll-game-vault/ https://toucharcade.com/2024/08/27/rwby-arrowfell-mobile-download-iphone-android-crunchyroll-game-vault/#respond Tue, 27 Aug 2024 16:24:19 +0000 https://toucharcade.com/?p=328270 Continue reading "‘RWBY: Arrowfell’ Now Available on Mobile Through Crunchyroll Game Vault"

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Action adventure game RWBY: Arrowfell from WayForward is now available on mobile through the Crunchyroll Game Vault. RWBY: Arrowfell, developed by WayForward, is an action adventure game featuring Ruby Rose, Weiss, Blake, and Yang using their signature weapons and Semblances to take on Grimm and more enemies. It has the original cast included, new cut-scenes from the show creators, and more. Shaun wasn’t too hot on RWBY: Arrowfell when it hit Switch, but he did say it is worth playing if you like the show. Read his review here. Watch the RWBY: Arrowfell Crunchyroll Game Vault trailer below:

Check out RWBY: Arrowfell on the App Store for iOS here and on Google Play for Android here. If you have an active Crunchyroll Mega or Ultimate membership right now, you can play RWBY: Arrowfell at no additional cost today. While it didn’t have the best reviews on PC and console, I’m happy to see more WayForward titles hit mobile. I’m excited to try it out today since I skipped the original release. What do you think of today’s new Crunchyroll Game Vault release and have you played RWBY: Arrowfell before?

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Capcom Updates ‘Resident Evil 4′, ‘Resident Evil Village’, and ‘Resident Evil 7’ on iOS With Online DRM https://toucharcade.com/2024/08/27/resident-evil-iphone-15-pro-online-drm-update-purchase-history-check-7-biohazard-village-4-remake/ https://toucharcade.com/2024/08/27/resident-evil-iphone-15-pro-online-drm-update-purchase-history-check-7-biohazard-village-4-remake/#respond Tue, 27 Aug 2024 10:53:36 +0000 https://toucharcade.com/?p=328263 Continue reading "Capcom Updates ‘Resident Evil 4′, ‘Resident Evil Village’, and ‘Resident Evil 7’ on iOS With Online DRM"

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Usually, updates for premium priced ports on mobile are good to have for optimization or compatibility reasons, but Capcom’s newest update pushed out an hour ago for Resident Evil 7 biohazard (Free), Resident Evil 4 Remake (Free), and Resident Evil Village (Free) on iOS and iPadOS adds an online DRM that checks purchase history when you launch the games. This checks to see if you own the game or DLC and then proceeds to the title screen. If you click no, the game will close. If you’re connected to the internet, this takes a few seconds before you can get back to your save, but you cannot boot up any of these three games and play it offline. You will need to be online for the purchase check on launching the game. This is unfortunate, and frankly is awful because the games are all now worse off with online DRM as opposed to being playable and launchable offline before.

I tested this with all three games before updating them and verified that they did launch and work offline as of the update prior to today. With today’s update, you see the alert above or a similar one and clicking no closes the game. If this doesn’t matter to you, that’s fine, but I’m not a fan of online DRM like this being patched into a game people have already paid for before. Hopefully Capcom can find a better solution for checking purchases or do it once in a while and not on every launch. Stuff like this makes it harder to recommend Capcom’s premium priced ports. If you’ve not gotten the games yet, they are free to try, and you can grab Resident Evil 7 biohazard on iOS, iPadOS, and macOS, here. Check out Resident Evil 4 Remake here on the App Store and Resident Evil Village here. Read my reviews of them here, here, and here. Do you own the three modern Resident Evil games on iOS and what do you think of this update for all three?



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Gundam Breaker 4 Review – Steam Deck, Switch, and PS5 Tested https://toucharcade.com/2024/08/27/gundam-breaker-4-review-steam-deck-pc-port-switch-vs-ps5/ https://toucharcade.com/2024/08/27/gundam-breaker-4-review-steam-deck-pc-port-switch-vs-ps5/#respond Tue, 27 Aug 2024 06:59:01 +0000 https://toucharcade.com/?p=328142 Continue reading "Gundam Breaker 4 Review – Steam Deck, Switch, and PS5 Tested"

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Back in early 2016 when I was looking for import-friendly games on PS Vita, I used to often see Gundam Breaker mentioned. If you’ve never heard of the series before, think of them as hack and slash action games with RPG elements, deep customization, and a pure unadulterated love of Gunpla. Around the time I was looking into the series, Bandai Namco announced an Asia English release for Gundam Breaker 3 on PS4 and PS Vita, and I decided to buy both versions. I ended up loving it as my first Gundam game. Since then, I’ve imported and played Gundam Breaker 1 and 2 on PS Vita, and also gotten basically every Gundam game released in English across platforms. To see Gundam Breaker 4 announced earlier this year and confirmed for a global multi-platform simultaneous release remains one of 2024’s biggest surprises. Fast forward to today and Gundam Breaker 4 is finally here on Steam, Switch, PS4, and PS5. Having put in about 60 hours across platforms, I adore Gundam Breaker 4, but it has a few issues right now.

Gundam Breaker 4 is a very important release not only because of the game itself, but because of how far we’ve come with the series in the West. So what makes Gundam Breaker 4 a big deal? Gone are the days of waiting for an Asia English release to import. Gundam Breaker 3 was an Asia English release not released in the West, and just on PlayStation. I can’t recall the last Gundam game that had an English dub option, but here we are with a dual audio option and multiple subtitle options (EFIGS and many more). But what about the game itself and the different platform versions? I’m going to cover all of that in this extended review that will also take you on a journey of me starting my first Master Grade Gunpla (Gundam Plastic Kit if you’re new to this) after building some High Grade (easier and smaller kits) before.

Gundam Breaker 4’s story ranges from getting the job done to some highs and lows. The lows are when I felt like certain pre-mission dialog was going on a bit too long, and the highs were in the latter half of the game when there are interesting character reveals and also more interesting dialog. If you’ve not played a single game in the series before, Gundam Breaker 4 still does a good job of bringing you up to speed, but you might wonder why the appearance of certain characters is a big deal later on. The embargo only allows me to talk about the first two chapters of the story, and it feels like a straightforward affair during those two. I ended up liking the main characters quite a bit by the end, but my two favorite characters appear much later in the story.

The real draw of Gundam Breaker 4 is not the story though. It is building your own perfect Gunpla, improving it over time, getting better gear, and becoming stronger to tackle higher difficulties and more quests. When you begin, you get the basics, but what the team really underold in the promotion is the customization aspect. It is incredible. Not only can you adjust individual parts like left and right arms, but you can also adjust ranged weapons for each arm, melee with dual wielding, and adjust the individual part size and scale. This means you can even use SD (super deformed) parts on your normal Gunpla and either have it look like this weird frankenstein suit or scale things to your liking.

Beyond the actual parts for each main category in assembly, the customization in Gundam Breaker 4 takes things further with builder parts that let you add even more things to your Gunpla. Some of these even have their own skills. Speaking of skills, you have EX and OP skills to use in combat. These depend on your parts and weapons. Later on, you also unlock ability cartridges that have their own specs that give you buffs or debuffs.

As you go through the missions breaking parts and earning S-rank reward parts, you also get materials. These can be used to level up your parts. Each mission in Gundam Breaker 4 usually has a recommended parts level indicating how suitable it is for your current gear. In addition to materials you earn to upgrade parts, you start earning materials to increase part rarity later on. This lets you upgrade for more skills as well, and you can use older or lesser part skills when you upgrade and cannibalize those older parts.

During the main story, I spent a bit of time on the optional quests to earn money or parts, but feel like the game is balanced enough where you won’t really need to grind during the main story on the standard difficulty at least. Speaking of the difficulty, you unlock three higher difficulties as the main story progresses, and these up the challenge and part level recommendation quite a bit. If you do plan on skipping most of the optional quests during the main story, make sure to keep an eye on the new unlocks because some of the optional quest types are a lot of fun, especially the survival mode.

Outside of all of this, you can also adjust the paint of your suit which lets you color schemes you’ve unlocked through progression or from DLC. If you put time into Gundam Breaker 4, there’s a ton of stuff for you to get out of it, and I’m floored by how much has gone into this. When you’re done with paint, you can work with decals and weathering effects as well. Gundam Breaker 4 is the real deal for Gunpla enthusiasts, but does it play well?

Having enjoyed everything Gundam Breaker 4 has to offer in its gameplay through story missions, side content, and boss fights aside from one specific mission type, I think the team nailed it. I never got bored of combat even though the normal difficulty is on the easier side. I kept swapping out weapons and trying the various types before settling on a greatsword style weapon for the rest of my playthrough. Everything feels varied enough, and the individual skills and stats make for a fresh experience throughout.

When it comes to the bosses and minibosses, I love having them appear on the stage in the Gunpla boxes and then breaking out before fighting you. This never gets old, and seeing one of the Gunpla kits I built appear as a boss later on was awesome. Most boss fights involve targeting weak points, damaging the many health bars, destroying shields, and the usual. I did have trouble with one particular boss’ weak points using specific weapons, but I changed to a whip and sorted it immediately. The only real hard boss fight in the story was dealing with two of a specific boss at once. I won’t get into details for spoiler reasons, but I did struggle with the AI in one specific fight.

Visually, Gundam Breaker 4 ranges from great to fine. The environments look lacking early on, but I found the variety good overall. Most of the work went into making sure the Gunpla kits and animations look the best, and it shows. The developers clearly weren’t trying to go for a realistic art style here, so don’t expect something like Gundam Evolution or even how some bits of Gundam Breaker 3 looked. The aesthetic in Gundam Breaker 4 works well and it scales as it should on lower end hardware. The effects look great, and the scale of many boss fights is awesome.

The music in Gundam Breaker 4 ranges from forgettable tunes you won’t think of outside the game to a few really great songs in specific story missions. I am disappointed in no way to set music from the various anime and movies here. Usually we’d see some anime music pack DLC or a premium bundle for Asia and Japan, but I’ve not seen any of that yet in the game or announced. I also don’t see a way to load custom music like in Mobile Suit Gundam Extreme Vs Maxiboost ON on PS4.

The voice acting has been a pleasant surprise. I played through the game completely with English on one save, and also spent about a dozen hours with the Japanese voice option on another platform save. Both were very good and I found myself liking the English more during missions because I hate reading small subtitles during action battles when I’m focusing on fighting enemies.

So far, aside from one mission type really annoying me (thankfully not too prevalent) and a few bugs, I’ve had no real issues with Gundam Breaker 4. If you are new to this series and aren’t a fan of replaying missions to grind out better gear and drops, you may find things repetitive. I’ve always viewed Gundam Breaker like Earth Defense Force and Monster Hunter where after finishing the story, I spend time building my perfect Gunpla.

As for bugs, I ran into one where certain names wouldn’t save or two I think are Steam Deck-specific. The first is that returning to the title screen from in-game takes way too long. The second is one specific mission that crashed for me only when playing on my monitor. I replayed it on the Deck itself and it was fine. It might just have been relating to the performance penalty I see in some games docked, but I can’t say for sure.

The one aspect I’ve not touched on so far is the online. Pre-release I managed to play a good amount of the network test on PS5 and Switch, but I only managed to test a bit of the retail release on PS5 with a friend who is reviewing that version. The PC version’s servers have not been online pre-launch at all, so I cannot test if the online works fine on Steam Deck yet. I will be updating this once servers go online and I’ve managed testing the PC version on Steam Deck with friends online.

At this point, you’re probably wondering about the Gunpla I was building. I made some progress and got through 5 sets of runners, but made a mistake with one small part. I panicked and almost broke it while trying to separate things. This is where my guitar pick came into the picture and saved me. I ended up stopping with my RG 78-2 MG 3.0 about halfway done. Once the review embargoes of this week are over, I’ll get back to it and finish it.

Now let’s get to the platform differences and features.

Gundam Breaker 4 PC port controls – keyboard, mouse, and controller support

Gundam Breaker 4’s on PC is the only version of the game that supports above 60fps. The PS5 version is capped at 60fps and the Switch version hovers around the 30fps mark. The Gundam Breaker 4 PC release also has mouse and keyboard support in addition to controller support with multiple button prompt options.

When playing on the Deck itself, it displayed Xbox button prompts. When using my DualSense controller over the Dock on my monitor, Gundam Breaker 4 showed PlayStation prompts correctly. It also auto switches between keyboard mouse and controller prompts based on your input. The only controller-related issue I ran into is the game not correctly detecting when I’ve reconnected a controller. I tested this on my DualSense and 8BitDo Ultimate controllers wirelessly.

Gundam Breaker 4 ships with three controller presets and a custom option. You can adjust the keyboard mouse and controller settings independently.

One setting I recommend changing immediately or after you try out the first few missions is camera sensitivity and distance. You can do this in Player Mode from the game settings. I found the default too slow and close.

Gundam Breaker 4 PC graphics settings and display options

Gundam Breaker 4 supports multiple resolutions and frame rate caps. On the Steam Deck itself, it sadly doesn’t support a full 800p and runs at 720p and 16:9. On the frame rate side, it can go from 30fps to 360fps and unlimited on PC. I set it to 120fps when playing on Steam Deck since I played it almost exclusively on my Steam Deck OLED. You can also toggle v-sync.

On the graphics side, you can adjust the quality of textures, anti-aliasing, post-processing, shadows, effects, and also adjust brightness and toggle motion blur.

Gundam Breaker 4 Steam Deck performance – does it work out of the box?

I played Gundam Breaker 4 with Proton Experimental (bleeding edge) as I normally do for untested games, but I also tested it on the default Proton. It works perfectly out of the box and even invokes the on-screen keyboard for text input. I have confidence in this being Steam Deck Verified pre-launch or soon after. The 35 hours I put into it on just my Steam Deck OLED prove that.

When playing with all settings at High aside from shadows, Gundam Breaker 4 easily hit 60fps, but I wanted more. For this, I turned things to medium and played at 80-90fps almost across the board. A few late-game missions saw drops to the high 60s during gameplay, but otherwise I had no issues in actual gameplay. In-engine cut-scenes do take a hit to performance and run in the 50-70fps range for me on Steam Deck. I did run into one issue where the assembly section suddenly dropped to 1-3fps for a few seconds before shooting back up to 90fps. This didn’t happen more than three times total, but I couldn’t figure out what caused it. If this is a Proton related issue, I hope Valve can fix it.

The only visual issue I had when playing on the Deck itself is some of the icon glyphs and menus had either smaller than expected fonts, or they weren’t as crisp as they should’ve been. I noticed this even on Switch so it likely is an issue with the game being designed for a higher res and bigger screen. Not a dealbreaker, but worth pointing out.

Gundam Breaker 4 Switch vs PS5 – what to buy?

On the console side, I didn’t have time to test Gundam Breaker 4 on my PS4, so I focused on the Switch (Lite and OLED) and PS5 versions. Gundam Breaker 4 on PS5 looks amazing and runs basically perfectly at 60fps in the time I put into it, but I didn’t reach the few missions in the story towards the end that were more visually demanding. I also didn’t reach here on Switch, but I put nearly two dozen hours into the Switch version to see enough of how it runs there. Check out a comparison of the opening tutorial mission on PS5 and Switch in the screenshot comparison below:

The biggest downgrades on Switch aside from the performance are with resolution, detail, and reflections. This applies not only to the stages, but also the Gunpla parts. During the network tests, a friend of mine pointed out how the Switch version looked like an HG Gunpla while the PS5 version looked like an RG in some scenes. If you built Gunpla you will understand this, but for everyone else, it just means Gunpla in the Switch version ends up lacking in many details like decals, lining, and even weathering effects in specific situations. They do appear, but I think the lower resolution and draw distance makes it so that they are invisible sometimes. This is one of those changes you won’t realize until you see the game outside Switch.

I honestly expected this to run at 120fps on PS5 given the visuals. Playing Megaton Musashi at 120fps was good as a recent release. Maybe the developers capped this to 60fps for multiplayer reasons with the PS4 version, but I’m not sure. Aside from the 60fps cap, Gundam Breaker 4 has decent rumble support and even has PS5 Activity Card support to load into your save quicker. Since the review embargo prevents me from showing anything beyond chapter two in the story, the screenshot below is from when I just began playing showing the Activity Card implementation for story mode. I hope this supports online play and lobbies in the future as well.

Speaking of loading, the Switch load times are really long compared to PS5 and Steam Deck. Even running the game off the SD card on my old Steam Deck LCD had much faster load times than Switch.

If you only care about portability, you obviously won’t bother with the PS5 version, but the Switch port currently has one major issue that makes me hesitate to recommend it. The assembly section and diorama mode feel very sluggish. While the main lobby or hub is also sluggish, the performance in missions is better albeit still not a perfect 30fps. I saw drops even in early missions from 30fps, but again, this is a lot better than I expected given some recent Switch ports.

I would be ok with this given the hardware if the assembly section ran better considering you will be spending a lot of time there after each mission. Diorama mode also needs more optimization on Switch with how sluggish it feels. If you played Gundam Breaker 3 on PS Vita, you will be more than fine with the Switch version, but I was hoping for a better port all things considered. Since there are more content updates planned, I hope we see some optimization on this front.

For those who own multiple platforms, I only recommend the Switch version if you exclusively want to play portably and don’t own a Steam Deck. Speaking of portable play, I enjoyed Gundam Breaker 4 on my Switch Lite aside from the text size in some menus. Gundam Breaker 4 is also sadly the final game I reviewed on it before the screen developed some LCD-related issues.

Is the Gundam Breaker 4 Ultimate Edition worth it?

I had access to some of the DLC included in the Gundam Breaker 4 Deluxe Edition and Gundam Breaker 4 Ultimate Edition. I can’t comment on the story DLC yet since it isn’t available, but the early unlocks aren’t game changing. You get level 1 parts for the suits listed on the store page, but I found the builders parts to be better as early DLC to help you get started.

Beyond that, the Diorama content doesn’t seem to be fully available right now, but there is some content from the DLC I had access to, and it was really good for posing Gunpla and using the cel-shaded filter as well. Having tried the Diorama mode a lot across my playthroughs on all platforms, photo mode enthusiasts and those who enjoy those kinds of modes in games will find a lot to love here. Having more items and accessories in this mode will be good, but you could get those separately I assume. I love how Gunbarrel Strike Gundam – Gundam Breaker Ver looks, so having those parts was nice. I liked the design enough to order the collector’s edition the moment pre-orders went up as well.

Is Gundam Breaker 4 worth it for the story?

I’ve seen some folks excited to play Gundam Breaker 4 for its story, and while it is a fine story, you really are here for customization, battles, and building your ideal Gunpla. If you want a story-focused game instead, look at Megaton Musashi. Both games have their strengths and weaknesses, but I ended up clicking with the gameplay in Gundam Breaker 4 more as a fan of the older games.

When I got my review codes for Gundam Breaker 4, I had a fun idea of starting the MG 78-2 Version 3.0 kit and building it alongside the game to finish both at the same time, but sadly there are too many other games releasing for me to be able to do that.

Not only was it great to play a new Gundam Breaker alongside building my newest Gunpla kit, but there’s a new found appreciation I have for the work that goes into designing these kits now after moving to an MG and also an RG from HG kits. I’ve also been lucky enough to have some friends who are super helpful with Gunpla tips for decals, panel lining, and also what to do when stuck. I look forward to finishing this kit and then working on my RG next.

The wait for Gundam Breaker 4 has been super long, and I didn’t even think we’d see a new game in the series after New Gundam Breaker, but here we are. Gundam Breaker 4 is real and it is spectacular in almost every way. It is my favorite Steam Deck game this year since Shin Megami Tensei V Vengeance, and one I look forward to playing online and offline over the coming months with all the DLC planned.

Gundam Breaker 4 Steam Deck review: 4.5/5

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‘Monster Hunter Now’ Season 3 To Add Magnamalo, Heavy Bowgun Weapon, Cooking, and More on September 11th https://toucharcade.com/2024/08/26/monster-hunter-now-magnamalo-update-release-date-heavy-bowgun-weapon-rajang-season-3/ https://toucharcade.com/2024/08/26/monster-hunter-now-magnamalo-update-release-date-heavy-bowgun-weapon-rajang-season-3/#respond Mon, 26 Aug 2024 14:30:35 +0000 https://toucharcade.com/?p=328243 Continue reading "‘Monster Hunter Now’ Season 3 To Add Magnamalo, Heavy Bowgun Weapon, Cooking, and More on September 11th"

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Niantic and Capcom just detailed the next major update coming to Monster Hunter Now (Free). Monster Hunter Now Season 3 “Curse of the Wandering Flames" sees Magnamalo arrive as the first Monster Hunter Rise original monster joining the Monster Hunter Now roster. Alongside Magnamalo, two other monsters join in the action including my favorite: Rajang. The final monster addition is Aknosom. Monster Hunter Now’s Season 3 update also brings in a new weapon, the Heavy Bowgun, cooking as a feature, and more. I’m curious to see how Magnamalo and Rajang are in-game as I adore hunting both of them in Monster Hunter Rise: Sunbreak and Monster Hunter World: Iceborne for Rajang. Check out Magnamalo’s artwork for Monster Hunter Now below:

Check out some of the new gear from the update below:

If you’ve not played Monster Hunter Now recently or are planning to just start playing, I put together tips and tricks for the game, details on the weapons, special skills, the current monsters list, my wishlist for future update monsters, and more. You can grab Monster Hunter Now on the App Store for iOS here and on Google Play for Android here. The in app purchases include different sets of gems and upgrades. Check out the official website here. What do you think of the current state of the game and are you looking forward to Teostra next month?

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3D Action RPG ‘Alterna Vvelt: Blue Exorcist Another Story’ From Aniplex Gets a New Trailer Ahead of Its Launch on Mobile and PC https://toucharcade.com/2024/08/26/blue-exorcist-3d-action-rpg-mobile-pc-windows-gameplay-trailer-alterna-vvelt/ https://toucharcade.com/2024/08/26/blue-exorcist-3d-action-rpg-mobile-pc-windows-gameplay-trailer-alterna-vvelt/#respond Mon, 26 Aug 2024 10:37:31 +0000 https://toucharcade.com/?p=328227 Continue reading "3D Action RPG ‘Alterna Vvelt: Blue Exorcist Another Story’ From Aniplex Gets a New Trailer Ahead of Its Launch on Mobile and PC"

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At Anime NYC this weekend, Aniplex USA shared more details for its upcoming 3D action RPG Alterna Vvelt: Blue Exorcist Another Story (). Alterna Vvelt: Blue Exorcist Another Story is in development for iOS, Android, and Windows release this year. Alterna Vvelt: Blue Exorcist Another Story is based on the Blue Exorcist IP, and the story of the game features new original characters showcased in the game’s new trailer. In addition to this new trailer, pre-orders and pre-registrations have gone live for the game. Alterna Vvelt: Blue Exorcist Another Story sees you taking on the role of an exorcist assigned to the Special Investigations Unit in the Japanese branch of the Knights of the True Cross. Watch the new trailer below:

Alterna Vvelt: Blue Exorcist Another Story doesn’t have a confirmed release date yet, and the App Store page also confirms that the date listed there is a placeholder. If you’d like to try Alterna Vvelt: Blue Exorcist Another Story, you can pre-order it on the App Store for iOS here and on Google Play for Android here. Check out the official website here where a lot of the pre-registration reward tiers are detailed. Alterna Vvelt: Blue Exorcist Another Story is due this summer on iOS, Android, and Windows. What do you think of Alterna Vvelt: Blue Exorcist Another Story so far?

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‘SpongeBob: Bubble Pop’ Is a New Bust-a-Move-Like Coming to iOS and Android Through Tic Toc Games, Nickelodeon, and Netflix https://toucharcade.com/2024/08/26/spongebob-bubble-pop-mobile-release-date-netflix-nickelodeon/ https://toucharcade.com/2024/08/26/spongebob-bubble-pop-mobile-release-date-netflix-nickelodeon/#respond Mon, 26 Aug 2024 06:08:40 +0000 https://toucharcade.com/?p=328210 Continue reading "‘SpongeBob: Bubble Pop’ Is a New Bust-a-Move-Like Coming to iOS and Android Through Tic Toc Games, Nickelodeon, and Netflix"

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Netflix recently announced more games coming to its service in the coming months, but an unannounced (as far as I’m aware) casual Bust-a-Move-like game in the form of SpongeBob: Bubble Pop has gone up for pre-order on the App Store and pre-registration on Android. SpongeBob: Bubble Pop (Free) from Tic Toc Games and Nickelodeon is due on September 17th going by the App Store listing, and it aims to offer players hundreds of puzzles where you match colors and free sea snails to save Bikini Bottom. It will include boosters, various unlocks, SpongeBob cosmetics, a skill crane to earn even more costumes, and more. Check out some screenshots from it below:

If you’d like to play SpongeBob: Bubble Pop at launch, you can pre-order it on the App Store for iOS here and on Google Play for Android here. If we get a gameplay trailer, Ill post about it, but I think everyone knows what to expect from a game like this. I’m curious if we see more games announced at Netflix Geeked week in the near future. What do you think of SpongeBob: Bubble Pop and Netflix bringing more casual games like this to its service?

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‘Genshin Impact’ Version 5.0 Update Pre-Installation Now Live, New Trailer Released https://toucharcade.com/2024/08/26/genshin-impact-version-5-0-update-download-size-pc-iphone-android-ps5/ https://toucharcade.com/2024/08/26/genshin-impact-version-5-0-update-download-size-pc-iphone-android-ps5/#respond Mon, 26 Aug 2024 05:37:01 +0000 https://toucharcade.com/?p=328204 Continue reading "‘Genshin Impact’ Version 5.0 Update Pre-Installation Now Live, New Trailer Released"

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HoYoverse has begun pre-installation for the major Genshin Impact (Free) version 5.0 “Flowers Resplendent on the Sun-Scorched Sojourn" update for on supported platforms. If you’ve not followed the game recently, Genshin Impact 5.0 brings in the sixth nation: Natlan, new characters like Mualani, reruns for Raiden Shogun, and much more. The update will launch beginning August 28th for mobile, PC, PS5, and PS4 with the game launching on Xbox Series X this November. The first Genshin Impact 5.0 banner features: Mualani, Kachina and Kaedehara Kazuha while banner 2 has Kinich and Raiden Shogun. This update is also supposed to bring in updated visuals. Read about that here. Watch the new Genshin Impact trailer for Kachina below:

You can pre-install it by tapping the pre-install resource package button. The download size is 2.67GB on iOS and about 16GB on PC. If you’d like to play Genshin Impact and don’t own it yet, you can download it for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of Genshin Impact 5.0 so far?

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Steam Deck Weekly: Gamescom 2024 Steam Deck News, Reviews Including Bakeru and SCHiM, New Verified Games, Discounts, and More https://toucharcade.com/2024/08/23/mameda-bakeru-steam-deck-pc-review-ff16-release-date-gamescom-2024-news/ https://toucharcade.com/2024/08/23/mameda-bakeru-steam-deck-pc-review-ff16-release-date-gamescom-2024-news/#respond Sat, 24 Aug 2024 00:00:09 +0000 https://toucharcade.com/?p=328009 Continue reading "Steam Deck Weekly: Gamescom 2024 Steam Deck News, Reviews Including Bakeru and SCHiM, New Verified Games, Discounts, and More"

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Welcome to this week’s edition of the Steam Deck Weekly. I delayed publishing this because Gamescom 2024 is on right now with news from Geoff Keighley’s Opening Night Live, game announcements, show floor information, and more. If you missed my Black Myth: Wukong Steam Deck review, read it here. Today’s article has Steam Deck impressions for Bakeru and Sam & Max: The Devil’s Playhouse, reviews of a few notable indies, Shaun’s take on the Warhammer 40K: Boltgun DLC, bundles, new Steam Deck Verified games, and more. Let’s get into the reviews and impressions first.

Steam Deck Game Reviews & Impressions

Bakeru Steam Deck Review

When Bakeru was released in Japan, a friend of mine imported it and praised it quite a bit. I tried the demo and was turned off by the technical issues. It was charming, but not enough to put up with no localization and performance issues on Switch. When it leaked on the eShop, I was hoping we’d see performance improvements or a port to PC. We ended up getting both more or less. Bakeru’s Switch release in the West is improved over the Japanese launch version, and it is also now on PC with an excellent port.

Bakeru is an action platformer from Good-Feel who are most known for the Yoshi games and also more-recently Princess Peach Showtime from Nintendo. The studio has done some games outside Nintendo brands, and the newest in this line of non Nintendo games from Good-Feel is Bakeru. Shaun will be doing a full review for this one, but so far Bakeru feels and plays great on Steam Deck.

On Steam Deck and PC, Bakeru lets you adjust display mode (windowed and borderless only), resolution (with full 16:10 support), toggle v-sync, adjust frame rate cap (Note that v-sync off means the game runs at 60fps. Turn it on if you would like to play at your monitor’s refresh rate or at 90fps on Steam Deck OLED), anti-aliasing (off, FXAA, SMAA), adjust filtering quality (trilinear, 2x, 4x, 8x, and 16x), and draw distance (low, medium, high).

I played Bakeru on both my Steam Decks. My LCD is running the newest SteamOS beta. On that, I had zero issues with the game and it ran at a locked 60fps at maximum settings. On Steam Deck OLED running the public build of the OS, I only had some issues at 90fps. This seemingly wasn’t related to the settings, but something in the game because I had some shader-related or traversal stuttering in parts, but they only happened initially. I imagine Bakeru will be Steam Deck Verified soon as it runs perfectly if you play at 60fps and near-perfectly at 90fps.

The one issue I ran into pre-release that Spike Chunsoft and the developers already fixed is button prompts being incorrectly displayed. This had the game showing Switch positions instead of Xbox ones when using my 8BitDo Xbox controller or the Steam Deck itself. I’m glad this was resolved pre-release as the game has no port issues, and it is dramatically better than the Switch version. When using a DualSense, it correctly showed PlayStation prompts with the proper labels and positions as well.

Bakeru is a good platformer that I recommend playing on PC over Switch right now. The Switch version, despite performance improvements over the Japanese demo, still has too much variance in its performance to be an easy recommendation. The HD Rumble there is nice, but everything else holds it back. On PC, you miss out on the HD Rumble, but Bakeru runs a lot better across the board, and I’ve been enjoying digging into it over the last week. Stay tuned for Shaun’s full review of the Switch version in the near future.

Sam & Max: The Devil’s Playhouse Steam Deck Review

There have been many game franchises that I completely missed out on over the years. The Sam & Max series of games is one of those. When I was offered a code to play Sam & Max: The Devil’s Playhouse, I figured now was the time to finally play these games with the new remasters. If you’re just here for the game itself, I urge you to read Shaun’s Switch review here. I’m going to focus on how it plays on Steam Deck.

Sam & Max: The Devil’s Playhouse is the final game in the episodic Sam & Max main trilogy. This new remaster is amazing in basically every way. This includes how it controls, looks, sounds, and feels. It even has many accessibility options to make things go smoothly if you’re new to this kind of adventure game. You can toggle different hint levels and disable flashing in the accessibility settings.

On the graphics and display side, you can play Sam & Max: The Devil’s Playhouse at higher resolutions when docked on Steam Deck, but performance doesn’t hold close to 60fps if you play at 4K. I recommend sticking to it in handheld mode for a 60 or higher experience. You can adjust the graphics quality, texture quality, anti-aliasing, toggle v-sync, and adjust display mode and resolution in the graphics settings.

With Sam & Max: The Devil’s Playhouse, I’m glad I finally got around to playing these games. Not only are they all absolutely worth your time and money, but they play superbly on Steam Deck. I’d love for the remasters to hit iPad, but until then the Steam Deck is my favorite way to play Skunkape Games’ remasters.

SCHiM Steam Deck Review

Given the sheer amount of releases lately, I didn’t get around to playing SCHiM much at launch. I’m glad I finally rectified that because it is equal parts charming and gorgeous, and it has been the perfect game to relax with as a break from the longer upcoming games I’m playing for review right now. Developers Ewoud van der Werf and Nils Slijkerman have released a brilliant take on a 3D platformer using light, shadow, and more for puzzles, and it is all elevated by excellent audio.

Aside from the striking aesthetic, what really carries SCHiM through its four or so hours long runtime is the animation work and sound design. As you work towards solving the various puzzles in the game, every interaction has a lovely little animation, and it all feels beyond polished when played at a rock solid 90fps on Steam Deck OLED. The blend of the shadows and lights for puzzles also are enhanced by the screen in handheld mode.

So SCHiM runs perfectly out of the box on Steam Deck at 90fps, but how about docked? When played at 720p docked, it nearly does a locked 144fps. Playing at 1080p results in well over 100fps at all times. SCHiM supports 16:10 as well which is great to see on Steam Deck. I have no complaints with it aside from the fact that it might seem short for its price to some, and that there really is no evolution of the mechanics over the course of the game. While this isn’t a dealbreaker, it does hold SCHiM down from perfection.

SCHiM is a lovely abstract take on games like Frogger for the modern era. Come into this expecting a work of art with excellent audio design more than a complex puzzle game. I enjoyed just about every level despite the mechanics not really evolving. I enjoyed it enough on Steam Deck to order a physical copy of the Switch version from Japan already. This is definitely worth your time if you enjoy delightful, gorgeous, and relaxing puzzle games.

SCHiM Steam Deck review score: 4.5/5

Gestalt: Steam and Cinder Steam Deck Review

Gestalt: Steam and Cinder is another game I wish I got around to playing sooner like SCHiM above. It has been on the review backlog for a bit now, but having played it, this action platformer is fantastic. Not only does it nail the aesthetic with its blend of 16 and 32-bit visuals, but the sound design, story, and gameplay are sublime.

What initially drew me to Gestalt: Steam and Cinder, is the steampunk visual style in pixel art. I adore the character designs, but wasn’t sure another action platformer would be able to hit hard enough for me in recent years. Having played it, the story is very good, but without getting into spoilers, I feel like there’s more to this tale. Hopefully we see some story DLC in the future.

On the gameplay side, Gestalt: Steam and Cinder felt a bit easier than I expected outside of two bosses I had trouble with. Nothing major though, and the responsive controls help across the board.

Gestalt: Steam and Cinder ships Steam Deck Verified, and it is perfect on Valve’s handheld. The only thing I’d like to see, if feasible, is support for 90fps. Right now, the game is capped at 60fps and 16:9. I tested this on both my Steam Decks docked and in handheld mode.

Given how crowded the genre is, I know most people roll their eyes when they see another action platformer, but Gestalt: Steam and Cinder is one you cannot afford to miss. It is one of the best in the genre with its excellent gameplay, narrative, music, and slick visuals. Gestalt: Steam and Cinder is also perfect on Steam Deck from start to finish.

Gestalt: Steam and Cinder Steam Deck review score: 4.5/5

Warhammer 40,000: Boltgun – Forges of Corruption Expansion Steam Deck Review

The original Boltgun was a refreshing surprise for me when it was released last year. While I’m not as into first-person shooters as deeply as some, I can certainly enjoy a good boomer shooter. Give me fast, furious action with some interest levels to explore, a satisfying selection of weapons, and challenging enemy encounters and I’m there. Boltgun had all of that, all dressed up in a Warhammer theme that if nothing else helps the world feel like it extends outside of the borders of the game.  A thoroughly enjoying game to play through, and one that left me properly sated… or did it?

While I thought I had had my fill of Boltgun, I was actually quite happy when Forges of Corruption was released. I guess I was still hungry. This expansion gives you five more levels of carnage to engage in, and they run on the larger side. You get two new guns to play with, one being an enhanced flamethrower and the other a rocket launcher. Sure, can’t argue with that. You also get some new enemies to try those toys out on, and you’ll need every edge you can get to deal with them.

When compared to the original game’s levels, Forges of Corruption‘s stages favor more wide open spaces. This puts your mobility skills to the test, as you’ll have to keep on moving to avoid getting surrounded or cornered. If you haven’t mastered the dash already from playing the main campaign, you’ll need to get up to speed fast here. It’s an interesting change-up from the more compact design that the base game relied on so much. The enhanced flamethrower’s spread can really help you out here, and rockets always prefer open spaces.

Difficulty-wise, these levels are mostly going to be a relative breeze for those who played through the first game. The last one is a real beast though, and you’re going to have to use everything you’ve learned to overcome it. Which is to say that while you can play this expansion without finishing the main game, you really should leave it for after. All-up, it takes a few hours to get through it all.

Warhammer 40,000: Boltgun – Forges of Corruption keep the party rolling with a set of new stages that show off a slightly different design intent than those of the original. The new weapons and enemies are appreciated, and the level design makes the most of both. I do wish there was something more interesting going on visually here, and the difficulty curve isn’t as smooth as it was in the base game. Still, those looking for more Boltgun challenges to tackle will find them here.-Shaun Musgrave

Warhammer 40,000: Boltgun – Forges of Corruption Expansion Steam Deck review score: 4/5

News and Trailers

Let’s begin the massive (and fast-paced) news section of this week with a brand-new trailer for my most anticipated game of 2025: Monster Hunter Wilds. The trailer has the game looking better than before, and I’m getting more excited reading all the details from hands-on gameplay sessions people have at Gamescom. Watch the third Monster Hunter Wilds trailer below:

The next bit of news I’m excited for is Final Fantasy XVI, the best singleplayer Final Fantasy game since XII, is coming to Steam in a few weeks with pre-orders and a demo now live. It is sadly pretty rough on Steam Deck, but I hope things improve.

Terry Bogard launches on September 24th in Street Fighter 6 as the second DLC for the Year 2 Pass. His gameplay trailer looks incredible.

While not directly Steam-related, Capcom is also bringing Resident Evil 2 to GOG on August 27th. I couldn’t get Resident Evil 1’s GOG release to work on Deck, but I hope this one works.

Capcom also released a demo for the Ace Attorney Investigations Collection on Steam and consoles. Check it out here. Read my preview of the full game here.

Silent Hill 2 from Konami got a new story trailer, and this is the first trailer that’s been liked by a friend of mine who is a huge fan of the series. This will be my first Silent Hill game, so I’m excited to try it.

Square Enix released a new “Final" trailer for Visions of Mana ahead of its launch next week. I can’t wait to talk about the full game soon.

A few days ago, Cygames released the big Version 1.50 update for Granblue Fantasy Versus: Rising on Steam and consoles bringing in big balance adjustments, the new DLC character Versusia, and in-game content included with Battle Pass Round 5. Watch the trailer below:

Persona 3 Reload’s expansion Episode Aigis is adding Joker as a boss fight. I didn’t expect that one, but I’m looking forward to playing the DLC very soon.

Atlus will host a new ATLUS Exclusive showcase for Metaphor: ReFantazio on August 28th at 8 PM. It will be on YouTube. I’m looking forward to playing this hopefully soon for review. Atlus also revealed the English voice cast for the game. Check it out below:

  • Protagonist – Caleb Yen
  • Strohl – Stewart Clarke
  • Hulkenberg – Kristin Atherton
  • Gallica – Alejandra Reynoso
  • Heismay – Phillipe Spall
  • Junah – Emma Ballantine
  • Eupha – Emily Burnett
  • Neuras – David Monteith
  • Louis – Joseph Tweedale
  • More – Greg Chun
  • Grius – Gordon Cooper

A new trailer for Metaphor has also gone live, and it is the best one yet for the game ahead of its launch in October. Watch it below:

SEGA released a new trailer for Sonic X Shadow Generations that makes me wish the game was out sooner. We need anime music videos based on this for sure.

Tempest Rising from 3D Realms got a new PvP teaser trailer this week at Gamescom 2024. It looks superb. Check out the footage below:

A game I’m excited to play later this year, Slitterhead from Bokeh Game Studio, got a new story trailer this week. Watch it below:

A game most thought wouldn’t release this year, The Plucky Squire from Devolver Digital, launches on September 17th with a lovely new trailer you can watch below. I’m excited to try this out on Steam Deck and Switch.

Devolver Digital is also launching Sumerian Six, the real time tactical stealth game via Steam, on September 2nd.

Raw Fury is releasing the horror survival game Post Trauma on October 29th. Check out its release date trailer below:

Blizzard is celebrating Warcraft’s 30th anniversary in Overwatch 2 with a new skin for Widowmaker as Sylvanas next month. Check it out below:

Action adventure game Unknown 9: Awakening from Bandai Namco launches on October 18th for Steam and consoles. Pre-orders are now live with a new gameplay trailer you can watch below:

Eternal Strands, set to launch in 2025, got a new gameplay trailer at Gamescom 2024 from Yellow Brick Games. Watch it below:

Superhero-themed visual novel Sacrifice Villains from Shiravune is set to release on Steam this year. It will be priced at $19.99. Check out the Steam page here.

Little Nightmares III also had a new trailer during Gamescom Opening Night Live 2024. It releases on Steam and all consoles next year.

Diablo IV’s Vessel of Hatred expansion got a new trailer showcasing the Mercenary companions ahead of the expansion’s launch this October.

Inti Creates is releasing a demo for Card-en-Ciel on September 4th for Steam. Alongside this news, a new gameplay trailer has been released. Watch it below:

A sequel to Wilmot’s Warehouse is set to release on Steam on October 23rd in the form of Wilmot Works It Out. I loved the original and cannot wait to play this.

Risk of Rain 2’s Seekers of the Storm DLC launches on August 27th for PC and consoles. I’ll be checking this one out on Steam Deck.

Kingdom Come: Deliverance II launches on February 11th, 2025 and a new gameplay showcase this week makes me wonder if this will even run on Steam Deck with how good it looks. I’ll definitely try it. Watch the showcase below:

Fatal Fury: City of the Wolves from SNK launches on April 24th, 2025 for Steam, PS5, PS4, and Xbox Series X. The launch price is a special edition with the first pass. Watch the new trailer showing off the amazing Mai Shiranui and the release date showcase below:

Level Infinite streamed its recent “Into the Infinite" showcase featuring updates from its partners covering games like Soulframe, Warframe, and much more. Watch it below:

https://www.youtube.com/live/KAIFQ8TZCp8

Sharkmob’s Exoborne had a new trailer released during the showcase above as well. Watch it below:

Civilization VII from Firaxis and 2K launches for Steam and all consoles on February 11th, 2025 with pre-orders now live. Check out the gameplay trailer below:

2K also revealed two other games for 2025, and they’re big ones. Borderlands 4 and Mafia The Old Country are in development for Steam and consoles for 2025 release. Watch the trailers below:

Arc System Works has revealed new details for Double Dragon Revive including the composers and story details. The composers include Raito and many more. Check out the website here.

Indiana Jones and the Great Circle launches on Steam and Xbox on December 9th with pre-orders now live on Steam. I’m looking forward to playing this.

The newest Sword Art Online Fractured Daydream trailers focus on Leafa and Sinon. Watch them below:

Delta Force, the first person multiplayer shooter, previously known as Delta Force: Hawk Ops launches later this year for PC via Early Access on Steam from Level Infinite. It is also set to come to iOS and Android and consoles.

Amazon Prime is doing a series on video games titled Secret Level with a focus on specific games over 15 episodes. These include Armored Core, Spelunky, New World: Aeternum, and more. It is set to begin streaming this December.

Speaking of New World: Aeterum, a new video series based on the game can now be watched ahead of the game’s launch on October 15th:

Marvel Rivals from NetEase Games launches as a free to play game on December 6th for Steam and consoles with all heroes included for free.

Starfield’s Shattered Space DLC launches on September 30th for Steam and Xbox. A new update is also available now on all platforms.

Akatsuki Games released a new trailer for the extreme action game Tribe Nine ahead of its launch on Steam and mobile.

Free to play third person MOBA Predecessor is now available on Steam and consoles from Omeda Studios. Watch the trailer for it below:

Dragon Ball: Sparking! ZERO gets another trailer showing off more of the game in its “50 days from now" trailer. Watch it below:

Path of Exile 2 launches on Steam and consoles via Early Access on November 15th. Watch the new trailer from Grinding Gear Games below:

Dying Light: The Beast is a standalone open world game that’s free for owners of Dying Light 2 Ultimate Edition. It is set to release in the future.

Idea Factory International announced that Date A Live: Ren Dystopia releases on September 5th for Steam. I’ll be reviewing this one. Check it out on Steam here.

Torn Banner Studios (Chivalry 2) announced that the UE5-powered shooter No More Room in Hell 2 will launch in Steam early access this Halloween. Watch the trailer below from Gamescom Opening Night Live 2024:

Warner Bros Games also showcased a new Mortal Kombat 1: Khaos Reigns gameplay trailer focussing on Cyrax who is a part of the new DLC.

Tokyo Xtreme Racer from Genki is a new entry in the long-running series coming to Steam in 2025. I’m glad to see this because a friend of mine is a huge fan. Watch the trailer below:

Square Enix released a new trailer for Life is Strange: Double Exposure showcasing Max’s powers. Watch it below:

New Steam Deck Verified & Playable games for the week

This week, Yakuza 4 and Devil Blade Reboot are the highlights for new Verified games, and EA’s anti-cheat issues continue to make more games unplayable on Steam Deck. Check out every notable game tested by Valve since the last article below:

  • #BLUD – Verified
  • Atlas Fallen – Unsupported
  • Battlefield 1 – Unsupported (new anti-cheat issues)
  • DEVIL BLADE REBOOT – Verified
  • EA SPORTS Madden NFL 25 – Unsupported (new anti-cheat issues)
  • Eastward – Playable
  • Flatout 3 – Playable
  • hololive treasure mountain – Verified
  • Isles of Sea and Sky – Verified
  • LISA: The First – Unsupported
  • Metropolis: Lux Obscura – Playable
  • Mika and The Witch’s Mountain – Verified
  • Plants vs. Zombies Garden Warfare 2: Deluxe Edition – Unsupported (new anti-cheat issues)
  • Pocket Bravery – Playable
  • shapez 2 – Playable
  • Skull and Bones – Playable
  • SNK VS. CAPCOM SVC CHAOS – Playable
  • SPY×ANYA: Operation Memories – Playable
  • Squirrel with a Gun – Verified
  • Sword of Convallaria – Unsupported
  • Teeny Tiny Trains – Playable
  • The Infectious Madness of Doctor Dekker – Playable
  • THE LAST BLADE – Playable
  • Tomba! Special Edition – Playable
  • Wild Bastards – Verified
  • Yakuza 4 Remastered – Verified

Steam Deck Game Sales, Discounts, and Specials

The highlights of the week when it comes to sales and discounts are the Steam Rhythm Fest until August 26th with discounts on games like Crypt of the Necrodancer, Trombone Champ, and DJ MAX RESPECT V, and also the new Capcom Resident Evil Humble Bundle.

Next week, following the Rhythm Fest, the Isometric Games Sale begins with many discounts from publishers and developers including Owlcat Games. Check out a trailer for the event below:

That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.

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‘Victory Heat Rally’ From Skydevilpalm and Playtonic Friends Is Coming to PC and Crunchyroll for Mobile on October 3rd https://toucharcade.com/2024/08/23/victory-heat-rally-release-date-mobile-crunchyroll-steam-pc/ https://toucharcade.com/2024/08/23/victory-heat-rally-release-date-mobile-crunchyroll-steam-pc/#respond Fri, 23 Aug 2024 14:50:00 +0000 https://toucharcade.com/?p=328123 Continue reading "‘Victory Heat Rally’ From Skydevilpalm and Playtonic Friends Is Coming to PC and Crunchyroll for Mobile on October 3rd"

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Playtonic Friends just announced that Victory Heat Rally from developer Skydevilpalm is coming to mobile through Crunchyroll and also on Steam this October. Victory Heat Rally is an arcade racer with stylish visuals. I aims ot be a 2.5D pixel perfect racer featuring 12 drivers, solo play, multiplayer, a world tour mode, and more. It also features tons of customization across paint jobs, parts, and more. Playtonic Friends also confirms that Victory Heat Rally will be playable on Switch at Gamescom. Watch the Victory Heat Rally release date announcement trailer for mobile through Crunchyroll and Steam below:

While the mobile page isn’t up yet, you can wishlist Victory Heat Rally on Steam here. Victory Heat Rally is confirmed to have 4 player splitscreen, but I’m unsure if this is just Steam or also on mobile. If you have an active Crunchyroll Mega or Ultimate membership right now, you will be able to play Victory Heat Rally when it releases at no additional cost on October 3rd. This is definitely one of the better Crunchyroll Game Vault announcements as it is a day one release alongside PC. I’m excited to check it out. What do you think of today’s announcement and the Crunchyroll Game Vault releases so far?

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‘Company of Heroes’ Mobile Multiplayer Beta Announced for Next Week on Android, Full Update Coming to iOS and Switch As Well https://toucharcade.com/2024/08/22/company-of-heroes-mobile-multiplayer-beta-release-date-android-download-update-switch-iphone-ipad/ https://toucharcade.com/2024/08/22/company-of-heroes-mobile-multiplayer-beta-release-date-android-download-update-switch-iphone-ipad/#respond Thu, 22 Aug 2024 14:19:32 +0000 https://toucharcade.com/?p=328030 Continue reading "‘Company of Heroes’ Mobile Multiplayer Beta Announced for Next Week on Android, Full Update Coming to iOS and Switch As Well"

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Back in October last year, Feral Interactive announced that cross platform multiplayer was in the works for Company of Heroes ($14.99) on iOS, Android, and Switch. If you’ve not played it yet on mobile or Switch, read my iOS here and Switch review here. Today, Feral Interactive confirmed that the first Company of Heroes mobile multiplayer beta will take place only on Android from August 29th until September 3rd. A full FAQ is here covering what you need to know about the test. Watch the Company of Heroes Collection Switch trailer below:

The FAQ also confirms that the update with full multiplayer will be shipping simultaneously on Switch, iOS, and Android using learnings from the Android test. The test is only on Android since the Google Play Store has a better functionality for opt-in betas. As of now, the multiplayer update has no release date. If you’ve not kept up with the game on Switch and mobile, read my interview with Feral Interactive here. If you’ve not bought the base game yet on mobile, Company of Heroes is available on the App Store for here and on Google Play here. Check out our forum thread for it here and the official website for the mobile conversion here. Have you played Company of Heroes on mobile or Switch yet and will you be checking out the Android beta next week?

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Apple Arcade Weekly Round-Up: New Content and Feature Updates Are Now Live for TMNT Splintered Fate, Temple Run: Legends, Vampire Survivors, Simon’s Cat, and More https://toucharcade.com/2024/08/22/tmnt-splintered-fate-cross-platform-online-multiplayer-patch-update-temple-run-legends-vampire-survivors-apple-arcade/ https://toucharcade.com/2024/08/22/tmnt-splintered-fate-cross-platform-online-multiplayer-patch-update-temple-run-legends-vampire-survivors-apple-arcade/#respond Thu, 22 Aug 2024 08:09:15 +0000 https://toucharcade.com/?p=328000 Continue reading "Apple Arcade Weekly Round-Up: New Content and Feature Updates Are Now Live for TMNT Splintered Fate, Temple Run: Legends, Vampire Survivors, Simon’s Cat, and More"

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Following yesterday’s big Disney Dreamlight Valley update on Apple Arcade and other platforms, a few more notable games on Apple’s gaming service have gotten big updates. Alongside its standalone release, Vampire Survivors+ got a new stage, secrets, character skins, and more. Read about this update here. TMNT Splintered Fate on Apple Arcade now supports couch co-op on the save device and also online co-op with cross platform support. This is great since it is also coming to Steam following its Switch release.

Temple Run: Legends adds support for a new Outfit system with the ability to unlock new cosmetics, powerful traits, and more. Outlanders’ Volume VI of the Outlanders Chronicles: Wandering Stars is now live with six new playable leaders and more. Simon’s Cat – Story Time has a Summer Search Party on for daily rewards when you find beach balls in the gardens. SpongeBob: Patty Pursuit concludes the latest Tales of the Deep in this week’s update. The final notable update of the week is Disney Coloring World+ bringing in the Muppets in a new coloring pack featuring Kermit, Fozzie, and more.

With the updates done, check out our forum threads for Outlanders here, SpongeBob: Patty Pursuit here, Simon’s Cat – Story Time here, Disney Coloring World+ here, and TMNT Splintered Fate here. Head over to our dedicated Apple Arcade forum for discussions on the new and older releases on the service. What do you think of the state of Apple Arcade right now and this week’s updates?

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‘Animal Crossing: Pocket Camp’ Shutting Down This November, New Paid Game Set To Release With Save Transfer https://toucharcade.com/2024/08/22/animal-crossing-pocket-camp-shutting-down-new-paid-game/ https://toucharcade.com/2024/08/22/animal-crossing-pocket-camp-shutting-down-new-paid-game/#respond Thu, 22 Aug 2024 06:56:16 +0000 https://toucharcade.com/?p=327994 Continue reading "‘Animal Crossing: Pocket Camp’ Shutting Down This November, New Paid Game Set To Release With Save Transfer"

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Nintendo just announced that Animal Crossing: Pocket Camp (Free) is shutting down on November 28th at 3 PM UTC. Animal Crossing: Pocket Camp debuted on iOS and Android nearly seven years ago, and it has since received multiple content and feature updates. From November 28th, you will no longer be able to play this version of Animal Crossing: Pocket Camp, but the team is developing a version of Animal Crossing: Pocket Camp for mobile with save carrying over. This will be a flat-fee paid version of Animal Crossing: Pocket Camp. Social aspects from the original game will not be available here. Details for the new paid app are here. A full release date announcement for the paid app will be made around October. Check out the full announcement below:

While this is good news for those playing Animal Crossing: Pocket Camp since we rarely see games like this get paid standalone releases, I can’t help but be annoyed that Nintendo didn’t do something like this for Dragalia Lost. That game deserved so much better. At least I still have the music from it. Either way, you can play Animal Crossing: Pocket Camp on iOS and Android right now ahead of it shutting down in November. I’m curious to see how the paid version feels when it launches. Check out our forum thread for Animal Crossing: Pocket Camp here. Do you still play Animal Crossing: Pocket Camp regularly and what do you think of today’s news?

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‘Warframe’ Prologue Quest for Warframe 1999 The Lotus Eaters and Sevagoth Prime Now Available https://toucharcade.com/2024/08/21/warframe-the-lotus-eaters-update-patch-notes-download-sevagoth-prime-access/ https://toucharcade.com/2024/08/21/warframe-the-lotus-eaters-update-patch-notes-download-sevagoth-prime-access/#respond Wed, 21 Aug 2024 15:45:13 +0000 https://toucharcade.com/?p=327986 Continue reading "‘Warframe’ Prologue Quest for Warframe 1999 The Lotus Eaters and Sevagoth Prime Now Available"

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Digital Extremes has released the next big update for Warframe in the form of The Lotus Eaters update. This update brings in a prologue quest for Warframe 1999 which is due this Winter. Alongside that update, Warframe also adds in Sevagoth Prime access from today. If you’ve not played Warframe in a while, The Lotus Eaters is the game’s next story beat available a free narrative chapter. As for Sevagoth Prime access, this includes cosmetics, the Epitaph Prime weapon, and much more. You can collect the required blueprints to craft Sevagoth Prime for free or buy it from the Warframe Marketplace. Digital Extremes also confirms new Jade Shadows TennoGen with a deluxe Ares Skin for Warframe Styanax, the Rhodora Syadana backpiece, and more. Check out the Warframe patch notes here and key art for the update below:

Check out Sevagoth Prime art below:

Watch the newest game trailer below:

If you’ve not played Warframe in a while, read my interview with Creative Director Rebecca Ford about Warframe Jade Shadows and more here. If you’d like to play Warframe on iOS now, you can get it on the App Store for iOS here. Check out the official Warframe Mobile iOS website here. You can pre-register or check out the Android website for the game here. You can also read my interview with Warframe Creative Director Rebecca Ford & Mobile Product Lead Jussi Elonen about the game, cross platform support, controls, and a lot more from launch here. I featured Warframe Mobile as one of the best mobile games of 2024 so far as well. What do you think of Warframe so far if you’ve played it on iOS and what would you like to see added in the next update?

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‘Disney Dreamlight Valley’ Dapper Delights Update Now Available for Apple Arcade, Consoles, and PC https://toucharcade.com/2024/08/21/disney-dreamlight-valley-dapper-delights-update-download-apple-arcade-rift-in-time-part-3-steam-deck-switch-ps5/ https://toucharcade.com/2024/08/21/disney-dreamlight-valley-dapper-delights-update-download-apple-arcade-rift-in-time-part-3-steam-deck-switch-ps5/#respond Wed, 21 Aug 2024 14:33:23 +0000 https://toucharcade.com/?p=327981 Continue reading "‘Disney Dreamlight Valley’ Dapper Delights Update Now Available for Apple Arcade, Consoles, and PC"

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Last week, Gameloft announced the next major and free Disney Dreamlight Valley update for PC and consoles alongside Disney Dreamlight Valley Arcade Edition () for Apple Arcade in the forming of the Dapper Delights update. This update has now gone live alongside Act III of A Rift in Time. A Rift in Time is the paid expansion for PC and consoles, but it is included in the Apple Arcade release. Today’s update brings in Tiana from Disney’s The Princess with you trying to help set up her own restaurant: Tiana’s Palace. A Rift in Time Act III brings in Rapunzel, EVE, Gaston, and Oswald joining in for a final confrontation with Jafar. Watch the new Disney Dreamlight Valley Dapper Delights update launch trailer below:

If you’ve not gotten it yet, you can download Disney Dreamlight Valley Arcade Edition on Apple Arcade here. Read my review of Disney Dreamlight Valley Arcade Edition here. It is also available as a paid game with the expansion pass sold separately or in a bundle on all other platforms including Switch and Steam. It plays great on Steam Deck if you’re curious about that version. Check out the official website here for details on the expansion pass and more. Head over to our forum thread for Disney Dreamlight Valley Arcade Edition here. We also have a dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Disney Dreamlight Valley if you’ve been playing it recently and will you be getting back for this update today?

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Open World Dress Up Game ‘Infinity Nikki’ Gets New Trailer With Closed Beta Sign Ups Now Live, Pre-Registrations Also Available https://toucharcade.com/2024/08/21/infinity-nikki-closed-beta-release-date-soon-preregstrations-ps5-gameplay/ https://toucharcade.com/2024/08/21/infinity-nikki-closed-beta-release-date-soon-preregstrations-ps5-gameplay/#respond Wed, 21 Aug 2024 09:56:11 +0000 https://toucharcade.com/?p=327969 Continue reading "Open World Dress Up Game ‘Infinity Nikki’ Gets New Trailer With Closed Beta Sign Ups Now Live, Pre-Registrations Also Available"

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Another mobile reveal from Gamescom Opening Night Live 2024 was the latest trailer for the open world dress up game Infinity Nikki (Free) from developer Papergames. This was announced for mobile and PC a little while ago, and was also confirmed for PS5 which seems like the home for free to play games these days on the console side. The newest reveal for Infinity Nikki includes a trailer and also pre-registrations going live. The full game for Infinity Nikki will also have English voice over and the German localization is available for those to try out at the Gamescom showfloor. Sign-ups for the global Closed Beta Test are also now live. Watch the newest trailer for Infinity Nikki below:

Infinity Nikki will launch with text support for English, Chinese (Simplified), Chinese (Traditional), Japanese, Korean, German, French, Thai, Spanish (Latin America), Portuguese (Brazil), Italian, and Indonesian. Audio support will be available for English, Chinese (Simplified), and Japanese. If you’d like to sign up for the closed beta, you can do so here. A release date has not been announced so treat the date listed on the App Store page as a placeholder for now. You can pre-order Infinity Nikki on the App Store for iOS here and on Google Play for Android here. Pre-registration for console is not live yet. As a different premise than usual for an open world game, I’m curious to try this one on iOS and PS5. What do you think of Infinity Nikki so far?

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‘Squid Game: Unleashed’ Gets Full Trailer at Gamescom 2024, More Games Announced for Netflix https://toucharcade.com/2024/08/21/squid-game-unleashed-game-release-date-battle-royale-netflix-new-games/ https://toucharcade.com/2024/08/21/squid-game-unleashed-game-release-date-battle-royale-netflix-new-games/#respond Wed, 21 Aug 2024 08:54:13 +0000 https://toucharcade.com/?p=327966 Continue reading "‘Squid Game: Unleashed’ Gets Full Trailer at Gamescom 2024, More Games Announced for Netflix"

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Following its announcement recently, Netflix’s upcoming multiplayer game based on Squid Game, Squid Game: Unleashed, has gotten its first reveal gameplay trailer during Gamescom Opening Night Live 2024. Squid Game: Unleashed is a 32 player showdown featuring challenges from the show in addition to new ones for the game. There will be daily missions and events inspired by the brand’s universe. Squid Game: Unleashed is in development at Boss Fight (a Netflix Game Studio) and Season 2 of the show arrives this December. Watch the first Squid Game: Unleashed gameplay trailer below:

Alongside that, Netflix also revealed other games coming to the service in the near future including the Monument Valley series. These include recently-released games like Diner Out and Ludo King: Netflix with more coming soon like Battleship, Roller Coaster Tycoon, and Snake.io.

So far, Netflix has been killing it with quality releases on mobile. I hope the service continues to bring premium quality titles and also older games to the service while not just adding engagement focused releases like other gaming services have been doing these past months on other platforms. What do you think of the current slate of Netflix Games titles arriving this year and will you be trying any of the new games?

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Gamescom 2024: Zenless Zone Zero, Honkai Star Rail, and Genshin Impact See New Announcements and Trailers https://toucharcade.com/2024/08/21/gamescom-2024-genshin-impact-xbox-honkai-star-rail-2-5-patch-zenless-zone-zero-1-2-update-release-region/ https://toucharcade.com/2024/08/21/gamescom-2024-genshin-impact-xbox-honkai-star-rail-2-5-patch-zenless-zone-zero-1-2-update-release-region/#respond Wed, 21 Aug 2024 06:46:32 +0000 https://toucharcade.com/?p=327961 Continue reading "Gamescom 2024: Zenless Zone Zero, Honkai Star Rail, and Genshin Impact See New Announcements and Trailers"

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During Gamescom Opening Night Live 2024, HoYoverse had reveals and new information for each of its main games. Genshin Impact (Free) will see its major 5.0 update release next week bringing in the brand new region and much more. For Genshin Impact, HoYoverse’s big reveal was that it is coming to Xbox Series X on November 20th. Alongside this news, a new look at Natlan was also revealed in the Gamescom 2024 trailer for Genshin Impact. Watch it below:

Zenless Zone Zero (Free) just had its major 1.1 update launch, the first big one for the game since launch, and Gamescom 2024’s trailer had a tease of the new region coming in version 1.2. This will be the base for the next chapter of the Zenless Zone Zero story. The trailer also highlighted some of the Zenless Zone Zero 1.1 characters. Watch it below:

Honkai Star Rail (Free) had a trailer showcasing Feixiao, who is joining the game in the near future. Feixiao is a female warrior from the Xianzhou Yaoqing who will be added to Honkai Star Rail in version 2.5. The trailer also had new information about the upcoming Honkai Star Rail Fate/stay night [Unlimited Blade Works] collaboration. Watch it below:

You can grab Genshin Impact on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. It is coming to Xbox Series X on November 20th. Grab Honkai Star Rail yet for iOS here, on Google Play for Android here, and here on the Epic Games Store in addition to its regular PC version. Check it out here on PS5. You can download Zenless Zone Zero on the App Store for iOS here and on Google Play for Android here. Check out the links to the PS5 and PC versions here. What do you think of HoYoverse’s reveals?



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Exclusive: Dinosaur Polo Club Interview – CEO Amie Wolken on Mini Metro, Mini Motorways, the Team, Free DLC, Working With Apple, Ports, and More https://toucharcade.com/2024/08/20/exclusive-dinosaur-polo-club-interview-ceo-amie-wolken-on-mini-metro-mini-motorways-the-team-free-dlc-working-with-apple-ports-and-more/ https://toucharcade.com/2024/08/20/exclusive-dinosaur-polo-club-interview-ceo-amie-wolken-on-mini-metro-mini-motorways-the-team-free-dlc-working-with-apple-ports-and-more/#respond Tue, 20 Aug 2024 17:17:47 +0000 https://toucharcade.com/?p=327901 Continue reading "Exclusive: Dinosaur Polo Club Interview – CEO Amie Wolken on Mini Metro, Mini Motorways, the Team, Free DLC, Working With Apple, Ports, and More"

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When thinking about the classics or games I’d recommend people play on mobile, Mini Metro is one of the best by far. Sure, it is on other platforms, but having played it just about everywhere, the iOS version is my favorite. When Dinosaur Polo Club announced and released Mini Motorways, I was curious if it would manage to deliver something amazing again. The team did. Since then, we’ve seen both games get multiple updates including a collaboration between them.

A few weeks ago, I had a chance to talk to Dinosaur Polo Club’s new CEO Amie Wolken about the studio, the Mini series, canceled projects, coffee, expanding the studio, working with Apple, Nintendo, the future, and more for an exclusive interview. This was conducted on a video call. It was then transcribed and edited for brevity in the case of some portions.

TouchArcade (TA): Before getting to the things you’ve been doing recently, can you tell me a little bit about what you’re doing right now at Dinosaur Polo Club.

Amie Wolken (AW): I’ve come on board as the new CEO and it means working with the team to set strategy and vision for the next few years, and to really get them humming on the next project that they’re working on.

TA: You previously were the Studio Director at Weta Workshop’s games studio and you worked on Tales of the Shire as Lead Game Programmer. How was it working at the game studio and also how was it working on Tales of the Shire which is supposed to finally be coming out later this year?

AW: It was amazing. I was the Lead Game programmer on Tales of the Shire and before that, I had been working closely with the Magic Leap and Weta Workshop collaboration working in the augmented reality space. I’d been focused on the technical side of things and after Weta Workshop went on its own journey of game development after the Magic Leap collaboration, we decided to pursue Tales of the Shire as our first game as an independent game studio and it was amazing to be there from the ground up working on the Prototype.

TA: Since you joined earlier this year, I think it was April, how involved have you been with the two current live game projects: Mini Metro and Mini Motorways. I ask because both of them still get updates despite Mini Metro being really old now. It is getting a lot of great support.

AW: I try to stay involved over only in the periphery. The game teams know best what their games need, and so my role is more to support them to make sure that they have what they need to make the games great, and to work closely with them on long-term strategies for those games. What does the studio need out of those games and then really enable the teams to just do their good work on the games itself.

TA: How did you end up getting in touch with Dinosaur Polo Club to basically take over as CEO? When I was looking at when you took over, everyone was very positive from the start looking at reactions from developers around.

AW: So I saw the role advertised, and I’ve also known quite a few people who worked at dinosaur Polo Club over the years. So a couple of people let me know that they were looking for a new CEO and so I applied. So I just went through their application process. Yeah.

TA: Did you play a lot of Mini Metro and Motorways before taking over?

AW: I did not. In fact, I think I played Mini Metro when I applied for the job. I thought I better play the games. *laughs*

TA: What does the day in your life look like right now as CEO of Dinosaur Polo Club?

AW: That’s a good question and honestly it changes all the time. Recently and after a few months of being in the job, I thought that the studio could benefit from sort of a few weeks of tools down and coming together as a team, and working on sort of high level studio goals. So actually a lot of my time over the past couple of months has been working on that.

We called it a studio pause, and we put tools down on the games, and we really focused on coming together as a team and trying to envision the future that we wanted as a studio. So a lot of work was done around that and then there’s a lot of work around budgeting and finance, making sure that we’re compliant, and making sure that we have good practices and processes in the team. So policies, making sure that leadership development is well supported and it really kind of depends on what the team needs at the moment. Working with the teams on pitching upcoming products and projects.

TA: So when you joined Dinosaur Polo Club, I saw “Foster great culture and games" mentioned a few times. Obviously the studio pause seems like one of the major steps to having great culture to get everyone together and stuff. But I was curious what other things are planned for this year on that front to help grow the team?

AW: I mean, we always take growing the team and onboarding quite seriously. So having good recruitment processes and practices to make sure that you’re finding people who want to come on the same journey as the studio is on, and part of that means having a clear idea of where you’re kind of going as a studio, and exactly like you said, the pause was really designed to make sure that everyone in the studio, because we’re a small studio at 30 people, so everyone is on the same page with the way we’re going, which means that everybody can be ambassadors for who we are, and what we’re creating together, and it also helps to speed up decision making processes because everybody is on the same page about where we are going and we’re going there together.

Now we’ve actually got a lot of really great information and the pause as well. So we generated a lot of really good ideas for what we could do going forward, and part of what I’ll be doing is looking at that and carrying forward some of the ideas that came out of that around how we sort of live our values and what it means to be part of Dinosaur Polo Club, and what it means for us to create an impact in the world in the way that we want to do it sustainably and looking after our people while we make games. The future and for the rest of this year I suppose, a significant portion of that will be taking what we’ve learned in the pause and applying that in practice going forward.

TA: So you’ve been there since April till right now. That’s less than six months. How have you grown with the team? How does it feel for you and have you accomplished what you wanted to in a few months? I know it is a very short time for this kind of question, but given the positive sentiment around the studio and announcements, I was curious how it has been for you over the course of this period.

AW: It has been great. I do feel like I have grown with the team over the last few months. A lot of my time, especially in the first couple of months, was just listening to the team trying to figure out where everyone was at, trying to figure out where the pain points were.

Everything that you put out you try to look at the positives. Every team has things that they can work on and Dinosaur Polo Club is no different. The first few months were listening to the team, figuring out where I could have the biggest impact, and then the pause was sort of what came out of that.

TA: Before asking specific questions about the games, since you’ve been the CEO for a few months, have you been involved with any of the teams working with Apple and other platform holders? Dinosaur Polo Club has Mini Motorways which is one of the best Apple Arcade games right now even though it is also on other platforms. Have you been working with Apple in any way or is that another team at the studio?

AW: I have been involved in conversations with Apple on a regular basis.

TA: I first played Mini Metro on iOS many years ago. Since then the game has been ported to a lot of platforms. Mini Motorways launched directly as an Apple Arcade exclusive and that made its way to Nintendo Switch and Steam. I still feel like the games are best on a nice big touch screen like an iPad because you get the gorgeous visuals and you have direct interaction with them. I wanted to know if you could comment on how the games have been doing outside mobile because it feels like these are very much designed for touch screens? I know some folks play them with a controller or a mouse as well on Switch or Steam.

AW: It’s not something I’m really super close to. I don’t think it’s any surprise that the games do play really well on the touchscreens, but there is a wide audience that are enjoying the games, and we try and make sure that we’re designing the games to support those audiences too, and all of the controls that we support. But I agree, I think that there is some nice synergy there with the touch screen in there and iPads and iPhones.

TA: A few weeks ago, Dinosaur Polo Club announced that it was working on a game which has now been canceled called Magic School. This announcement was interesting for a few reasons. Obviously having a game canceled is never a good thing, but the phrasing of the announcement and the response has been very positive with how you all are trying to take the best from the situation and move forward. How was it working towards that announcement for you and the team?

AW: I wasn’t actually involved in making the decision to cancel. I was there for the tail end of it, but that decision had already been made as I was onboarding. So I don’t want to speak closely to it. I think there are other team members who are much closer to that decision and that project then been, but I have been there to talk to the team as they sort of process the impact of canceling a project that had been worked on for years, and that is significant.

It was a piece of work that many people care deeply about and had poured their creative hearts and souls into, so we’re always very conscious of that, and I think that’s a big part of why you want to share as well the efforts that have gone into a project that doesn’t necessarily make it to launch, but had a huge potential, a huge amount of talent, and effort that went into it, so it is a pleasure to be able to share those when you can. I’m really glad that we were able to do that for the team who worked on it and for the studio as a whole as well.

TA: Getting back to Apple Arcade. Can you comment on whether anything has changed in the last few months for how your work with Apple or things still going smoothly and is everyone happy with the arrangement you have with them? Mini Motorways still gets updates so it is still ongoing. I also wanted to know if there are any plans to do any more projects with Apple?

AW: Yeah, that’s probably not something that I can comment on right now, but I can say that we’ve got an incredible relationship with Apple and we really enjoy working with them.

TA: You said you played Mini Metro when you were working on getting this role and stuff, but since joining, have you started playing them and giving any feedback to the team directly?

AW: No. Even though I have been a game developer, and because I’ve not been a game developer of this style of games, or involved in developing the Mini games, I’m super tentative to have creative opinions unless they are looking for creative opinions from lay people who are under NDA. That is where I really try to power the team who are the creative masterminds behind the Mini series, and sometimes the weight that your opinion can carry as a CEO, certainly in my situation would far outweigh any actual practical relevance of my opinion.

TA: You mentioned since taking over that Dinosaur Polo Club is a small studio. Is there any need to grow the studio?

AW: We’re pretty good. We do have a small plan for bringing on new people as we start developing more products as well. We have an ambition to remain a small studio. So, in terms of studio size, we would love to not grow Beyond say 40 to 45 people. That is kind where we want to go in terms of the kinds of games that we make. We want to make sure that we stay small. We want to make sure that we can still know everybody’s names. We know everybody that we work with and focus on making games within that capacity and excelling at that rather than expanding and expanding.

TA: Mini Metro is on iOS, Android, Apple Arcade, PC, Switch and PS4. Mini Motorways is on Apple Arcade, Switch, and Steam. Are there any plans to bring them to Xbox and also to bring Mini Motorways to PlayStation and have you noticed any demand to bring your games to more platforms?

AW: It hasn’t featured highly in the conversations that I’ve had in the studio. That’s not to say that there isn’t demand or there hasn’t been conversations, but it’s just that they haven’t been conversations that have been a high enough priority in the last few months for it to be raised with me.

TA: You said that you were happy with how the team has been handling Mini Metro and Mini Motorways. Has anything changed since you took over where the team now feels like it can do more with the games? Both games are pretty great as it is.

AW: I think everybody can expect that Mini Motorways will continue to have some exciting updates. The team is working on an update plan and the strategy is fully behind supporting Motorways to continue to be supported and content updates. So I think people can expect to see cool things coming out of Motorways.

TA: That leads into my next question well. Both games are successful critically and they’ve gotten a ton of post-launch support through free content updates. Has there been any consideration to doing a paid expansion for any of them?

AW: No, we’re pretty set on the free content update strategy.

TA: So basically have a premium game and support it for years and build your audience who wants to keep supporting you as a publisher?

AW: That’s right.

TA: How do you like your coffee?

AW: I drink oat flat white.

I’d like to thank Amie Wolken from Dinosaur Polo Club and also Noah Vaca and Yunah Smirnov from Stride PR for their time and help here.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.



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‘Alien: Isolation’ for Android Is Now a Free To Start Release Just Like iOS Letting Everyone Try Two Missions for Free https://toucharcade.com/2024/08/20/alien-isolation-mobile-free-download-android-unlock/ https://toucharcade.com/2024/08/20/alien-isolation-mobile-free-download-android-unlock/#respond Tue, 20 Aug 2024 14:11:25 +0000 https://toucharcade.com/?p=327941 Continue reading "‘Alien: Isolation’ for Android Is Now a Free To Start Release Just Like iOS Letting Everyone Try Two Missions for Free"

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Earlier this year, Feral Interactive’s superb iOS version of Alien: Isolation (Free) was updated to change the game’s business model to be free to try with a single in app purchase for the full game unlock. Today, Alien: Isolation on Android has been updated to be a free to try game just like the iOS version. With this, Android players can sample the first two missions. After that, a single in app purchase will be required to unlock the full game for $13.49. Those who own the game already should see no change. For new customers, the saves from the first two free missions will carry over to the full game once the full game unlock purchase is complete. Watch the new trailer for Alien: Isolation on iOS and Android below:

I featured Alien: Isolation as one of the best games to play with keyboard and mouse on iPad, and I assume it plays well on Android tablets as well. If you’ve not gotten it yet on iOS, read my glowing review of the game here covering the game at launch. We featured it as our Game of the Week as well when it launched. The full version of Alien: Isolation on mobile includes all seven DLC packs in its unlock price of $14.99. You can grab Alien: Isolation for free on the App Store here and on Google Play here. Check out our forum thread here. Have you played Alien: Isolation on mobile yet or will you be trying it today for free?

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‘OPUS: Prism Peak’, the Newest Entry in the Amazing ‘OPUS’ Series, Gets New Gameplay Screenshots https://toucharcade.com/2024/08/20/opus-prism-peak-new-gameplay-screenshots-trailer-gamescom-2024/ https://toucharcade.com/2024/08/20/opus-prism-peak-new-gameplay-screenshots-trailer-gamescom-2024/#respond Tue, 20 Aug 2024 10:18:57 +0000 https://toucharcade.com/?p=327914 Continue reading "‘OPUS: Prism Peak’, the Newest Entry in the Amazing ‘OPUS’ Series, Gets New Gameplay Screenshots"

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I’ve been a big fan of SIGONO’s OPUS series of narrative adventure games for a long time. If you’ve not checked it out yet, OPUS: The Day We Found Earth (Free) is a great place to start but OPUS: Echo of Starsong, the newest release, is brilliant as well if you want to try a newer game. Read my review of the mobile version of that release here. Following its reveal back in January last year, SIGONO’s latest project, OPUS: Prism Peak, is shaping up to be another excellent narrative adventure game. With Gamescom 2024 beginning today, SIGONO has shared new screenshots for OPUS: Prism Peak in addition to a gameplay trailer that I missed from a few weeks ago. Watch the newest OPUS: Prism Peak gameplay trailer below:

Check out a new screenshot from OPUS: Prism Peak below:

OPUS: Prism Peak will feature multiple endings and it has you playing as a photographer using your camera to find your way back home from an ethereal realm. The music in OPUS: Prism Peak will be from Triodust and Audio Textural with a story from Brian Lee who wrote OPUS: Echo of Starsong. While OPUS: Prism Peak hasn’t been announced for mobile yet, my interview with Scott Chen, co-founder of SIGONO and executive producer of the OPUS series, mentioning Echo of Starsong on iOS being like returning home gives me hope to see this one on mobile as well at some point. You can wishlist OPUS: Prism Peak here as of now. It hasn’t been officially announced for more platforms yet. Have you played the OPUS games and what do you think of OPUS: Prism Peak so far?

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Dysmantle’s Final Major Update Is Now Live on iOS Bringing In Ark Level 4, Night Terrors, Link Towers, and Much More https://toucharcade.com/2024/08/20/dysmantle-game-final-content-update-patch-notes-1-4-0-night-terrors-ark-level-4-unlock-iphone-android-ipad/ https://toucharcade.com/2024/08/20/dysmantle-game-final-content-update-patch-notes-1-4-0-night-terrors-ark-level-4-unlock-iphone-android-ipad/#respond Tue, 20 Aug 2024 06:04:09 +0000 https://toucharcade.com/?p=327903 Continue reading "Dysmantle’s Final Major Update Is Now Live on iOS Bringing In Ark Level 4, Night Terrors, Link Towers, and Much More"

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Back in May, Dysmantle ($9.99) from 10tons Ltd. got its final major content update on Steam. Dysmantle version 1.4.0 titled “The Final Patch" brought in Night Terrors, Link Towers, Ark level 4, and more on PC as the team started working on porting it to other platforms. Earlier today, Dysmantle 1.4.0 hit iOS and it isn’t live on Android as of this writing. After day 24 in-game Night Terrors are a new enemy type for the base map. The Frore and Hibernus regions have been expanded and DLC owners will be able to use Link Towers to travel between base and DLC maps thanks to today’s update. Dysmantle was one of our favorite games of 2022, and with all of its paid DLC and updates, it is even better. With it being content complete, now is a great time to jump in. Watch the Dysmantle Pets & Dungeons DLC trailer below:

If you’ve not gotten it yet, we featured Dysmantle as our our Game of the Week when it hit iOS. Dysmantle has you trying to escape the island by breaking everything for materials, fight creatures, survive, build outputs, and more. You can grab the iOS version of Dysmantle for $9.99 (or regional equivalent) usually with it being discounted once in a while. If you’d like to play Dysmantle on iOS, you can grab it here on the App Store. It is available on Android here. Check out the official website for Dysmantle here. Make sure to head over to our forum thread for more discussion around it here. Have you played Dysmantle yet and will you be trying out the final content update this week?

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Musou Games on Steam Deck – Samurai Warriors, Dynasty Warriors, Warriors Orochi, Empires, and Much More Tested on Steam Deck OLED https://toucharcade.com/2024/08/19/best-musou-games-steam-deck-warriors/ https://toucharcade.com/2024/08/19/best-musou-games-steam-deck-warriors/#respond Mon, 19 Aug 2024 23:27:36 +0000 https://toucharcade.com/?p=327785 Continue reading "Musou Games on Steam Deck – Samurai Warriors, Dynasty Warriors, Warriors Orochi, Empires, and Much More Tested on Steam Deck OLED"

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One of the biggest advantages to PC gaming is having access to multiple generations of game releases. We’ve seen entire franchises released over time, and in many cases, Steam has more entries in a single franchise than consoles where said franchises began. With Omega Force and Koei Tecmo’s Musou or Warriors games, I usually enjoy playing them on a portable, and have played tons on PS Vita, 3DS, and Nintendo Switch over the years. The Steam Deck changed things, but Koei Tecmo’s older ports are not the best.

This got me thinking of an article and here we are. There is a very specific kind of person I’m aiming to help with this feature, and I’ve gotten every Koei Tecmo published Musou/Warriors game installed on my Steam Deck to see how they run (or don’t run) today. I also want to help those with multiple platforms decide if they should play a game on Steam Deck or another platform here.

What is a Musou game or Warriors game?

For a lot of newer fans of the genre including myself with Hyrule Warriors on 3DS, Koei Tecmo and Omega Force’s Musou or Warriors games basically are hack and slash action games where you play as a character plowing down hundreds of enemies on a battlefield, but also doing things like taking down captains (more powerful enemies), capturing forts, taking down bosses, and much more.

Over the years, we’ve seen Omega Force bring this formula to many collaboration projects like Fire Emblem Warriors and Hyrule Warriors for Nintendo, One Piece Pirate Warriors for Bandai Namco, and even bring elements from the Warriors games to action RPGs like Dragon Quest Heroes for Square Enix and Persona 5 Strikers for SEGA/Atlus.

Basically, the Warriors games are the best podcast games or mindless fun games as far as I’m concerned, and I’ve been playing every single one that was released after getting into the genre.

My testing setup for Musou games on Steam Deck

I played all of them on my Steam Deck OLED, used an external controller as well to see how the games handle those, and then tried different Proton versions to see if performance improves or issues are fixed. I’ve also specified Valve’s rating if applicable for every game featured here. Note that the Steam Deck Verification system is not even close to perfect, and hopefully this article helps you realize that and also find your next favorite Musou.

Samurai Warriors 4 DX

Samurai Warriors 4 DX is Steam Deck Verified.

On my Steam Deck OLED, out of the box Samurai Warriors 4 DX runs with a 60fps target, but drops to the mid 40s often during busy combat when played at 720p. I turned everything low or off and had it running around the 50s in the test area. I then turned everything on and used the high preset. This is good for a 30fps target because the game hovered between 30 and 40fps. As of this writing, a locked 60fps is not possible at 720p as far as I can tell. I hope this can be improved in patches. The high and medium presets look very good on the handheld screen.

Warriors Orochi 3 Ultimate Definitive Edition

Warriors Orochi 3 Ultimate Definitive Edition is Steam Deck Playable for not setting the native res by default.

On my Steam Deck OLED, Warriors Orochi 3 Ultimate Definitive Edition defaulted to a very low resolution. After setting it to 720p, everything went smoothly at 60fps. I didn’t need to change anything, but I turned shadows down as usual since I always do in most games to ensure the performance doesn’t drop later on.

Touken Ranbu Warriors

Touken Ranbu Warriors is Steam Deck Verified.

Touken Ranbu Warriors runs fine across the board including cut-scenes. I played at 720p and medium graphics quality on Steam Deck. It runs and looks a lot better than the Switch version, and this one also targets 60fps. I don’t really have much to say about this one aside from the Steam Deck is my favorite way to play it by far. If you like Touken Ranbu, this one is worth getting, but there are better Warriors games on this list to consider before getting this one as a newcomer.

Dynasty Warriors 9 Empires

Dynasty Warriors 9 Empires is listed as Steam Deck Unsupported.

Dynasty Warriors 9 Empires using Proton GE boots up and plays the videos on the title screen, but lacks controller glyphs. I expected this to run a bit better than Dynasty Warriors 9 given it is on Switch as well, but it isn’t an amazing experience. When playing at the low preset and 720p, I saw at most 40fps outside combat. I would not recommend playing Dynasty Warriors 9 Empires on Steam Deck if you have access to the home console versions, but if you want to play on a portable, this is better than Switch, but that’s a low bar given how it runs and looks there. I recommend this one on PS5 or Xbox Series X at this stage.

Samurai Warriors 5

Samurai Warriors 5 is listed as Steam Deck Unsupported.

Before Samurai Warriors 4 DX released on Steam, this was my favorite Warriors game on the platform. I still love it, but I hadn’t played it since launch year on PC. Revisiting it showed me that it can run ok and look very good, but the performance is a bit iffy. A friend of mine recommended using Proton GE, so I ran it with 9-9 and turned shadows to low. This helped a lot and it stayed almost locked at 60fps in the three maps from the campaign I revisited to test from my old save. This test definitely made me want to play more Samurai Warriors 5. It is superb.

DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition

DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition is Steam Deck Playable and not Verified because some text may be small, the resolution is not set correctly by default, and because it shows keyboard and mouse prompts on Steam Deck.

After setting DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition to 720p it seemed to run perfectly at 60fps, but it started dropping to the mid 50s in the opening stage. I didn’t have any other issues, but there is no Steam Cloud save support. My 30 hour save file from when I used to use a Windows laptop is sadly gone. I can forgive a lot of port issues, but the lack of Steam Cloud is beyond awful in games like this. Despite that, if you are ok with a manual backup, DYNASTY WARRIORS 7: Xtreme Legends Definitive Edition is superb value and it runs a lot better than expected on Steam Deck.

Warriors Orochi 4 Ultimate

Warriors Orochi 4 (Ultimate with the DLC) is Steam Deck Playable for not setting the display resolution by default correctly.

Warriors Orochi 4 Ultimate can have an issue where it doesn’t display anything, and you can resolve this by forcing fullscreen off by playing the game in Desktop Mode first and then going back to Game Mode on Steam Deck. Aside from that, and it didn’t happen to me, but did happen to a friend, Warriors Orochi 4 Ultimate out of the box runs at around 30fps, but if you set it to the low graphics settings from the title screen and run it at 720p, it holds a locked 60fps in the missions I tried. Thankfully, this one does have Steam Cloud support so my save carried over from when I played it before. Warriors Orochi 4 Ultimate runs and looks a lot better than the Switch version even at the lowest settings.

Dynasty Warriors 9

Dynasty Warriors 9 is Steam Deck Unsupported.

This is the big one. Not in terms of its importance, but because Dynasty Warriors 9 is one of the worst-performing games I’ve ever played on console back on PS4 and Xbox One. It is just about good on PS5 and Xbox Series X via backward compatibility. Playing on Steam Deck is not a great experience out of the box. Switching to Proton GE (9-9 in my case) helps, but it still was stretched up and down for some reason regardless of the display mode I chose. Not only are controller glyphs missing even with that, but the default medium preset has it running at about 20fps often with some video playback issues. Turning things to low or off resulted in it running at about 5 or 10fps more, but still not great with how much it was fluctuating. It also didn’t help that the game seems to think I’m playing the trial when I own all the season passes and the base game on Steam. I’ll need to revisit this one later, but I’d skip this on Deck right now.

Warriors All-Stars

Warriors All-Stars is listed as Steam Deck Playable for not setting the display resolution by default and having a launcher that requires the touchscreen. It does not have Steam Cloud support.

After setting Warriors All-Stars’ launcher to 720p, the game refused to display anything but a small dot on Proton Experimental and whatever I used. I realized fullscreen was the issue. Turning fullscreen off in the launcher fixed this. On the default settings, Warriors All-Stars runs at between 40 and 60fps. Playing at low resulted in a smooth 60fps.

Samurai Warriors: Spirit of Sanada

Samurai Warriors: Spirit of Sanada is listed as Steam Deck Unsupported.

Samurai Warriors: Spirit of Sanada cannot get to a locked 60 regardless of the setting. In fact, even when using Proton GE to get improved performance, it hovers in the mid 30s. Other than the subpar performance at even low settings, Samurai Warriors: Spirit of Sanada runs fine on Steam Deck. This is fine if you want to play at 30fps.

Berserk and the Band of the Hawk

Berserk and the Band of the Hawk is listed as Steam Deck Unsupported.

Just like Spirit of Sanada, I set Berserk and the Band of the Hawk to low, and while that had issues, this one plays fine at 60fps on my Steam Deck OLED in the early parts. The later stages get more chaotic and see drops, but this runs better than the PS4 version by a lot. I used Proton Experimental and disabled fullscreen. That’s basically all I had to do to get Berserk and the Band of the Hawk to run on Steam Deck.

Arslan: The Warriors of Legend

Arslan: The Warriors of Legend hasn’t been tested by Valve yet.

Arslan: The Warriors of Legend has a launcher you navigate with a touchscreen. Beyond that it works fine on Steam Deck and with an external controller outside cut-scenes that displayed a color bar pattern by default. Playing with GE Proton 7-20 resulted in cut-scenes working, but there was no audio in them. I then tried GE 9-9 and had no luck with audio in cut-scenes. Barring the opening cut-scenes, the game seems to hover around 40fps. Not great and without cloud saves, it is hard to recommend on Steam Deck right now.

Samurai Warriors 4-II

Samurai Warriors 4-II is listed as Steam Deck Unsupported.

Without changing any compatibility, Samurai Warriors 4-II doesn’t boot up on Steam Deck. I swapped to GE Proton 9-9 and then Experimental and still had no luck. Going back to Proton 7 had it finally load for me. Samurai Warriors 4-II does not have Steam Cloud support and it also only displays keyboard and mouse button prompts on Steam Deck. When it comes to performance and visuals, it looks good, but performance is erratic. Particle effects during combat tank the frame rate from 60 to the 30s often, and it has shader-related issues as far as I can tell. It can run at 60fps for parts of a battle, but it varies too much.

Dynasty Warriors 8 Empires

Dynasty Warriors 8 Empires is Steam Deck Unsupported.

Dynasty Warriors 8 Empires surprisingly has Steam Cloud support. I say surprisingly because this game is nearly 10 years old, and older Koei Tecmo ports were not good. Either way, after launching the config and disabling fullscreen, I had no trouble playing Dynasty Warriors 8 Empires on Steam Deck with no change to any settings. Performance in the battles I tested was also solid. The only issue is it displays keyboard and mouse button prompts. I couldn’t figure out how to make it display controller prompts as of this writing.

DYNASTY WARRIORS 8: Xtreme Legends Complete Edition

DYNASTY WARRIORS 8: Xtreme Legends Complete Edition is Steam Deck Unsupported.

After disabling fullscreen through the config launcher, DYNASTY WARRIORS 8: Xtreme Legends Complete Edition loads correctly with cut-scenes and audio playing as they should. DYNASTY WARRIORS 8: Xtreme Legends Complete Edition also displays only keyboard and mouse prompts for some reason. This one sadly does not have Steam Cloud support. If you do own a Nintendo Switch, I’d recommend playing it there despite the fact that DYNASTY WARRIORS 8: Xtreme Legends Complete Edition runs better on Steam Deck only because all the DLC included on Switch makes that a massively better value proposition right now. I used to play DYNASTY WARRIORS 8 on console, but moved to PC and have gone back to playing it on Switch to treat it as my main platform for that game.

Bonus

Persona 5 Strikers

Persona 5 Strikers is currently Steam Deck Unsupported.

Persona 5 Strikers is not a Musou/Warriors game, but it has elements from those games. The reason I’ve included it as a bonus is because it isn’t a traditional Warriors game, but I’ve had a lot of folks ask me about this one when I talk about Warriors games in recent years. On trying to boot it up for the first time, I thought my Steam Deck froze. I waited a whole minute and it was stuck on a black screen. I switched to using Proton GE (9-9) and Persona 5 Strikers finally booted up with cut-scenes and audio playing correctly. I had no issues testing different points of my old save from when I reviewed the game years ago on Steam Deck after that.

One Piece Pirate Warriors 3

One Piece Pirate Warriors 3 is currently Steam Deck Playable by Valve for not showing the correct button prompts on Deck.

If you’re wondering why I’ve featured One Piece Pirate Warriors 3 and not 4 here, well the latter is region locked and I tried buying a Steam key for it, but that didn’t activate. I do own One Piece Pirate Warriors 3 so I may as well test that as I enjoyed it a lot on Nintendo Switch a few years ago and on PS Vita before. One Piece Pirate Warriors 3 does not have Steam Cloud support. It seems capped to 58 fps regardless of the settings I used. I also couldn’t find a way to get this to show controller prompts on Steam Deck. Just like Dynasty Warriors 8: Xtreme Legends, at this point you’re getting a better experience in One Piece Pirate Warriors 3 by playing on Switch despite the frame rate being variable on Nintendo’s hybrid system.

Which is the best Musuo game to buy on Steam Deck?

As of now there isn’t a single answer. My top three for Steam Deck are Warriors Orochi 3 Ultimate Definitive Edition, Samurai Warriors 4 DX, and Samurai Warriors 5. The first two are cheaper and offer more value with DLC included, but I love coming back to Samurai Warriors 5, and having a great version on Steam Deck makes me not want to touch my Switch save anymore.

Is the Steam Deck the best portable for Musou games?

Well, yes and no. Almost all the multi-platform ones are best on Steam Deck compared to Switch, but there are three particular Nintendo collaboration games that are on Switch (and N3DS for one). Hyrule Warriors Definitive, Fire Emblem Warriors, and Fire Emblem Warriors: Three Hopes are excellent Warriors/Musuo games that you can’t play on PC. Hyrule Warriors Age of Calamity is a technical mess that I do not recommend. Hopefully it runs better on the Nintendo Switch successor whenever that launches.

A combination of older Koei Tecmo ports being lacking, some Proton issues, and some features missing mean the PC versions of some of these games in general are not the best way to experience them. Since I own all the Musou/Warriors games from the PS4 and later on all platforms, I usually have a different platform I use for some of them. As an example, Samurai Warriors 4 was best on PS4, but the DX version on Steam Deck is now my favorite. Warriors Orochi 4, I’d play on PS5 or Xbox Series X, but I’ll play Warriors Orochi 3 on Steam Deck. I play Dynasty Warriors 8 and One Piece Pirate Warriors 3 on Switch for the good ports and massive value with all DLC included. Dynasty Warriors 9 I don’t really play anymore outside of listening to the music.

Hopefully this helped any Musou fans who own a Steam Deck or are considering getting one to play these games. I can’t wait for Dynasty Warriors: Origins in 2025. The big takeaway for Musou fans who own a Steam Deck, is that you need to spend some time fixing some of the older ports to run well on Steam Deck.

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‘Ouros’ Mobile Review – Relaxing Puzzle Brilliance https://toucharcade.com/2024/08/19/ouros-mobile-review-relaxing-puzzle-game-iphone-android/ https://toucharcade.com/2024/08/19/ouros-mobile-review-relaxing-puzzle-game-iphone-android/#respond Mon, 19 Aug 2024 19:52:18 +0000 https://toucharcade.com/?p=327827 Continue reading "‘Ouros’ Mobile Review – Relaxing Puzzle Brilliance"

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Back when I reviewed Ouros ($2.99) from Michael Kamm on Steam Deck, I enjoyed it a lot, but thought it was better suited to playing on iOS since it was best with touch controls on Valve’s handheld. Fast forward to today, the spline-based puzzler about forming curves has hit mobile, and I’ve been enjoying replaying it on my iPhone and iPad. Even though this isn’t close to the same style of puzzler, it reminded me of the classic Osmos and its elegance when I started playing, and Ouros is one of the best mobile puzzlers of the year despite a few issues.

Ouros has a very smart way of onboarding and introducing new mechanics. You begin with just the most-basic level of the first chapter where you are taught to drag an orb to move a curve on top of numbered objects. Your aim is to have the rotating orb on said curve follow a path in a specific order, and that’s where the puzzle aspect comes into the picture. How you interact with the orbs, the level changes, obstacles, and even the direction of movement change how you tackle the puzzles. Ouros isn’t a difficult game, but it does have some levels that had me wanting hints.

Right now, Ouros ships with more than 120 puzzles, and I love that you don’t have to solve every single one to move forward. Some levels introduce mechanics that completely change up the game as well, but I love how it never loses sight of being an elegant and relaxing puzzle game even when the levels get a lot more complex later on with different path requirements and obstacles. There’s always the hint system, but it isn’t a direct answer for later levels with you still having to think about forming the curve correctly.

The accessibility of Ouros isn’t just related to it being on the easier side when it comes to puzzle solutions or the hint system, but also in its controls. Ouros is a simple game about dragging orbs with responsive controls to correctly align different curves. You aren’t forced into any pixel perfection or to worry about timers. Think of this as a nice game to chill with when you have a few minutes to kill time and want to do something to keep your brain working.

Visually, Ouros is very pleasing. I love the animation work, sped-up movement when you’ve solved a puzzle, and also the transitions between levels. Even situations where you make an error are accompanied by a delightful little animation. All of this is accompanied by very good performance on every iOS device I tested it on: iPhone 15 Pro, iPhone 12, and iPad Pro (2020). I have almost no complaints with the iOS version, but the lack of iCloud save support is disappointing. If you plan on playing Ouros on iOS, stick to one device right now.

Since I was testing it on both devices, I ended up liking it more on iPad than iPhone. It looks and runs great on both, but I enjoy these kinds of games more on the larger screen. I had the same feeling with World of Goo though that requires faster inputs. If you do have the option to play on both, I recommend doing the first three levels and seeing how you feel before settling on a specific device. I would also recommend it on iOS over Steam because these games are better off with full touch controls, and an iPad is more comfortable for a touchscreen game than Steam Deck.

Aside from the lack of iCloud save sync, a few of the later puzzles hold Ouros back a bit, but there’s little wrong with this otherwise creative, elegant, and relaxing puzzle game. Given how it controls perfectly with touch controls, I didn’t bother using a controller.

Ouros was already well worth the asking price on Steam earlier this year, and the lower price on mobile makes it an even easier recommendation. If you enjoy relaxing puzzle games, Ouros is an essential. I hope we see more from developer Michael Kamm in the puzzle space in the near future.

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Backbone One Carrying Case Review – A Fancy and Excellent Case With One Flaw https://toucharcade.com/2024/08/19/backbone-one-carrying-case-review-controller-protection-playstation-edition/ https://toucharcade.com/2024/08/19/backbone-one-carrying-case-review-controller-protection-playstation-edition/#respond Mon, 19 Aug 2024 17:57:53 +0000 https://toucharcade.com/?p=327872 Continue reading "Backbone One Carrying Case Review – A Fancy and Excellent Case With One Flaw"

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Backbone’s holiday lineup for 2023 included updated controllers for the iPhone 15 series and also the first Backbone One Carrying Case. Jared and myself have been using Backbone One controllers for a while now. I usually use both the Razer Kishi and Backbone One when testing any game, but have recently been mostly using the Backbone One for PlayStation Remote Play in and out of the house. I was curious about the Backbone One Carrying Case, so ordered one for myself a little while ago. Jared’s praise for it got me curious, and it is interesting enough to get me to do a short review of it to help any Backbone One controller owners decide if it is worth grabbing. While this review is based on the Backbone One Carrying Case PlayStation Edition, it will also apply to the regular version.

The Backbone One Carrying Case looks premium and fancy, in fact it might be pushing it on those fronts, and that’s what got me to order the PlayStation version. I was curious to see how the outer material would feel, whether it would last in my backpack, and how it would handle being dropped or just being squished in my bag. So far, everything has been fine aside from one flaw that I touch on below. The white felt-style finish feels good in the hand, and it has somehow not gotten dirty despite being dropped a few times and being in my bag for over a month when I go out.

The inner lining is also soft, and reminds me of the good quality iPhone cases. there isn’t much room for anything else aside from maybe earphones or a small charging cable inside the Backbone One Carrying Case. You could put the adapters that ship with the Backbone One controller inside the case if you’d like, but there isn’t any dedicated storage for them. Having some sort of pouch on the top would’ve been good to have.

Now the main issue I have with the Backbone One Carrying Case is the zipper. Backbone calls this a low profile zipper that’s water resistant and easy to open and close. I actually worry that the zipper might get stuck almost every time I use it. It hasn’t happened so far, but it does not feel good to use. The materials are nice and the zipper itself is good to hold, but this aspect needs to be improved for a new model. I ended up checking with a few friends who also have the case and they all have the same issue with it. None of us have had issues with the zipper getting stuck, but it doesn’t feel good or easy to use as a zipper.

Is the Backbone One Carrying Case overkill for a controller most people would just throw into their backpacks when going out? Likely. Is it worth $24.99? So far, yes. The Backbone One controller is usually $99.99 so this might seem like a lot at a fourth of the price, but I’m satisfied with it aside from the zipper not feeling great. I also love how the Backbone One Carrying Case PlayStation Edition looks and feels in-hand compared to other controller cases. It remains to be seen how this holds up after more months of use though.

Backbone One Carrying Case review score: 4/5

You can buy the Backbone One Carrying Case here and the Backbone One Carrying Case PlayStation Edition here on Amazon for $24.99.

If you buy the controllers or items listed and linked above through our links on Amazon, it helps TouchArcade in a small way.

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Dead Cells’ Final Major Update 35 ‘The End Is Near’ Is Now Available on PC and Consoles, No Word on Mobile Yet https://toucharcade.com/2024/08/19/dead-cells-the-end-is-near-update-patch-notes-version-35-mobile-release-date-unknown/ https://toucharcade.com/2024/08/19/dead-cells-the-end-is-near-update-patch-notes-version-35-mobile-release-date-unknown/#respond Mon, 19 Aug 2024 15:20:26 +0000 https://toucharcade.com/?p=327891 Continue reading "Dead Cells’ Final Major Update 35 ‘The End Is Near’ Is Now Available on PC and Consoles, No Word on Mobile Yet"

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Following its announcement a few weeks ago, the final major update for Dead Cells titled The End is Near, version 35, has launched on PC and consoles worldwide. The mobile version of this update will be arriving through Playdigious, but no release date has been announced yet. If you’ve not kept up with the game on iOS or Android, Dead Cells is one of the best games of the last decade across platforms, and it is available on mobile through a standalone release, Apple Arcade, and Netflix. The Dead Cells Clean Cut Update that hit PC and consoles back in April 2023 is still due to hit mobile later this year. Today’s big Update 35 patch notes for Dead Cells The End Is Near can be viewed here. The update focuses on the Curse mechanic with 3 new mobs, 3 new weapons, 3 new mutations, a new biome effect, 40+ new heads for customization, improvements for the Return to Castlevania DLC, and new accessibility options. Check out the key art for the update below:

If you’ve not gotten Dead Cells yet somehow, read my 2023 review update here covering the Dead Cells Return to Castlevania DLC, patches, state of the game, and more. Dead Cells was our Game of the Year in 2019 when it hit iOS as a premium release done by Playdigious. With update 35, the game on PC and consoles has 4 DLC packs, 18 updates, and more across 5 years by Evil Empire and Motion Twin. You can play Dead Cells on iOS, Android, Netflix for mobile, Apple Arcade, Steam, Nintendo Switch, Xbox, PS4, and PS5 worldwide. My current favorite versions are still the Steam and iOS releases when played on a Steam Deck OLED or iPhone 15 Pro with a controller. What do you think of Dead Cells if you play it regularly?



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‘The Elder Scrolls: Castles’ Launches on September 10th Globally for iOS and Android, Pre-Orders and Pre-Registrations Now Live https://toucharcade.com/2024/08/19/the-elder-scrolls-castles-global-release-date-iphone-android-trailer-gameplay/ https://toucharcade.com/2024/08/19/the-elder-scrolls-castles-global-release-date-iphone-android-trailer-gameplay/#respond Mon, 19 Aug 2024 09:48:07 +0000 https://toucharcade.com/?p=327866 Continue reading "‘The Elder Scrolls: Castles’ Launches on September 10th Globally for iOS and Android, Pre-Orders and Pre-Registrations Now Live"

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Following its soft launch, The Elder Scrolls: Castles (Free) from Bethesda finally has a global release date. If you’ve not kept up with it, The Elder Scrolls: Castles is the newest game from the team behind Fallout Shelter (Free), and it will put you in the role of a King or Queen as you manage your kingdom. Your aim is to build the castle as you want, rule over your subjects, and decide the future of the kingdom. Watch the new The Elder Scrolls: Castles release date announcement and developer diary video below:

The Elder Scrolls: Castles launches on September 10th worldwide for iOS and Android as a free to play game. It has many in app purchases listed right now including a paid subscription option, bundles, and more. If you’d like to play it at launch, you can pre-order The Elder Scrolls: Castles on the App Store for iOS here and pre-register for it on Google Play for Android here. Check out the official The Elder Scrolls: Castles website here. Did you play Fallout Shelter and will you be trying out The Elder Scrolls: Castles when it launches worldwide next month?

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‘Pokemon Trading Card Game Pocket’ Release Date Announced, New Gameplay Trailer Showcased https://toucharcade.com/2024/08/19/pokemon-tcg-pocket-release-date/ https://toucharcade.com/2024/08/19/pokemon-tcg-pocket-release-date/#respond Mon, 19 Aug 2024 05:27:01 +0000 https://toucharcade.com/?p=327835 Continue reading "‘Pokemon Trading Card Game Pocket’ Release Date Announced, New Gameplay Trailer Showcased"

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Pokemon Trading Card Game Pocket (Free) AKA Pokemon TCG Pocket, announced earlier this year as an evolution of Pokemon Trading Card Game, finally has a confirmed release date for mobile. Recently, DeNA and The Pokemon Company set up a new subsidiary just for Pokemon Trading Card Game Pocket, and it is good to see it releasing sooner than I expected given the lack of news. Alongside a new gameplay trailer, The Pokemon Company announced the Pokemon TCG Pocket release date with pre-orders and pre-registrations going live. Pokemon TCG Pocket lets you collect Pokemon cards with new visual effects only available in this game, pack opening, the ability to show off your collection, and take on casual battles. Watch the Pokemon TCG Pocket release date trailer below:

Pokemon TCG Pocket launches on October 30th worldwide for iOS and Android. On iOS, it is a universal app and is free to play. The in app purchases include paid in-game currency in the form of Poke Gold and also a monthly premium pass priced at $9.99. Details on what these offer are not available right now. If you’d like to play Pokemon TCG Pocket, you can pre-order it on the App Store for iOS here and on Google Play for Android here. Check out the official website for Pokemon Trading Card Game Pocket here. What do you think of Pokemon TCG Pocket so far and what would you like to see added ahead of launch?

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First-Person Survival Horror Game ‘Maid of Sker’ From Wales Interactive Is Coming to iOS and Android Next Month https://toucharcade.com/2024/08/19/maid-of-sker-mobile-release-date-price/ https://toucharcade.com/2024/08/19/maid-of-sker-mobile-release-date-price/#respond Mon, 19 Aug 2024 04:21:12 +0000 https://toucharcade.com/?p=327829 Continue reading "First-Person Survival Horror Game ‘Maid of Sker’ From Wales Interactive Is Coming to iOS and Android Next Month"

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Wales Interactive’s first-person survival horror game Maid of Sker (Free) is coming to iOS and Android next month. Maid of Sker released on PC, PS4, Xbox One, and Switch before seeing enhanced current-generation versions for PS5 and Xbox Series X with technical improvements. If you’ve not played it yet, Maid of Sker is set in a hotel with history from British folklore. You only have a single sound device, and need to avoid sound-based AI enemies which serves as the main survival mechanic. Maid of Sker aimed to blend in realistic visuals with its psychological, gothic, and British horror. I’ve heard mostly good things about it from friends who played it on PC. Watch the original gameplay trailer for Maid of Sker below:

One more notable aspect of Maid of Sker is that it is a re-imagining of the Welsh folk song “Y Ferch o’r Sger”. I’ll give this one a shot, but think I should play it on PS5 since horror games are best there with DualSense features. If you’d like to play Maid of Sker on mobile, it will be a free to start game with a single in app purchase to unlock the full game. It is currently listed for September 10th on the App Store. You can pre-order Maid of Sker on the App Store for iOS here and pre-register for it on Google Play for Android here. The full unlock for Maid of Sker is going to be priced at around $5.99 depending on your region. This is a lot lower than the $24.99 asking price on PC and consoles. Check out our forum thread for it here. Have you played Maid of Sker before or will you be trying it on mobile next month?

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Haute42 COSMOX P12 Review – The Best Budget Leverless Controller for Nintendo Switch and Steam Deck? https://toucharcade.com/2024/08/16/haute42-p12-review-cosmox-leverless-controller/ https://toucharcade.com/2024/08/16/haute42-p12-review-cosmox-leverless-controller/#respond Fri, 16 Aug 2024 19:17:29 +0000 https://toucharcade.com/?p=327710 Continue reading "Haute42 COSMOX P12 Review – The Best Budget Leverless Controller for Nintendo Switch and Steam Deck?"

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A lot has changed in the world of controllers since I discovered leverless controllers. In fact, I’ve found myself sticking to leverless or all button controllers instead of using traditional fight sticks for 2D games. I use my Razer Kitsune multiple times a week for playing on Steam Deck or PS5. Haute42, AKA COSMOX, a new entrant to arcade controllers, basically changed the landscape for most folks with very low price points, and multiple options. I covered the Haute42 T16 a few months ago as a fantastic leverless controller and also the Haute Board Mini which is a keyboard style arcade controller.

What is a leverless controller and why do people like them?

Before going further, if you aren’t sure what a leverless controller is or why people prefer it, it is a stickless controller that replaces the traditional arcade lever with four buttons to represent the four directions. The placement and sizes of these buttons varies by controller and style, but it basically is designed like how you’d use the following keyboard keys A (left) S (down) D (right) and space bar (jump/up) for movement. The remaining eight action buttons are A B X Y LB RB LT and RT. This covers the main buttons you’d need during gameplay in a fighter, shmup, or even retro games.

As for why some folks prefer leverless to traditional arcade controllers, I really think it is down to preference, but also makes certain inputs a lot easier. I find myself playing better and feeling a lot more comfortable playing games like Street Fighter 6 with a leverless controller, but I’ve noticed I gravitate towards my Hori stick for games like Tekken 8. As for what is better, it depends on what you’re more comfortable with above anything else. Just having the best controller isn’t enough if it isn’t comfortable or causes you additional wrist strain.

Haute42 P12 controller features

Ever since I bought something from Haute42’s store on Amazon, I’ve ended up buying a few more of their budget controllers, but the one that impressed me the most despite its flaws, is the Haute42 P12 controller I bought. Not only is this the company’s first ABS mold injection version of a stickless or leverless controller, but it also is the first controller it has released that feels like one that’s ready for general consumers, rather than having elements of DIY ones. I say this because it has properly labeled extra buttons, a tournament lock, better button placement above the main controller action and directional buttons, and even has a much better non-slip solution.

The out of the box experience for the Haute42 P12 is a lot better than the company’s other controllers so far. The others have more flexibility and customization options, but I will cover that a bit later in this feature. For the low asking price of $59.99 (usually) on Amazon, you can’t go wrong with the Haute42 P12 right now, assuming you know what platforms you want to use it on.

One thing to note is that the P12, as the name suggests, has 12 buttons unlike the T16 that has 16 buttons letting you do a lot more, and making things like Drive Impact or Parry in Street Fighter 6 easier given the position options. The P12 is a more traditional layout, and this allows for a more compact size and price point.

The P12 also has a small screen like the other Haute42 controllers that shows the mode it is in, inputs, and more. This one in particular fits into the body better to give this whole controller a more polished feel, rather than how it looks in the T16 controller.

Haute42 P12 controller compatibility

The Haute42 P12 officially supports Windows, Steam Deck, Android, PS3, PS4 (with a dongle), Nintendo Switch, MiSTer, iPadOS, Linux, and Raspberry Pi as indicated on the official website. Not supporting the PS5 natively is definitely the biggest negative if you own a PS5, but this can be fixed by a dongle like Haute42’s own Booter 5 or the Brooks Wingman FGC that I use.

Haute42 P12 controller – what’s in the box

Before getting into what’s included in the box, the box itself feels a lot better, and more like a product that you’d buy in a store rather than a blank box with a sticker on top. The Haute42 P16 ships with the controller itself, a USB cable, an instruction manual, and accessories (an extra switch and a switch puller). The controller is housed within the box with correctly cut foam to protect it. I wasn’t happy with the stock USB-C cable, so I used one of these.

Haute42 P12 controller performance, buttons, and feel

In the three or so months I’ve had the Haute42 P12 controller, it has worked perfectly. I didn’t initially realize what a difference the smaller-sized buttons would make. I still don’t know what size I prefer, but I can see why some folks were annoyed at the large buttons in the T16 controller. The P12 uses smaller sized buttons for everything but jump, which is the larger button as you can see in the photos. The button caps are the same premium-feeling matte finish ones, and you can replace them easily.

The Haute42 P12 controller ships with the Crystal switches as opposed to the stock Kailh Low Profile Red Switches. The crystal ones allow for better light transmission, but otherwise feel pretty similar to the red ones. I’ve ordered the Wind Engine switches they sell to see how they feel, and will likely cover those in a dedicated modding article in the future.

For recent testing, I spent a majority of time playing Guilty Gear Strive following its newest update with the new Season Pass 4 skins, and also revisiting the game after the last DLC. I used it on my Steam Deck and also on my PS5 in Strive with the Brook dongle. After Guilty Gear Strive, I played some more Under Night In-Birth II Sys:Celes and Melty Blood. Everything worked perfectly.

Haute42 P12 controller – modding, artwork, switches, and keycaps

Speaking of replacing button caps, you can also remove the switches it ships with to use the Wind Engine ones or any others that are compatible. I recommend checking the official Haute42 Discord or Reddit for what is compatible as I’ve not changed mine yet aside from one or two to test. I will be replacing all of the T16 ones soon though.

Haute42 P12 controller issues

Aside from the controller being louder than the others I have which I expected given the plastic body, my only real complaint is that it isn’t comfortable for lap play. It feels great for desk or table play though. If you want to play with this on your lap, I recommend something like the IKEA OEJULF. I use this when I work on my MacBook Air as well, and it has been a nice complement for using smaller leverless controllers on my lap.

How to use the Haute42 P12 controller on PS5

To use the Haute42 P12 controller on PS5, you need a dongle. I use the Brook Wingman FGC, but I will be testing Haute42’s own Booter 5 dongle when my order arrives. This dongle is inserted into the extension USB A slot on the right of the P12 and needs to be plugged in while you play on PS5. Note that this only lets you play PS5 games with legacy stick support and not all PS5 games. I used the P12 on my desk to play the 2XKO alpha test from Riot Games on PS5 where it worked using my Brook dongle flawlessly. I ended up sticking to my Razer Kitsune for lap play, but thought this was great for desk play. I’m also looking forward to playing more 2XKO when I can.

If you’re wondering why I haven’t covered how to use this on Xbox Series X, I gave up on using these controllers there after Microsoft has repeatedly pushed out firmware updates to block them making my Brook Xbox dongle a paperweight.

If you do plan to get a Haute42 controller for PS5, make sure you factor the dongle price into the equation as well.

The Haute42 P12 controller is the best budget leverless controller for Switch and Steam Deck

At under $60, there isn’t much that comes close to the Haute42 P12. It isn’t perfect of course, and the few issues aside, this is going to be the controller I recommend to folks who want a small sized leverless. There’s always the T16 for a larger size or even the R16 that I want to use, but the P12 is excellent right now, and one to consider if you’re curious about the world of leverless, and want a budget entry point.

If you’d like to grab it, the Haute42 T16 controller is usually available for under $60 (or so) on Amazon at the official sellers here, here, or here. If you do end up buying it or already own one, I’d love to know what you think about it. Let us know in the comments below, and also if you’d like to see any specific controller reviewed.

If you buy the controllers or items listed and linked above through our links on Amazon, it helps TouchArcade in a small way.

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‘Black Myth: Wukong’ Steam Deck Review (in Progress) – PC Port Impressions and More https://toucharcade.com/2024/08/16/black-myth-wukong-steam-deck-review-settings-pc-port-options/ https://toucharcade.com/2024/08/16/black-myth-wukong-steam-deck-review-settings-pc-port-options/#respond Fri, 16 Aug 2024 13:57:28 +0000 https://toucharcade.com/?p=327399 Continue reading "‘Black Myth: Wukong’ Steam Deck Review (in Progress) – PC Port Impressions and More"

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I still remember the Black Myth: Wukong gameplay video from back in 2020, where I wasn’t even sure if the final game would look remotely as good. Since then, we’ve had multiple trailers and showcases for Game Science’s action RPG inspired by Journey to the West, and it felt like a game I’d only really play on PS5 or Xbox Series X given the visuals. I was very curious to see how it would feel on Steam Deck assuming it even ran there. In the last year or so, we’ve had some current-generation games struggle on Deck like Dragon’s Dogma 2, but others run very well like Tekken 8. I had no idea what to expect when I booted up Black Myth: Wukong, but I’m surprised by how it looks and runs on Valve’s handheld. I haven’t had enough time to see it through yet, so this Black Myth: Wukong review is an in-progress one. I hope to have my full thoughts and comparisons with PS5 in the near future.

Black Myth: Wukong is not a soulslike. Let me put that out there right now. It is an action RPG that has some elements from action adventure games, some aspects of soulslikes, but does its own thing while delivering a stunning experience with fantastic music. If you’ve not really followed it and are curious what the best possible point of comparison would be from recent action RPGs, I’d say this has bits from Nioh 2 and God of War (2018) but still manages to feel unique in its own way. Having gotten through many bosses, different areas, and seen quite a bit of the upgrade options available, I can say that Black Myth: Wukong is an excellent action RPG so far, but I need more time with it to give a full scored review. For today’s review embargo, I wanted to at least give you an idea of how it looks and feels on Steam Deck. I have not played it on PS5 yet, so I cannot comment on that version, but I hope to have some impressions on that when I update this with my full score.

After a grand opening cut-scene, you’re thrown into the multi-phase tutorial where you learn the basics of combat and get an introduction to the Destined One. I say basics of combat because you don’t even learn your first main skill until an hour or two into Black Myth: Wukong. I replayed the opening four hours with English and Chinese voice acting, and while I preferred the latter initially, I ended up playing with English for my main save to see how it felt later on in important story moments. The Chinese voiceover option is very good, and I think you should give it a shot at first to see how you find it. The embargo prevents me from showing screenshots from some cut-scenes right now though. What I can say is how I like the structure of the game so far. The game is split up into decent sized areas, and this likely allowed the developers to really up the visuals. Even on Steam Deck where I’m playing at the low preset with TSR upscaling enabled, Black Myth: Wukong looks very good on the handheld.

When it comes to the bosses so far or even enemy encounters, I found the difficulty curve a bit inconsistent. It started out relatively easier than I expected, but I hit two walls that felt like big spikes so far. I need to see how the rest feels, but the bosses so far have been excellent, including some that felt a bit hidden.

Black Myth: Wukong PC controls

On PC and Steam Deck, Black Myth: Wukong has full controller support in addition to keyboard and mouse input options. You can customize the bindings and view a live layout of the keyboard and mouse to see what key does what. I played Black Myth: Wukong on Steam Deck using the Deck itself and my 8BitDo Ultimate controller. You can set the game to display either PS5 or Xbox button prompts, use two control presets, and adjust vibration intensity.

Black Myth: Wukong PC display settings and options

Based on my time with it on Steam Deck OLED, Black Myth: Wukong lets you select display (monitor), calibrate brightness, display mode (borderless and windowed with seemingly no fullscreen), aspect ratio (16:9, 21:9, and auto (no 16:10 or 32:9 yet)), frame rate cap (30, 60, 90, off), toggle v-sync, adjust motion blur strength, and camera shake (I turned this off).

Black Myth: Wukong PC graphics options

Black Myth: Wukong has quite a few graphics options. Firstly, you can let the game apply recommended graphics based on your hardware. On Steam Deck OLED, this was a mix of low and medium initially, but after a patch or when I tried it on the other Steam Deck, it defaulted to low for everything with 90 resolution scale, FSR, and frame generation on. You can then adjust super resolution (upscaling) for image quality boosts from 45 to 100, choose upscaling option (FSR, XeSS, and TSR), toggle frame generation, adjust ray tracing (low, medium, very high), and choose from a few graphics presets.

These presets let you adjust view distance quality, anti-aliasing quality, post-effects quality, shadow quality, texture quality, visual effect quality, hair quality, vegetation quality, global illumination quality, and reflection quality. Most of these settings have a live preview image to show you changes and also a text warning telling you the current settings might cause performance issues because they exceed the recommended settings for your hardware.

The recommended graphics settings include FSR with a resolution scale of 90 and frame generation on. I wanted to try Black Myth: Wukong with all upscaling methods, and ended up liking the result using TSR the most out of the three.

Black Myth: Wukong Steam Deck gameplay impressions

I honestly didn’t expect Black Myth: Wukong to even be remotely playable on Steam Deck, but it is more than that. When using the recommended preset with no change, I replayed the opening hours (while testing the other voice option) and saw anywhere from the mid 20s to high 40s after disabling frame generation. Frame generation and FSR are enabled using the recommended settings with the scaling resolution set to 90. I found Black Myth: Wukong doesn’t look too bad playing on low with these, but I enabled TSR since I’ve had better visuals with TSR than FSR.

If you turn everything to low, super resolution to 45, TSR on, and frame generation off, expect to see 40 to 50fps early on. This may not sound great to some folks, but given the game’s requirements, I honestly didn’t even expect to hit 30fps with everything turned off and FSR on. Since this is a very heavy game, on my Steam Deck OLED, the performance overlay shows about 22W of power usage which gives me just under 2.5 hours of battery life at full brightness going by the estimate. I don’t usually measure battery life, but given the visuals, I wanted to make a note of that.

Given my early experiences with frame generation playing games like Marvel’s Spider-Man Remastered where I ended up forcing the GPU clock to 1200 MHz initially, I also decided to try that here when playing at the lowest settings. I enabled the “allow tearing" option, forced GPU clock to 1600 MHz, and had the v-sync off in-game to see how it feels. It did feel better initially with frame generation, but I am yet to find the sweet spot for the best compromise of visuals with performance in Black Myth: Wukong. I will be updating this with more results as I get to the latter half of the game. The screenshot above with the HUD should give you an idea of how it runs and looks in motion.

Black Myth: Wukong also ships with a good photo mode. This lets you adjust FOV, roll, depth of field, brightness, contrast, vignette, use many filters, toggle headgear, toggle stains on body, use frames, add a logo sticker (with a few options), sticker position, sticker size, and save these settings. I quite like the photo mode even now. It isn’t as in-depth as the best implementations, but it is a lot nicer than what we usually see from developers.

One last thing to note is that Black Myth: Wukong is a big game when it comes to its footprint. It takes up over 127GB on Steam Deck. If you have a 256GB Steam Deck, this is worth keeping in mind. Right now, it also seemingly doesn’t save some settings like the control options, but I imagine this will be fixed soon. I didn’t run into other bugs or crashes in the time I’ve put into it on my Steam Deck OLED and LCD models.

I need more time to see it through, but Black Myth: Wukong is an impressive action RPG with fantastic music, great visuals, and one I want to replay on console after Steam Deck. It is surprisingly playable on Valve’s handheld already, and I imagine things will only improve with updates and once both Valve and Game Science optimize it for the hardware. I’m curious to see how the PS5 version feels when I get access to it.

Black Myth: Wukong Steam Deck review score: TBA

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‘Vampire Survivors’ Version 1.11 Update “The Darkasso” Is Now Available on iOS, Android, Switch, PC, and Xbox https://toucharcade.com/2024/08/16/vampire-survivors-version-1-11-update-patch-notes-darkasso-unlock-skins-aracanas/ https://toucharcade.com/2024/08/16/vampire-survivors-version-1-11-update-patch-notes-darkasso-unlock-skins-aracanas/#respond Fri, 16 Aug 2024 13:50:10 +0000 https://toucharcade.com/?p=327745 Continue reading "‘Vampire Survivors’ Version 1.11 Update “The Darkasso” Is Now Available on iOS, Android, Switch, PC, and Xbox"

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poncle just announced and released Vampire Survivors (Free) version 1.11 on Xbox, PC, Switch, iOS, and Android. Vampire Survivors 1.11 is titled The Darkasso, and it will be included when the game ships on PS5 and PS4 at the end of this month. This update brings in 9 new achievements, 1 new challenge state, 1 new relic, 2 special character skins, 5 new Arcanas, and more. The new Arcanas are experimental and might change over time. The new Arcanas are Darkanas while the special skins also have stat and weapon changes. These are rewards for finishing the base game Adventures. Details for the new skins and unlock conditions are here alongside the full Vampire Survivors 1.11 update patch notes. Watch the Vampire Survivors 1.11 The Darkasso update trailer below:

Listen to a new song from the Vampire Survivors 1.11 update below:

Read my interview with poncle about Vampire Survivors, Apple Arcade, consoles, cross save, and more here. If you’ve not played the game recently, read my co-op impressions of the Steam version here and my Nintendo Switch review here for details on the recent updates and versions. You can also read my Steam Deck review of Vampire Survivors from its 1.0 launch here, Legacy of the Moonspell DLC review here, iOS review here, Tides of the Foscari DLC review here, and Emergency Meeting DLC review here. We featured it as our Game of the Week as well when it launched. You can grab Vampire Survivors on the App Store for iOS here and on Google Play for Android here. Check out our forum thread here for more discussion and impressions around the game. Have you been playing it recently and what do you think this new update out now?

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‘Age of Empires Mobile’ Releases on October 17th, New Trailer Showcased https://toucharcade.com/2024/08/16/age-of-empires-mobile-release-date-gameplay-trailer-android-iphone/ https://toucharcade.com/2024/08/16/age-of-empires-mobile-release-date-gameplay-trailer-android-iphone/#respond Fri, 16 Aug 2024 12:59:41 +0000 https://toucharcade.com/?p=327729 Continue reading "‘Age of Empires Mobile’ Releases on October 17th, New Trailer Showcased"

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Back in 2022 during the 25th anniversary celebration event, Age of Empires Mobile (Free) was revealed for iOS and Android co-developed by TiMi Studio Group and World’s Edge. Today, the developers and publisher have announced that Age of Empires Mobile will release on October 17th worldwide as a free to play game. Age of Empires Mobile aims to be a fresh experience for the series on mobile with elements from the main games. Age of Empires Mobile will also be at Gamescom 2024. Alongside today’s release date news, Age of Empires Mobile is up for pre-order on the App Store and pre-registrations are now live. Watch the new Age of Empires Mobile release date announcement trailer below:

Watch the Age of Empires Mobile Wonder Contests gameplay trailer from yesterday below:

If you’d like to play Age of Empires Mobile at launch, you can pre-order it for free on the App Store for iOS here and pre-register for it on Google Play for Android here. I’m looking forward to trying out Age of Empires Mobile at launch and seeing how it is monetized and whether there are crossovers or bonuses for playing Age of Empires IV or Age of Empires II DE on Xbox or Steam. What do you think of Age of Empires Mobile and will you be playing it next month?

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Fortnite Is Back on iOS, but Only in the EU Alongside the Epic Games Store and Fall Guys Mobile https://toucharcade.com/2024/08/16/fornite-iphone-download-eu-fall-guys-mobile-new-release-android-worldwide/ https://toucharcade.com/2024/08/16/fornite-iphone-download-eu-fall-guys-mobile-new-release-android-worldwide/#respond Fri, 16 Aug 2024 11:54:15 +0000 https://toucharcade.com/?p=327737 Continue reading "Fortnite Is Back on iOS, but Only in the EU Alongside the Epic Games Store and Fall Guys Mobile"

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Soon after Epic submitted Fortnite, Rocket League Sideswipe, and the Epic Games Store to Apple for notarization, Fortnite and more are back on iPhone in the EU, with it being available worldwide on Android. This news is major for sure after Apple kicked Fortnite off the store years ago, but the bigger deal is we get an all-new Fall Guys for mobile, again only in the EU on iPhone. Today’s release features the Epic Games Store launching, and Epic confirms plans to launch the games via the AltStore PAL and other independent mobile stores as well.

How to install Fortnite on iOS

Epic has released a brief tutorial video showing each step of the process of installing Fortnite on iOS. Watch the video below:

Hopefully Epic considers bringing back Infinity Blade, which is one of the most important games Epic has released. Until then, you can head over to this link if you’re in the EU on iPhone to get the Epic Games Store or any of the new games Epic launched. If you aren’t in the EU, you can get only Rocket League Sideswipe on the App Store for iOS here and on Google Play for Android here. The other games are seemingly only on the Epic Games Store and other third party stores in the EU for iPhone. Will you be reinstalling Fortnite on iPhone or Android today and what would you like to see them bring next?

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‘Genshin Impact’ Version 5.0 Update Releases on August 28th, New Trailer Released Showcasing Natlan and Much More https://toucharcade.com/2024/08/16/genshin-impact-version-5-0-update-release-date-raiden-shogun-rerun-new-banners-natlan-unlock-guide/ https://toucharcade.com/2024/08/16/genshin-impact-version-5-0-update-release-date-raiden-shogun-rerun-new-banners-natlan-unlock-guide/#respond Fri, 16 Aug 2024 05:47:09 +0000 https://toucharcade.com/?p=327706 Continue reading "‘Genshin Impact’ Version 5.0 Update Releases on August 28th, New Trailer Released Showcasing Natlan and Much More"

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HoYoverse just announced the release date for the major Genshin Impact (Free) version 5.0 “Flowers Resplendent on the Sun-Scorched Sojourn" update for iOS, Android, PS4, PS5, and PC platforms. Genshin Impact 5.0 brings in the sixth nation: Natlan, new characters like Mualani, reruns for Raiden Shogun, and much more. The update launches beginning August 28th for all platforms. Another new change is a quick start for new players letting them unlock the Natlan map by completing all Mondstadt Archon Quests and reaching AR 19. The first banner features: Mualani, Kachina and Kaedehara Kazuha while banner 2 has Kinich and Raiden Shogun. Watch the Genshin Impact version 5.0 “Flowers Resplendent on the Sun-Scorched Sojourn" trailer below:

This major version 5.0 is supposed to bring in updated visuals as well. Read about that here. If you’d like to play Genshin Impact and don’t own it yet, you can download it for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of Genshin Impact 5.0 so far?

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‘Squid Game: Unleashed’ Is a New Multiplayer Game Coming This Year From Netflix, Reveal Set for Gamescom https://toucharcade.com/2024/08/16/squid-game-unleashed-multiplayer-game-download-coming-this-year-gamescom-reveal-iphone-android-netflix/ https://toucharcade.com/2024/08/16/squid-game-unleashed-multiplayer-game-download-coming-this-year-gamescom-reveal-iphone-android-netflix/#respond Fri, 16 Aug 2024 04:54:21 +0000 https://toucharcade.com/?p=327697 Continue reading "‘Squid Game: Unleashed’ Is a New Multiplayer Game Coming This Year From Netflix, Reveal Set for Gamescom"

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Netflix’s upcoming multiplayer game based on Squid Game, Squid Game: Unleashed, will have its first full reveal during Gamescom 2024, the official Twitter account confirmed. Not much is known about Squid Game: Unleashed other than it being a game where players will be able to compete with friends in games recognizable from the series as confirmed on the announcement post for Season 2 of the show. As a “first look" planned for Gamescom, I imagine we will see either a teaser CG trailer or some gameplay with a confirmation of pre-orders and pre-registrations going live.

As for a release date, What’s on Netflix reports that the Q2 investor earnings mentions the game being timed with Season 2 of Squid Game. I’m curious to see what the gameplay looks like and who is developing this. Earlier today, Netflix also launched Netflix Stories: Emily in Paris alongside the new season of Emily in Paris (Season 4 Part 1). Watch the trailer for this below:

I’ll be covering Gamescom this year (online) so stay tuned for all the mobile, Switch, and Steam Deck news across the week. It is going to be interesting to see what else Netflix reveals during Gamescom. I’m hoping we see World of Goo 2 which I feel is a good fit for the service. Have you watched Squid Game yet and what would you like to see in the upcoming multiplayer game Squid Game: Unleashed?

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‘Harvest Moon: Home Sweet Home’ Releases Next Week on iOS and Android From Natsume https://toucharcade.com/2024/08/15/harvest-moon-home-sweet-home-mobile-release-date-android-iphone-gameplay-trailer/ https://toucharcade.com/2024/08/15/harvest-moon-home-sweet-home-mobile-release-date-android-iphone-gameplay-trailer/#respond Thu, 15 Aug 2024 16:26:59 +0000 https://toucharcade.com/?p=327679 Continue reading "‘Harvest Moon: Home Sweet Home’ Releases Next Week on iOS and Android From Natsume"

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Today, Natsume Inc. just announced the release date for its previously announced brand new Harvest Moon game for mobile. Harvest Moon: Home Sweet Home, the newest entry in the series, launches next week on iOS and Android. Alongside the release date announcement, a new Harvest Moon: Home Sweet Home mobile gameplay trailer is available showcasing the neighbors, crops, animals, special events, and more. Harvest Moon: Home Sweet Home is a standalone mobile app and players can play at their own pace according to NAtsume CEO Hiro Maekawa. Watch the new Harvest Moon: Home Sweet Home mobile gameplay trailer below:

Natsume also says Harvest Moon: Home Sweet Home is the biggest game in the series on mobile. It will feature four different bachelors and four different bachelorettes as well. Harvest Moon: Home Sweet Home launches on August 23rd for iOS and Android. A price point is yet to be announced. If you’re wondering about Harvest Moon and Story of Seasons names and brands, I recommend watching this video to see what led to the brand splitting like that with Marvelous handling Story of Seasons while Natsume Inc handles Harvest Moon. What do you think of Harvest Moon: Home Sweet Home from Natsume Inc. from its new trailer and will you try it next week?

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Apple Arcade Weekly Round-Up: BEAST Bio Exo Arena Suit Team, Solitaire Stories, and Cooking Mama: Cuisine Get New Updates https://toucharcade.com/2024/08/15/apple-arcade-new-games-updates-patches-for-this-week-beast-solitaire-stories-cooking-mama-cuisine/ https://toucharcade.com/2024/08/15/apple-arcade-new-games-updates-patches-for-this-week-beast-solitaire-stories-cooking-mama-cuisine/#respond Thu, 15 Aug 2024 13:35:08 +0000 https://toucharcade.com/?p=327670 Continue reading "Apple Arcade Weekly Round-Up: BEAST Bio Exo Arena Suit Team, Solitaire Stories, and Cooking Mama: Cuisine Get New Updates"

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This week, three notable games on Apple Arcade have gotten updates ahead of the new games arriving in a few weeks. BEAST: Bio Exo Arena Suit Team () has launched Season 8 featuring a new batch of Overdrives in the Season Track, reworks for Adaptive Protocol and Static Medkit, a new rewards UI, and more. The Bouncy Boots and Berserker Overdrives are the two new ones added for this season. Cooking Mama: Cuisine! has its Summer Festival update now live until September 1st with a focus on dishes made using Ice, the limited ingredient. You can also unlock new dish combos by logging in each week. Watch the BEAST: Bio Exo Arena Suit Team Season 8 trailer below:

The final notable update is Solitaire Stories celebrating the end of summer with the Mineral Mayhem new story, new events (Mars, Rock Paper Scissors, and Geometry), and more with the newest update. I’m curious if we see more updates in the next day or two. With this week’s notable updates done, check out our forum threads for BEAST: Bio Exo Arena Suit Team here, Solitaire Stories here, and Cooking Mama: Cuisine! here. For all other Apple Arcade related things, check out our dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Apple’s newly released games and updates recently?

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Roguelike Deckbuilding Game ‘Phantom Rose 2 Sapphire’ Is Now Available on Mobile Following Its Launch on Steam Last Year https://toucharcade.com/2024/08/15/phantom-rose-2-sapphire-mobile-download-free-roguelike-deckbuilding-game-iphone-android/ https://toucharcade.com/2024/08/15/phantom-rose-2-sapphire-mobile-download-free-roguelike-deckbuilding-game-iphone-android/#respond Thu, 15 Aug 2024 09:28:36 +0000 https://toucharcade.com/?p=327624 Continue reading "Roguelike Deckbuilding Game ‘Phantom Rose 2 Sapphire’ Is Now Available on Mobile Following Its Launch on Steam Last Year"

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Roguelike deckbuilder Phantom Rose 2 Sapphire (Free) is now available on mobile (via Gematsu). Phantom Rose 2 Sapphire debuted on Steam last year, and I enjoyed my time with it a lot on Steam Deck. I even featured it in our Steam Deck genre awards as the best deckbuilder of 2023. Phantom Rose 2 Sapphire is a project by developer and artist makaroll, and it was published on PC by Playism while the mobile version is self published as a free to play game. Your aim here is to defeat phantoms with no random card draws during battle. You deal with card cooldowns instead to strategize on the go. Watch the Phantom Rose 2 Sapphire mobile trailer below:

Phantom Rose 2 Sapphire is priced at $19.99 on Steam. The mobile version is free to play, but the in app purchases aren’t what you’d expect in an actual free to play deckbuilder. I’ll be digging into this tonight to see how it compares to the PC version. Right now, it is free with ads, but you can remove ads and get a boost with a supporters pack priced at $4.99. There are also additional skin packs available. The Sapphire Pack brings more content as well. Just looking at the in app purchases in-game, it seems like this mobile version aside from skins gets you the full experience for under $9.99, but I need to play more to see if that’s the case. If you’d like to try Phantom Rose 2 Sapphire on mobile, you can get it on the App Store for iOS here and on Google Play for Android here. When I played it on Steam Deck, it felt like it would be better on iOS, and I’m glad to see the port here. Have you played Phantom Rose 2 Sapphire before and will you be checking it out on mobile today?

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PDP Victrix Interview – Fight Sticks, Arcade Controllers, Premium Prices, Hall Effect Sticks, and Much More https://toucharcade.com/2024/08/14/pdp-victrix-fight-stick-arcade-controller-interview-bfg-pro-fs12-leverless-hall-effect-trevor-lehr/ https://toucharcade.com/2024/08/14/pdp-victrix-fight-stick-arcade-controller-interview-bfg-pro-fs12-leverless-hall-effect-trevor-lehr/#respond Wed, 14 Aug 2024 16:59:42 +0000 https://toucharcade.com/?p=327545 Continue reading "PDP Victrix Interview – Fight Sticks, Arcade Controllers, Premium Prices, Hall Effect Sticks, and Much More"

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Ever since I got into arcade sticks thanks to the 8BitDo stick I bought back in 2022, I’ve been looking at different controllers across price points, styles, and more. When looking at what people recommend and talking to friends, it always felt like the top end of the spectrum in price was Victrix’s premium lineup of the Pro FS and the Pro FS-12 controllers. A friend of mine has been using the Pro FS for almost a year and loves it. Having spoken to Razer about the Kitsune, I’ve been wanting to also chat with PDP about the Victrix controllers and the Pro BFG. Following EVO 2024, I had a chance to chat with Trevor Lehr from PDP/Victrix/Turtle Beach about the company’s controllers, arcade sticks, premium price points, community feedback, potentially expanding to more platforms, and much more.

TouchArcade (TA): Tell us a little bit about yourself and what you do at PDP.

Trevor Lehr (TL): I’m Trevor Lehr, Director of Product Management at PDP/Victrix/Turtle Beach. I’ve been with the company since 2015 and since the inception of the Victrix Brand and its first product, the Pro AF ANC.

TA: How has it been for the team working under the Turtle Beach umbrella?

TL: It’s been a smooth transition so far, with our shared experience and expertise in the gaming industry, we’re able to work and fit together into the overall Turtle Beach vision.

TA: Having gotten into arcade controllers and sticks in recent years, it has been interesting seeing the Victrix Pro line talked about online for its premium feel and price. I wanted to know how it has been for the team seeing the response to the Victrix Pro FS and Victrix Pro FS-12 over the last year?

TL: The team is very proud of our products, and it’s always great seeing the positive response from customers and the community. Our products are purpose built, and the reaction from the community when they get their hands on the Pro FS / Pro FS-12 for the first time says it all in their initial “wow” moment.

TA: Alongside a golden age of fighting games, we are definitely in one for arcade controllers as well with so many options available across officially licensed ones, DIY controllers, and budget-friendly ones from across the world. What do you think sets the Victrix Pro FS line apart from the rest?

TL: The Pro FS line was developed from the ground up to be the best fight stick for the pros and aspiring pros. From the weight of the Pro FS, the Sanwa Denshi parts, the aluminum shell, the Victrix Engineered PCB and firmware – everything is built to deliver speed, durability, and continuous comfort for the long hours of practice that go into fighting games.

TA: I’ve not used the new Victrix Pro FS stick or leverless yet, but what made the team decide to use a single piece of aluminum as opposed to something lighter?

TL: There was not just one factor that led to the decision to use a single-piece of extruded aluminum, instead there were many reasons and benefits for this decision. While you might think aluminum is metal and therefore must be heavy, aluminum is actually one of the lightest metals while still providing extreme strength and rigidity. You want your fight stick to be planted on your lap without moving during a match, and you don’t want it to flex or creak as you lean your palms into it. Aluminum also provides an unparalleled aesthetic and allows us to provide unique custom laser-engraving to our customers onsite at many FGC events.
Testaments to the strength and durability of the Pro FS:

TA: The lineup also has recent collaborations with Tekken 8 and The King of Fighters offering limited edition finishes and engraving. How has the response been to these and are there plans to do more with other fighting games?

TL: The opportunity to partner with the best fighting game companies in the world is just another example of the validity of our Victrix line within the community and we are super excited with the launch of our Limited-Edition Pro FS collaboration models! The response has been positively overwhelming, and we sold out of all Tekken and The King of Fighters inventory we brought to EVO, safe to say they’re fan favorites. The King of Fighters Limited-Edition Pro FS collection is nearly sold out and preorders for TEKKEN 8 is nearing sell out as well!

TA: Using Sanwa Denshi parts makes sense given the popularity and reliability, but are there plans to offer models with Seimitsu’s Alutimo mechanical buttons or other mechanical buttons in the future?

TL: We use Sanwa Denshi parts as our standard to ensure speed, quality, and longevity. The Pro FS and Pro FS-12 are extremely mod-friendly with the user-accessible back door to easily inspect and swap in different buttons (like the Seimitsu Alutimo), if the user chooses to do so.

TA: A friend of mine has the purple Victrix Pro FS and likes it a lot aside from the cable storage solution and the lack of dedicated L3 and R3 buttons. I know you can map it to one button on the top, but has the team been looking at feedback like this from players?

TL: The Pro FS and Pro FS-12 have built in (and removable) cable wraps on the top of the aluminum that allows the cable to be wrapped up and clipped on when not in use for safe storing. The cable wraps also double as an attachment point to connect a shoulder strap for easier transport between your matches. We’re always open to hearing our customer feedback and taking any pain points or suggestions into consideration for the future.

TA: Most sticks these days are black with a few offering a white color option. The purple color is very striking, and I’m glad to see it available. Are there plans to do more aside from the limited editions?

TL: Purple is a staple of the Victrix Brand, and it only felt right offering that as an alternative to a more neutral white. I can’t speak to any future plans, but I always find it interesting hearing our fans’ “most desired” colors they tell us about at in-person FGC events throughout the year.

TA: We recently have seen a few new entrants into arcade controllers offering great thin leverless controllers at low prices. I don’t expect you to comment on price points of other manufacturers, but how do you and the team respond to people bringing up the lower price of the competition compared to the premium prices here?

TL: The market will always have products available across a broad spectrum of price points. This is great for the consumer and the industry to ensure everyone has access to enjoy the FGC. The Pro FS and Pro FS-12 are (usually) not someone’s first fight stick just getting into this space; we offer a premium product for the dedicated FGC customer who understands the quality and benefits we provide, which comes with the premium price.

TA: Can you comment on whether the Victrix Pro FS or the Victrix Pro FS-12 has been more popular overall from what you’ve seen?

TL: Both the Pro FS and Pro FS-12 have been extremely successful and popular, it just comes down to the style of play the customer is looking for. The traditional joystick Pro FS will never go away, there’s too much nostalgia and games that are meant to be enjoyed with a joystick. But the new style of play with the Pro FS-12 Leverless is not to be overlooked, many pros use leverless now thanks to the speed and precision advantages of button presses for directions instead of actual wrist/hand movements required on a joystick.

TA: Obviously PS5 is a priority for sticks and controllers these days, but I want to know if there are any plans to work with Xbox or Nintendo on having official support in the future for their platforms? I recently bought an 8BitDo for Xbox just to have a stick for the console while most of my leverless controllers work on Switch out of the box.

TL: We offer models of the Pro BFG and the Gambit Prime controller for Xbox Series X|S, Xbox One, and PC but with our commitment to the community, we are always listening to what they are looking for next and an Xbox fight stick may or may not be a future consideration.

TA: Before discussing the BFG and controllers in general, I wanted to ask about the removable shaft. I recently installed one on my own Hori stick, but it’s great to see it available out of the box here. What sort of work went into this behind the scenes?

TL: Lots of work, time, and testing went into perfecting our patented removable shaft. First and foremost, it needs to act and feel just like a normal joystick when installed and during normal use. You need to be able to hold it and use it as you normally would without feeling any bumps or ridges to distract your gameplay, and you need to be confident that it’s secure and won’t unintentionally come off during use. Once removed, you can slide your Pro FS into the Victrix Tournament Backpack much easier without the joystick getting in the way, and without the fear of damaging the joystick’s microswitches if the lever were to get jammed in a certain position while transporting it.

TA: Did the team consult with any outside players and professional competitors while designing the Pro FS and FS-12 in addition to making sure it is easy to mod?

TL: Yes, professional and competitive performance is part of the Victrix DNA, we worked with pros during the early concepting and throughout the development leading to launch of the Pro FS and Pro FS-12.

TA: How has the response been for the controllers outside North America? Do you hear a lot from players in Asia?

TL: Victrix is very well received in Asia, and we have quite a big presence and following in Japan. We sponsored and were onsite at EVO Japan earlier this year, and most recently sponsored and were onsite at RAGE (a Street Fighter and Overwatch tournament) in Japan.

TA: My first taste of Pro or Elite controllers was when I got the first generation Xbox Elite Controller and loved it. I recently bought a DualSense Edge and use it daily. What impressed me about the Victrix Pro BFG Wireless Controller, is the modular nature offering more than what Sony and Microsoft offer on their pro controllers. Tell us a little bit about the thought process behind the specific modules and tools included in the box.

TL: Our goal with the Pro BFG was to develop a product for the pros and for the more-than-casual gamer at home who can appreciate the detail, modularity, and performance offered. We wanted the Pro BFG to be the go-to controller, regardless of the genre of game being played. We’re deeply ingrained in the FGC, so our 6-button microswitch fightpad module was a must. But we didn’t want to leave out the FPS and RPG fans from this product, which is where the interchangeable right module came into play to offer a standard analog stick/action button module as well. And if we’re going that far, then we wanted to address those players who prefer either an Xbox layout with offset analog sticks, or a PlayStation layout with side-by-side analog sticks and leave it up to the user to decide their layout, regardless of the platform, with the 180º rotatable left module. Similarly, we include many interchangeable attachments (all enclosed in the included carrying case) to ensure the user has the exact D-Pad style, analog stick height, or analog stick gate (circular or octagonal) to fit the game they’re playing now, and fit the different game they may play tomorrow.

TA: I saw the new Hall Effect Module Pack for the PlayStation and Xbox branded controllers. I was actually going to ask about hall effect sticks before seeing this, but it is good to see it available for existing owners as an optional purchase. Are there plans to make these the standard going forward for new Victrix Pro BFG Wireless Controller models?

TL: We’re super excited about the launch of our new Hall Effect Module Pack! While we can’t speak to future plans, this is one of the benefits of the modularity of the Pro BFG controller, enabling customers to further enhance their controller with add-on modules after purchase.

TA: Has there been anything players have asked for over the years that you’ve not been able to work with for controllers yet?

TL: We occasionally get very unique and specialized requests for one-off controllers/features from our fans. While we appreciate the creativity and ideas, we have to look at product development from a mass market perspective, which includes weighing tradeoffs to find the best overall balance.

TA: The most recent release is the Victrix Pro BFG Wireless Controller Tekken 8 Rage Art-themed edition. How has it been collaborating with the Tekken 8 team at Bandai Namco?

TL: We have a great business relationship with Bandai Namco, and it’s been a very fun and collaborative process working with them on all 8 of our Tekken 8 SKUs (6 Pro FS characters, the Rage Art BFG, and the Tekken Backpack). The Tekken Pro FS models and Rage Art Pro BFG model were all showcased and available for play testing at the Bandai Namco booth at EVO Las Vegas last month.

TA: Hypothetical situation: If you could design a themed controller and a themed stick for any IP in the world without any restrictions, what would you pick? This doesn’t have to be limited to gaming so go wild.

TL: This is tough, knowing the possibilities are endless. Stepping out of the gaming world, I would probably choose a themed product based on outdoor adventure, offroading, and Jeep exploration.

TA: The Victrix Pro BFG Wireless Controller comes with a nice premium case, and I wondered if there were plans to do a similar hard case in the box for the Victrix Pro FS controllers?

TL: The Pro BFG comes with many small attachments that need a home for storage when not in use, or during travel. The Pro FS is self-sustaining and its removable shaft, dust cap, and USB cable can all be stored directly in/on the product itself. We also separately have our Victrix Tournament Backpack, which was designed specifically to fit and carry the Pro FS (along with room and features to carry many other items at the same time).

TA: What should we expect from Victrix and PDP in 2024 following EVO 2024?

TL: Continued support and involvement in the community.

TA: How do you like your coffee?

TL: I like my coffee hot. I like my morning coffee (at least 2 cups throughout the morning) with some French vanilla cream. I prefer my after-lunch coffee black with no cream or sugar to help settle down after a good meal.

I’d like to thank Trevor Lehr and Eric Nielsen for their time and help here.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

Featured image via Victrix Pro Twitter account.

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‘Disney Dreamlight Valley’ Dapper Delights Update Coming August 21st for Apple Arcade, Consoles, and PC https://toucharcade.com/2024/08/14/disney-dreamlight-rift-in-time-act-3-release-date-dapper-delights-free-apple-arcade-switch-steam-ps5/ https://toucharcade.com/2024/08/14/disney-dreamlight-rift-in-time-act-3-release-date-dapper-delights-free-apple-arcade-switch-steam-ps5/#respond Wed, 14 Aug 2024 13:31:17 +0000 https://toucharcade.com/?p=327582 Continue reading "‘Disney Dreamlight Valley’ Dapper Delights Update Coming August 21st for Apple Arcade, Consoles, and PC"

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Gameloft just announced that Disney Dreamlight Valley for PC and consoles alongside Disney Dreamlight Valley Arcade Edition () for Apple Arcade will be getting its next major update on August 21st in the form of the Dapper Delights update. Act III of A Rift in Time will also launch on the same day. A Rift in Time was included in Disney Dreamlight Valley Arcade Edition but is available as a paid expansion for the standalone release on PC and consoles. This update brings in Tiana from Disney’s The Princess, and your aim is to help her set up her own restaurant, Tiana’s Palace. As for A Rift in Time Act III, expect Rapunzel, EVE, Gaston, and Oswald joining in for a final confrontation with Jafar. If you’ve not played the game on Apple Arcade yet, read my review of Disney Dreamlight Valley Arcade Edition here. Watch the Disney Dreamlight Valley developer update video for Dapper Delights below:

If you’ve not gotten it yet, you can download Disney Dreamlight Valley Arcade Edition on Apple Arcade here. It is available as a paid game with the expansion pass sold separately or in a bundle on all other platforms including Switch and Steam. It also plays great on Steam Deck. If you’ve not played Disney Dreamlight Valley Arcade Edition or Disney Dreamlight Valley yet and are curious about the expansion pass, check out the official website here. Head over to our forum thread for Disney Dreamlight Valley Arcade Edition here. We also have a dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Disney Dreamlight Valley if you’ve been playing it recently and will you be getting back for this update?

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Epic Has Submitted Fortnite, the Epic Games Store, and Rocket League Sideswipe to Apple for Notarization for Europe https://toucharcade.com/2024/08/14/epic-games-store-launch-soon-iphone-ios-ipad-says-epic-for-europe/ https://toucharcade.com/2024/08/14/epic-games-store-launch-soon-iphone-ios-ipad-says-epic-for-europe/#respond Wed, 14 Aug 2024 10:38:35 +0000 https://toucharcade.com/?p=327572 Continue reading "Epic Has Submitted Fortnite, the Epic Games Store, and Rocket League Sideswipe to Apple for Notarization for Europe"

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We ended up getting emulators on iOS, but still haven’t had the return of Fortnite or the launch of the Epic Games Store. As per a new Tweet from Epic, Epic has submitted Fortnite, Rocket League Sideswipe, and the Epic Games Store to Apple for notarization. Epic also expects the Epic Games Store to launch in Europe soon as per the Tweet. It remains to be seen how this plays out, but I feel like we might end up getting a watered down version of the Epic Games Store in the near future with Fortnite for iOS still not available worldwide. Rocket League Sideswipe is available in most parts of the world already for free on iOS and Android. Check out the full Tweet from Epic about the submissions below:

Back in March, Epic’s developer account was terminated by Apple for being “verifiably untrustworthy". I’m curious to see how this plays out. If you haven’t grabbed it yet, get Rocket League Sideswipe on the App Store for iOS here and on Google Play for Android here. Head over to our forum thread for the game here. What do you think will come out of this newest submission from Epic?

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‘Zenless Zone Zero’ Version 1.1 Update Download Now Available for iOS, Android, PC, and PS5 https://toucharcade.com/2024/08/14/zenless-zone-zero-version-1-1-update-download-patch-notes/ https://toucharcade.com/2024/08/14/zenless-zone-zero-version-1-1-update-download-patch-notes/#respond Wed, 14 Aug 2024 04:11:54 +0000 https://toucharcade.com/?p=327542 Continue reading "‘Zenless Zone Zero’ Version 1.1 Update Download Now Available for iOS, Android, PC, and PS5"

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HoYoverse’s urban fantasy action RPG Zenless Zone Zero (Free) has gotten its first major update today in the form of the Zenless Zone Zero version 1.1 “Undercover R&B" update for iOS, Android, PS5, and PC. This brings in new S-Rank agents (Qingyi and Jane), the A-Rank agent Seth, all-new W-Engines, the S-Rank Bangboo Officer Cui, new story content, new events, login bonuses, a brand-new area of the New Eridu Public Security, enemies, and new features. This is definitely one of the best first updates we’ve seen for a game from HoYoverse. Check out the full patch notes for Zenless Zone Zero 1.1 here. Watch the Zenless Zone Zero version 1.1 update Qingyi trailer below:

If you’d like to play Zenless Zone Zero, you can download it on the App Store for iOS here and on Google Play for Android here. Check out the links to the PS5 and PC versions here. Zenless Zone Zero supports cross-progression and cross-play across all platforms. If you want to play it on mobile with a controller, check out this guide. I hope the Zenless Zone Zero iOS version gets a 120hz option in the future. Check out more about the game on the official website here. What do you think of Zenless Zone Zero so far and this update?

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Which Is the Best Version of Doom and Doom II in 2024? We Compare Switch, Steam Deck, Mobile, PS5, and Xbox Series X https://toucharcade.com/2024/08/13/doom-doom-ii-swith-vs-ps5-xbox-steam-deck-pc-mobile-iphone-android-compared-features-mods/ https://toucharcade.com/2024/08/13/doom-doom-ii-swith-vs-ps5-xbox-steam-deck-pc-mobile-iphone-android-compared-features-mods/#respond Tue, 13 Aug 2024 19:06:18 +0000 https://toucharcade.com/?p=327413 Continue reading "Which Is the Best Version of Doom and Doom II in 2024? We Compare Switch, Steam Deck, Mobile, PS5, and Xbox Series X"

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Doom is a very special game for me. I know it is for most people really, but I can’t remember a demo (shareware back then) I put this much time into ever aside from maybe Jazz Jackrabbit back in the 90s. Doom was one of the first games I played as a kid on DOS, and I didn’t even realize back then that I didn’t have the full game until years later when I asked my dad to get me Doom II when he was in the UK. Fast forward a few years, and I started replaying both Doom games and buying them on whatever platform I owned or eventually owned. Doom and Doom II then hit iOS, Steam, Xbox 360, and in 2019 saw a massive overhaul with good ports for all current consoles including Switch. One of the most important games of all time deserves to be installed on every device I own, and that’s what I kept doing. I replay it often, but I think Doom + Doom II (2024) might be my favorite version of the games.

When Bethesda and Nightdive surprise announced and released Doom + Doom II as a single package last week at QuakeCon 2024, I kept refreshing the store pages to download it as soon as I could. When I finally managed getting it installed, I was very impressed, and slowly started trying the games on all consoles and Steam Deck. I was also refreshing the App Store in the hope of getting an update, but I don’t think that will be happening for reasons I will explain later on in this article.

This isn’t the first re-release for Doom or Doom II, and it likely won’t be the last one, but this is in such a good state on most platforms, that I find myself not hesitating to say this is the best Doom has ever been on the console side, and the PC version on Steam Deck might be my favorite way to play this classic. With Doom and Doom II now available on multiple platforms, and having played it on all of them to try out the mods, new features, cross platform multiplayer, and more, I decided to write about this new release and also compare it to what is available on iOS and Android today.

For this article, I’ve played Doom + Doom II 2024 (henceforth Doom + Doom II) on Nintendo Switch docked, Nintendo Switch Lite, PS5, Xbox Series X, Steam Deck OLED, Steam Deck LCD, iPhone 15 Pro, iPhone 12, iPhone 14 Plus, and iPad Pro (2020). If you enjoy listening to music while reading, I recommend loading this up from Andrew Hulshult’s new DOOM II IDKFA soundtrack that is included with the original remix in Doom + Doom II.

Doom + Doom II 2024 version new features

If you own the 2019 releases on consoles, you get a free upgrade to Doom + Doom II. Doom + Doom II is a completely new version that combines both games, mods, multiplayer, a vault of art, a full new episode Legacy of Rust (Nightdive, MachineGames, and id Software), a new Deathmatch map pack, Andrew Hulshult’s legendary IDKFA soundtrack (with new DOOM II music), and more. It also brings native PS5 + Xbox Series X versions which are free upgrades for existing owners. This is notable because the PS5 and Xbox Series X versions now support 4K 120fps and the PS5 version also has DualSense features and PS5 Activity Cards support. On Xbox Series X, it also has Quick Resume support.

When Doom and Doom II launched in 2019, they were good, but had some teething issues. Since then, they’ve been updated to fix most of those issues, but this new version of Doom + Doom II is superb, but not every platform has the same feature set, especially when it comes to mods.

Doom + Doom II mod support and multiplayer explained

Doom + Doom II on PS5, Xbox Series X, PS4, Xbox One, and PC all have the ability to browse mods and download mods. You need a Bethesda.net account for this as well. These mods are user created and featured mods. The PC version also lets you upload mods which isn’t possible on any console. The Nintendo Switch version doesn’t have a mod browser and only lets you access a few featured mods due to “platform policies". This is disappointing because having your Bethesda.net account logged in for mods means all your subscribed mods show up across platforms giving you easy access to them while Switch gets just a few featured mods.

The mobile versions are still the same Unity releases from 2019 with a few updates, but they do not have the mod browser. They have a similar featured mods curated set right now.

One thing to note is multiplayer on Nintendo Switch currently censors some words in usernames. When testing the cross platform multiplayer with randoms and a friend of mine, I noticed words partially censored similar to Final Fantasy XIV on Xbox. The advantage to Switch is that it has local wireless multiplayer support, something that isn’t present on other platforms. Those have the LAN option, but local wireless is only on Switch making it great if you want to play with friends who have their own consoles. On Steam Deck, you’d need to connect through a local network to do this.

Doom + Doom II performance and visuals

When I first booted up Doom + Doom II on my Steam Deck OLED, it felt sublime. Don’t let the “Steam Deck Unsupported" rating fool you. This is perfect on Steam Deck across its online, campaign, and more. On Steam Deck OLED, I played at 1440p 144hz on my monitor, 800p 90hz in portable mode, and also at 60fps on my LCD Steam Deck. The Switch version targets native resolution and 60fps in both modes, but it isn’t a locked 60fps, especially in mods.

The PS5 and Xbox Series X versions target 4K 120fps, and I didn’t have any issues playing on my 1440p monitor, but the frame rate does drop in some user-uploaded mods. The campaigns and multiplayer I tested were all great on every platform. Some of the mods struggle on Switch with other user uploaded ones tanking performance even on Series X and P5.

For some reason, the main game selection menu on Xbox Series X is very laggy compared to PS5 and Steam where it is buttery smooth. The Switch version isn’t as laggy as the Xbox version either, making me wonder when that bug will be fixed.

Visually, Doom + Doom II looks incredible across the board. Load times on PS5, Xbox Series X, and Steam Deck are also super fast. Switch is the worst with load times, but nothing is too bad right now.

Doom + Doom II IDKFA soundtrack

Seriously? A whole section about the music? I mean, this includes music from Andrew Hulshult, one of my favorite composers in gaming right now. If you’ve not heard his work so far, he does amazing soundtracks. Doom + Doom II includes the original music, but also an option to use his IDKFA soundtrack which basically is incredible. The original music is timeless, but I don’t think I’m replaying Doom or Doom II without Andrew’s IDKFA now. The Doom II IDKFA soundtrack is also brand-new, and it is like a punch in the teeth (compliment).

Doom + Doom II id Vault gallery and museum

The other big bonus is the id Vault. This has so much art I hadn’t seen before like pre-release versions of DOOMGUY that look hilarious, art pages, and more. The only downer for the vault section is no sound test or music player. I hope this glaring omission is fixed soon.

Doom + Doom II Legacy of Rust campaign

The Legacy of Rust campaign is a brand-new collaboration between MachineGames, Nightdive Studios and id Software as the newest Doom episode. This also features new demons and weapons. Legacy of Rust is quite a bit harder than prior episodes as well, but it is super fun. I would’ve probably paid $20 for Doom + Doom II just for this new campaign, let alone all the extras and enhancements.

Doom + Doom II cheats in the 2024 release

Right now, this is the only thing missing as far as I can tell from the 2019 release. That release of both games let you use cheats on all platforms. I haven’t been able to find a way to use cheats on consoles right now. What you can use are difficulty modifiers like spawning no monsters (this might make some levels impossible to complete), using multiplayer items, and more.

Does Doom + Doom II have a physical release?

Not yet, but there is a physical edition that has a code for it sold on the Bethesda store. Titled, the DOOM Anthology, it includes a code for DOOM (1993), DOOM II, (through Doom + Doom II I assume), DOOM 64, DOOM 3, DOOM (2016), and DOOM Eternal Deluxe Edition for whatever platform you select. It also has a SteelBook game case and a 5-inch replica of the BFG with LED lights and a stand. Check it out below:

Will Doom + Doom II come to iOS and Android?

I can’t say for sure, but Nightdive’s Kex Engine remasters have yet to see a mobile release as far as I know. Assuming there is no technical hurdle with the engine, Doom + Doom II probably could come if Bethesda wanted it, but as of now there’s no news. I wouldn’t hold my breath for them considering we’ve not seen the new Quake enhanced releases or Turok hit mobile yet. The iOS and Android versions of Doom and Doom II available today are still based on the 2019 Unity releases with access to some mods, but they don’t have the other new features added here.

How to access the older version of Doom on PC through Doom + Doom II?

If you are on iOS or Android, you can still access Doom or Doom II as you could before. On consoles, the Doom and Doom II individual games are still available. On PC, things are a bit different. On Steam, you can access the original through the beta on Steam by selecting “previous-re-release" to access the 2019 release. The older one is available via launch options and selecting the 2019 labeled “previous-re-release".

The GOG versions are still in the “Owned Games" section of the launcher. On the Microsoft Store, the release is treated like the Xbox console version so you can access it from your library.

What platform to buy Doom + Doom II on in 2024?

The answer here is all of them. I’m not being facetious. If you like Doom, you will want this on every single platform. It is that good. You likely already got it for free through owning the prior release, but if you don’t, $9.99 for this package is probably the best gaming purchase of 2024 you can make for under ten bucks.

If you made it this far and somehow have not played Doom or Doom II yet, I hope you grab this new release on your platform of choice. There’s a reason people keep porting Doom to everything. IDSPISPOPD.

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Pinball Roguelike Dungeon Crawler ‘The Pinball Wizard’ From Frosty Pop Is Now Available on iOS as a Free Standalone Release After Apple Arcade https://toucharcade.com/2024/08/13/the-pinball-wizard-iphone-free-download-pinball-roguelike-dungeon-crawler-frosty-pop/ https://toucharcade.com/2024/08/13/the-pinball-wizard-iphone-free-download-pinball-roguelike-dungeon-crawler-frosty-pop/#respond Tue, 13 Aug 2024 11:20:54 +0000 https://toucharcade.com/?p=327515 Continue reading "Pinball Roguelike Dungeon Crawler ‘The Pinball Wizard’ From Frosty Pop Is Now Available on iOS as a Free Standalone Release After Apple Arcade"

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The Pinball Wizard (Free) from Frosty Pop was one of the games that launched on Apple Arcade back in 2019. The pinball roguelike dungeon crawler has since been removed from the service, but it has launched on the App Store today as a free game. Not a free to play one, but a fully free game with optional tips for the dev. Since launching on Apple Arcade, The Pinball Wizard has gotten big updates bringing in daily randomized dungeons, new save slots, balance adjustments, and more. It even launched on Nintendo Switch and Steam a few years ago. If you missed playing on Apple Arcade or wanted to own it and not have to stay subscribed to play it, you can now get it for free on iOS. Watch the trailer for The Pinball Wizard below:

Read our original review for The Pinball Wizard and check out our Apple Arcade forum thread for it here. Our new standalone App Store release thread is here. You can grab The Pinball Wizard on the App Store for iOS here for free. What do you think of The Pinball Wizard if you played it before and will you try the new free release on iOS?

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‘Skullgirls Mobile’ Version 6.4 Update Now Available With Improved Auto Battle, Energy Updates, Faster Fights, and Much More on iOS and Android https://toucharcade.com/2024/08/12/skullgirls-mobile-version-6-4-update-download-patch-notes-energy-requirement-speed-up-autobattle-android-iphone/ https://toucharcade.com/2024/08/12/skullgirls-mobile-version-6-4-update-download-patch-notes-energy-requirement-speed-up-autobattle-android-iphone/#respond Tue, 13 Aug 2024 03:08:50 +0000 https://toucharcade.com/?p=327478 Continue reading "‘Skullgirls Mobile’ Version 6.4 Update Now Available With Improved Auto Battle, Energy Updates, Faster Fights, and Much More on iOS and Android"

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Hidden Variable’s Skullgirls Mobile (Free) has gotten its big 6.4 update today bringing in improvements to auto battle, energy changes, faster fights, and more with Guest Stars, revealed at EVO 2024, coming later in the year. Check out the full Skullgirls Mobile version 6.4 update patch notes here. The auto battle improvements see smarter AI and new speed options including 2x and 3x. The energy requirements have also been removed from story mode, daily events, and origin stories with today’s update. It is good to see so much added in this update. Watch the auto battle improvements in action below:

Watch Minette’s Guest Stars teaser update video showcasing her progress below:

If you’ve not gotten Skullgirls Mobile yet, you can grab it for free on the App Store for iOS here and on Google Play for Android here. Skullgirls 2nd Encore is available on PC and all consoles including Xbox, PS4, and Nintendo Switch. I included Skullgirls 2nd Encore in my feature on the best fighting games to play on both Steam Deck and Nintendo Switch in 2024. What do you think of the Skullgirls Mobile right now and what would you like to see future updates?

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Steam Deck Weekly: Prince of Persia: The Lost Crown Steam Deck OLED Review, News, Trailers, Sales, New Verified Games and More https://toucharcade.com/2024/08/12/prince-of-persia-the-lost-crown-steam-deck-settings-review-90fps-verified-humble-capcom-bundle/ https://toucharcade.com/2024/08/12/prince-of-persia-the-lost-crown-steam-deck-settings-review-90fps-verified-humble-capcom-bundle/#respond Mon, 12 Aug 2024 22:22:03 +0000 https://toucharcade.com/?p=327360 Continue reading "Steam Deck Weekly: Prince of Persia: The Lost Crown Steam Deck OLED Review, News, Trailers, Sales, New Verified Games and More"

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Welcome to this week’s edition of the Steam Deck Weekly. Ahead of my Black Myth: Wukong review later in the week, today’s article features a review of the recently released (on Steam) Prince of Persia: The Lost Crown, Dungeons & Degenerate Gamblers, impressions of Bandai Namco’s That Time I Got Reincarnated as a Slime ISEKAI Chronicles, news highlights, notable sales, and the latest Steam Deck Verified and Playable games. Let’s get into the reviews and impressions first.

Steam Deck Game Reviews & Impressions

Prince of Persia: The Lost Crown Steam Deck Review

Back in January, Shaun said Prince of Persia: The Lost Crown was a stunning entry not just for the Prince of Persia series, but also for the Metroidvania genre. I didn’t play it at launch, but finally got around to it later on and loved it on Nintendo Switch and PS5. Back then, it felt like it might be one of the best games in the genre despite its long runtime, but I hoped it would see a Steam release and be good on Steam Deck. It took a bit, but Prince of Persia: The Lost Crown has launched on Steam Deck, and if you held off on buying it to play on Valve’s handheld, your wait has been worth it.

Since launching earlier in the year, Prince of Persia: The Lost Crown has added a speedrun mode, permadeath mode, boss rush, cosmetics, and more. It is even getting a new story DLC next month. While I thought Prince of Persia: The Lost Crown was worth it even without those updates, the asking price on Steam now coupled with all the free updates and content being included from the start makes it even easier to recommend, but how does it play on Steam Deck?

Prince of Persia: The Lost Crown is one of the best multi-platform releases with how well it ran on just about anything at launch. Having revisited it on PS5, Nintendo Switch, and Xbox Series X before the Steam release, I’ve found myself gravitating to Xbox Series X for the best experience on the big screen and Nintendo Switch OLED for a great portable version. The PS5 version when played at 120fps doesn’t feel great, and I’d recommend playing at 60fps there unless you have a VRR display. Mine doesn’t support VRR on PS5, but does on Xbox Series X.

After playing Prince of Persia: The Lost Crown on Steam Deck LCD and Steam Deck OLED, the latter is now my favorite platform for the game. The default settings run like a dream, but Ubisoft promoted ultra settings for Steam Deck OLED. At Ultra, it drops from 90fps to the mid 80s, but never feels too bad. Settling for the high preset is much better here, but Prince of Persia: The Lost Crown feels incredible on Steam Deck with its fast loading, improved visuals over Switch, and great performance.

On the PC port side, Prince of Persia: The Lost Crown lets you adjust display mode (fullscreen, windowed, borderless), resolution (no 16:10 support), toggle v-sync, adjust SMAA quality (none, FXAA, SMAA), graphics quality (normal, high, ultra), and adjust HUD scale for graphics and display options. You can also adjust difficulty and tweak things quite a bit to your liking to make for a challenging or relaxed experience just like on other platforms.

Speaking of other platforms, the one good thing about Ubisoft Connect is that Prince of Persia: The Lost Crown supports cross progression. Yes, I brought my old save from PS5 and Switch to Xbox Series X, and then got that over to Steam Deck to continue my later save. I also started a new save to see how the opening hour feels on Steam Deck, and it actually got me to start a brand-new playthrough. Given how long Prince of Persia: The Lost Crown is, I’m surprised at how great it has been to chip away at on Deck, and then pickup my new save on whatever platform I’m on. I hope other publishers also work on cross progression like Ubisoft has.

One thing I’ve seen in discussions online is that Prince of Persia: The Lost Crown is not playable offline. The initial setup required me to be online to link my account, but I’ve played 9 times with my Steam Deck in offline mode and Prince of Persia: The Lost Crown lets me play fine once I hit the “offline" option on the Ubisoft Connect menu. I’m not sure if this has a cooldown of a few days or something because of DRM, but I’ve not had issues playing it offline as of today at least. You do need to quit the game from Steam because it doesn’t quit properly on its own. I hope this is also fixed.

Prince of Persia: The Lost Crown is excellent on Nintendo Switch, but it is sublime on Steam Deck. Aside from the Ubisoft Connect annoyance when you launch the game for the first time, I have no complaints with Prince of Persia: The Lost Crown on Steam Deck. The current version also includes all prior updates that already improved what was a great game. I haven’t enjoyed the few Prince of Persia games I played after the original two much, but Prince of Persia: The Lost Crown is superb and essential on Steam Deck.

Prince of Persia: The Lost Crown Steam Deck review score: 5/5

Dungeons & Degenerate Gamblers Steam Deck Review

Back when everyone including myself was obsessed with Balatro, I started seeing friends post about games that felt similar to it. One such game was Dungeons & Degenerate Gamblers. I had my eye on it a while ago, but only recently remembered it was set to release soon, and ended up reaching out to cover it after seeing Balatro developer LocalThunk post about it. I’m glad I did because I’ve been quite obsessed with it alongside Prince of Persia: The Lost Crown and Doom + Doom II recently.

Dungeons & Degenerate Gamblers brings in roguelike mechanics into Blackjack where you start with your own set of chips and HP, and try and hit (draw cards) or stand against your opponent. Your deck initially has the usual cards, but the suit behavior keeps things fresh. As an example, you start drawing (hit) while trying to get as close to 21 (the sum of your cards) as possible while your opponent does the same. Damage in Dungeons & Degenerate Gamblers is equal to the difference between both hands. If your cards add up to 17, you can risk hitting again to draw one in the hope of getting close to 21, but if you overshoot, you end up with nothing. If you decide to stand at 17 and the opponent is at say 16, you will do 1 damage to the opponent. If your opponent draws further and overshoots to say 25, you will do all 17 points of damage to your opponent.

Beyond the normal Blackjack mechanics, there are different deck types you start with, more to unlock, bet types, cards to get for your collection, hilarious designs across the board, modifiers, and more in Dungeons & Degenerate Gamblers. Initially, I expected it to show its hand after a few hours, but Dungeons & Degenerate Gamblers has a lot more than meets the eye, and it is another shocking (in a good way) release by a solo developer. Even days later, I’m constantly surprised by what Dungeons & Degenerate Gamblers has to offer.

I usually wouldn’t compare two games much, but given they both released in 2024, it is interesting to see how different each one plays even aside from the fact that one tackles Poker (Balatro) while Dungeons & Degenerate Gamblers tackles Blackjack. Right from the start, Dungeons & Degenerate Gamblers felt like it had potential in how it slowly started throwing different mechanics at me. Every run felt very different as I tried to progress, but what stuck with me was how developer Purple Moss Collectors managed to make me want to keep playing despite not even knowing a fraction of the mechanics outside Blackjack for a few runs.

On Steam Deck, Dungeons & Degenerate Gamblers is almost perfect. It doesn’t play amazing with the Deck’s own physical controls or a controller with a few interactions either not working with a controller, or requiring the mouse or touch. When playing with touch controls though, Dungeons & Degenerate Gamblers is at its best. Since I played most of Balatro on the touchscreen on both Deck and Switch, I found myself naturally using that input option here, and it was a great experience. There aren’t any graphics options of note here, and Dungeons & Degenerate Gamblers runs at 16:9 with Steam Cloud support. It also runs at 90fps on the Steam Deck OLED screen while it hits 144hz without issue when played docked on my monitor.

I hope the few control issues I ran into are addressed with a better onboarding experience for those unfamiliar with card games. Beyond that, Dungeons & Degenerate Gamblers is in a great state right now, and it will likely be in my favorite games of 2024 on Steam Deck by the end of the year.

Dungeons & Degenerate Gamblers is excellent, but it is a few updates away from being truly special. Right now, I absolutely recommend it if you’re willing to learn through experience though. It also feels like a nice middle ground between Balatro and Luck Be a Landlord in terms of how much luck plays a part in your run. If that sounds good to you, I urge you to give it a shot. I hope to see it come to mobile and console in the future.

Dungeons & Degenerate Gamblers Steam Deck review score: 4/5

That Time I Got Reincarnated as a Slime ISEKAI Chronicles Steam Deck Impressions

Ahead of our full review, I wanted to cover how That Time I Got Reincarnated as a Slime ISEKAI Chronicles feels on Steam Deck right now considering I’ve not seen anyone really talk about the PC version. I played That Time I Got Reincarnated as a Slime ISEKAI Chronicles with Proton Experimental on my Steam Deck OLED at 90hz and it had no issues with loading anything including cut-scenes that played as they should. The only issue I ran into was adjusting the graphics options from the title screen which had some freezing. Doing this in-game was fine.

The graphics options are limited. You can adjust anti-aliasing (off, 2x, 4x, 8x), toggle v-sync, adjust texture quality (low, medium, high), shadow quality (low, medium, high), and toggle depth of field. You can rebind the buttons for attacks, special moves, jump, dodge, and secret skills as well.

So far, I’ve played the opening hour of That Time I Got Reincarnated as a Slime ISEKAI Chronicles on my Steam Deck LCD and OLED models. The notable takeaway is that it had the least issues when using Proton Experimental. It also seems to run fine at fullscreen. The one issue is the frame rate cap doesn’t seem great. Playing on a 90hz display or even my 144hz monitor resulted in poor frame pacing. The fix for this is setting your display refresh rate to 60 or 59. Once I did that on Steam Deck, it ran flawlessly. Even the pre-rendered cut-scenes play fine.

Stay tuned for our review of the Switch version of That Time I Got Reincarnated as a Slime ISEKAI Chronicles in the near future. Until then, I’ll be playing more of this blend of a side-scroller, builder, and action RPG based on That Time I Got Reincarnated as a Slime.

News and Trailers

Let’s start the news with DRAGON QUEST III HD-2D Remake’s new details and screenshots. Both Shaun and myself are hyped for this one. DRAGON QUEST III HD-2D Remake is going to include new story episodes starring the protagonist’s father, Ortega. It will also have new bosses and more when it arrives this November. Check out one of the gorgeous new screenshots from DRAGON QUEST III HD-2D Remake below:

Dead Rising Deluxe Remaster got a new director’s report video showcasing the quality of life improvements, features, and more ahead of the game’s launch next month with a physical for PS5 and Xbox Series X coming in November. Watch the video below:

Ahead of its launch next week, Game Science published the final trailer for the upcoming action RPG Black Myth: Wukong. It launches for PS5 and Steam on August 20th. I will be covering it in the near future. Watch the new trailer below:

Playism had its Playism Game Show with multiple reveals and trailers for indie games. The highlights include Nitro Express (Grayfax Software’s pixel art action game), Homura Hime (third person action game from Crimson Dusk), Valkyrie of Phantasm (Touhou Project shmup from AREAZERO), Outrider Mako (2D action game), and more. Watch the full showcase below:

Arc System Works America posted the Opening Trailer for River City Saga: Three Kingdoms Next, ahead of its launch this November on Steam, Switch, and PS4 worldwide. Watch it below:

Capcom’s excellent Kunitsu-Gami: Path of the Goddess has crossed 500k players, and the team has released three Mazo Talismans as free DLC for all players. They are:

  • Jubilee – Equip this Talisman and watch as the villagers near Soh burst into a joyous dance.
  • Dancing Crane – Transform Soh’s normal attacks into a mesmerizing dance, along with bursts of fireworks.
  • Amaterasu – With this Talisman, vibrant flowers will bloom beneath Soh’s feet when traveling.

Bokeh Game Studio posted a new screenshot for Slitterhead ahead of its launch this November. Slitterhead will have a playable demo at PAX West later this month as well. I’m looking forward to playing this one. Check out the image below:

Following the Great Sword weapon video, Capcom has showcased multiple weapon videos for Monster Hunter Wilds ahead of its launch in 2025 on PS5, Xbox Series X, and Steam. The only other weapons I care about are Hunting Horn and Hammer. They both look incredible so far. Check out the videos below:

Fatal Fury: City of the Wolves has two more character trailers out now. Check out the Terry Bogard and Hotaru Futaba trailers below while the game continues to look excellent:

Warhammer 40k: Space Marine 2 got a new multiplayer gameplay showcase, and it looks very impressive. I hope to check this one out on Steam Deck and PS5 soon. Watch the video below:

Bandai Namco’s upcoming SWORD ART ONLINE Fractured Daydream has gotten a new trailer showcasing the Administrator who plays the mage role in the game. Watch her trailer below:

The newest Bleach: Rebirth of Souls trailer from Bandai Namco showcases Yoruichi who looks awesome as expected. Watch her gameplay trailer below:

Wired Productions and Angry Demon Studio have released a free demo for Gori: Cuddly Carnage on Steam and consoles. Check out the demo trailer below:

Enshrouded has crossed 3 million players as the team heads to 1.0 on Steam and consoles next year. Watch the newest update video below:

New Steam Deck Verified & Playable games for the week

The highlights for the week include Earth Defense Force 6, Prince of Persia: The Lost Crown, Afterplace, and more getting tested by Valve. There’s also Rain Code Plus which will see an English release this October. I’m excited to try that one when I can.

  • Afterplace – Verified
  • Aooni – Playable
  • Cataclismo – Playable
  • Clank! – Playable
  • Creatures of Ava – Verified
  • EARTH DEFENSE FORCE 6 – Verified (via TouchArcade reader Mor)
  • Été – Unsupported
  • Kitsune Tails – Verified
  • Mahjong Soul – Playable
  • Master Detective Archives: RAIN CODE Plus – Verified (via TouchArcade reader Mor)
  • Prince of Persia The Lost Crown – Playable (via TouchArcade reader Mor)
  • SCHiM – Verified
  • Tavern Talk – Playable
  • The Crush House – Playable
  • The Star Named Eos – Verified
  • Zet Zillions – Playable

Steam Deck Game Sales, Discounts, and Specials

The notable sales for the week are the big Capcom Summer 2024 Humble Bundle and Snufkin: Melody of Moominvalley with its biggest discount yet. I know 20% on Steam isn’t much of a discount, but I thought it was worth full price from day one. Read my review here. Capcom’s bundle has Ghost Trick: Phantom Detective, The Great Ace Attorney Chronicles, Capcom Beat ‘Em Up Bundle, and much more. It is one of the best Capcom bundles yet.

That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.

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Popular Idle Game About Ducks ‘Placid Plastic Duck Simulator’ Has Soft Launched on iOS and Android via Netflix Games https://toucharcade.com/2024/08/09/plastic-duck-game-mobile-download-netflix-iphone-nadroid-placid-plastic-duck-simulator/ https://toucharcade.com/2024/08/09/plastic-duck-game-mobile-download-netflix-iphone-nadroid-placid-plastic-duck-simulator/#respond Fri, 09 Aug 2024 13:54:33 +0000 https://toucharcade.com/?p=327376 Continue reading "Popular Idle Game About Ducks ‘Placid Plastic Duck Simulator’ Has Soft Launched on iOS and Android via Netflix Games"

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I first heard of Placid Plastic Duck Simulator on TheGameDiscoverCo Newsletter back in December 2022. A “plastic duck game" exploded on Steam and it was another game priced very low on Steam to see a lot of success. I bought it, but didn’t get the DLC on Steam. I tried it out and found it quite relaxing, but I also haven’t spent too much time with it. Today, turbolento’s Placid Plastic Duck Simulator has soft launched on mobile through Netflix Games (as spotted by Sidlon in our Discord server). This is an interesting addition for Netflix as the game itself will do well on mobile in my opinion, but it is interesting in how Netflix is getting all kinds of games for its service. I remember seeing a Tweet from the official account responding to someone asking about a mobile port saying they would do it, but that read like a joke response. Good to see it become reality with this soft launch. Watch the Placid Plastic Duck Simulator launch trailer below:

If you’d like to try Placid Plastic Duck Simulator and have a Philippines account, you can grab it on the App Store for iOS here and on Google Play for Android here. Check it out on Steam here. It is unclear if the Netflix version has all the DLC available on Steam, but I’m happy to see that Placid Plastic Duck Simulator will be launching worldwide on mobile likely soon. Have you played it before on PC and will you be trying it out on mobile when it does launch worldwide?

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‘Hidden Through Time 2: Discovery’ iOS Review – Best on iPad https://toucharcade.com/2024/08/09/hidden-through-time-2-discovery-mobile-review-iphone-15-pro-ipad/ https://toucharcade.com/2024/08/09/hidden-through-time-2-discovery-mobile-review-iphone-15-pro-ipad/#respond Fri, 09 Aug 2024 11:28:27 +0000 https://toucharcade.com/?p=327332 Continue reading "‘Hidden Through Time 2: Discovery’ iOS Review – Best on iPad"

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Rogueside Games’Hidden Through Time 2: Discovery has been a pleasure to play over the last week despite a few issues. As my first real experience with the series, I went ahead and bought the two prior games to play after finishing this one, and I likely will chip away at the levels over time. But this review is about Hidden Through Time 2: Discovery ($2.99), and I’ve played it on iPhone 15 Pro, iPad Pro (2020), and Steam Deck. I’m going to focus on the iOS version, but it has been interesting to see how it controls and feels with a controller as well.

If you’ve never played a game in the Hidden Through Time series, these are colorful hand-drawn hidden object games with lovely animations, puzzles, and even a story. While it starts out relatively simple, finding each item in a specific level is hard, and later levels get more complex. You interact with the levels by zooming, panning, looking indoors, and even opening certain things while looking for the specific things, people, animals, and more for each level. The good news is that you don’t need to find every single thing a level asks for to move to the next one.

Some levels have different times of the day where items or people show up adding another layer of strategy, but I love just tapping on everything to see the interactions and animation work by the team. It is worth clicking on everything because there are some surprises and references to other games or characters sprinkled in. While you can just view the level requirements on the bottom, tapping on any of them will give you a vague hint to find said item. Some of these end up clicking immediately, but Hidden Through Time 2: Discovery doesn’t give everything away from the get go.

Hidden Through Time 2: Discovery is split up into three sections with their own stories and levels: Noir, Victorian, and Science Fiction. The stories aren’t anything to write home about. After playing through these and looking at earlier games in the series, I feel like Hidden Through Time 2 was originally planned to be like the first game with multiple DLC packs rather than having two Hidden Through Time games with a “2" in the title now. Either way, Hidden Through Time 2: Discovery is an excellent hidden object game.

In addition to the core campaign levels, Hidden Through Time 2: Discovery features online levels on all platforms, but the level editor (Architect) is not on mobile, at least not in the build I have. I didn’t spend too much time creating levels on Steam Deck because this review is for the iOS version, but keep that in mind. If the final build on the App Store has this included, I’ll update this review.

When it comes to features, I’m disappointed in the lack of cloud saves on iOS. I couldn’t get my progress on either device to sync at all. The Steam version has support for creating accounts or linking your Steam account, but I didn’t see this on iOS. That’s my biggest issue with the iOS version right now. Aside from that, some UI elements look a bit blurry on iPad Pro and two of the menus have tiny text for some reason with a lot of white space. These smaller issues don’t affect the gameplay, but are disappointing to see in an otherwise polished and gorgeous game.

Hidden Through Time 2: Discovery controls best with touchscreen as far as I’m concerned, but the iPhone version feels a bit cramped. I ended up enjoying the game a lot more on iPad like I do with most point and click adventure games as well as hidden object games. The iOS version doesn’t seem to have controller support, and I only tested it to mention here. I wouldn’t play it with a controller after seeing how it controls on Steam Deck. it doesn’t feel as intuitive, but was fine after I got used to it.

The levels, performance, and load times are all good on iOS and Steam Deck with them running smoothly and not dropping frames at all in my testing. I hope future updates can fix the UI issues and bring in cloud saves. If it does have iCloud saves, I couldn’t get them to work at all in the build I have.

Hidden Through Time 2: Discovery is an excellent hidden object game across its campaign and the many user-created levels I’ve played so far on iPad and iPhone. It has a few UI issues holding it back, but Hidden Through Time 2: Discovery is an easy recommendation if you enjoy the genre or want a new game to relax with.

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‘The Darkside Detective Series’ and ‘Zoeti’ Are Out Now on iOS and Android Through Akupara Games https://toucharcade.com/2024/08/09/the-darkside-detective-mobile-download-zoeti-turn-based-roguelite-iphone-android-akupara-games/ https://toucharcade.com/2024/08/09/the-darkside-detective-mobile-download-zoeti-turn-based-roguelite-iphone-android-akupara-games/#respond Fri, 09 Aug 2024 08:04:47 +0000 https://toucharcade.com/?p=327328 Continue reading "‘The Darkside Detective Series’ and ‘Zoeti’ Are Out Now on iOS and Android Through Akupara Games"

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Following its announcement, Akupara Games has brought the full series for point and click adventure The Darkside Detective ($6.99) and the turn-based roguelite Zoeti to iOS and Android worldwide this week. I remember reading about The Darkside Detective on TouchArcade before I joined back in 2015 so it sure took a while for this version to release. As of yesterday, The Darkside Detective, The Darkside Detective 2: A Fumble in the Dark, and Zoeti are available as premium releases on mobile, and Akupara Games has posted trailers for them. Watch the launch trailers below:

If you’d like to buy them, you can grab The Darkside Detective on the App Store for iOS here and on Google Play for Android here for $6.99. The Darkside Detective 2: A Fumble in the Dark is also available for $6.99. Check it out on iOS here and Android here. Grab turn-based roguelite Zoeti on the App Store for iOS here and on Google Play for Android here. We have forum threads for all three games as well. Head over to our forum threads for The Darkside Detective here, The Darkside Detective 2: A Fumble in the Dark here, and Zoeti here. I have played The Darkside Detective before, but I’ve not gotten around to The Darkside Detective 2: A Fumble in the Dark and Zoeti yet. I should rectify that ron iOS. Have you played them before?



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‘Shovel Knight Pocket Dungeon’ Paradox Pack Free DLC Releases Next Week on Netflix, Consoles, and PC https://toucharcade.com/2024/08/09/shovel-knight-pocket-dungeon-paradox-pack-free-dlc-release-date-gameplay-download-netflix-mobile/ https://toucharcade.com/2024/08/09/shovel-knight-pocket-dungeon-paradox-pack-free-dlc-release-date-gameplay-download-netflix-mobile/#respond Fri, 09 Aug 2024 05:18:03 +0000 https://toucharcade.com/?p=327325 Continue reading "‘Shovel Knight Pocket Dungeon’ Paradox Pack Free DLC Releases Next Week on Netflix, Consoles, and PC"

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In June, Yacht Club Games had its YCG Presents showcase for 2024 revealing an enhanced remaster of the original classic and announcing a lot more. On the mobile side, we had two announcements for DLC coming to puzzle action adventure game Shovel Knight Pocket Dungeon (Free) on Netflix and Shovel Knight Dig on Apple Arcade. If you’ve not played them yet, read Shaun’s glowing review of Pocket Dungeon here and Dig here. The Paradox Pack free DLC for Shovel Knight Pocket Dungeon launches on August 13th for consoles, PC (with exclusive mod support), and Netflix for mobile. This DLC brings in new playable characters, relics, battles, bosses, boons, hats, stages, and much more. It also has more cheats and quality of life improvements. Watch the Shovel Knight Pocket Dungeon Paradox Pack DLC release date trailer below:

Yacht Club Games also confirmed that a third and final DLC pack for Shovel Knight Pocket Dungeon is in the works. This update will be the ultimate update bringing in online support and more. If you have an active Netflix subscription, you can grab Shovel Knight Pocket Dungeon on the App Store for iOS here and on Google Play for Android here. Make sure to read my interview with Yacht Club Games discussing Shovel Knight Pocket Dungeon, the developer’s other releases, working with Netflix, and more here. We featured it as our Game of the Week when it launched. Will you be playing Shovel Knight Pocket Dungeon with its new DLC next week?

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‘Punch Club 2: Fast Forward’ From Lazy Bear Games and tinyBuild Launches on August 22nd for iOS With Pre-Orders Now Live https://toucharcade.com/2024/08/08/punch-club-2-iphone-release-date-mobile-price-unlock-download-preorder/ https://toucharcade.com/2024/08/08/punch-club-2-iphone-release-date-mobile-price-unlock-download-preorder/#respond Thu, 08 Aug 2024 17:00:27 +0000 https://toucharcade.com/?p=327321 Continue reading "‘Punch Club 2: Fast Forward’ From Lazy Bear Games and tinyBuild Launches on August 22nd for iOS With Pre-Orders Now Live"

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Punch Club 2: Fast Forward (Free) from Lazy Bear Games and tinyBuild is releasing for iOS on August 22nd as a free to start game following its announcement back in 2016. If you’ve not played the original, read our review here. Punch Club 2: Fast Forward debuted on PC and consoles in July last year, and the fighter management simulator is making its mobile debut through iOS. Pre-orders have also gone live confirming the pricing and what DLC is included. I own the original Punch Club but haven’t played Punch Club 2: Fast Forward yet. I’ll be trying the mobile release on iPhone 15 Pro when it arrives later this month. Watch the Punch Club 2: Fast Forward original trailer below:

If you’d like to play Punch Club 2: Fast Forward on iOS at launch, you can pre-order it on the App Store here. The basic free version will let you play for 45 minutes. You can buy the full game unlock for $9.99 as an in app purchase. The Iron Fist DLC for Punch Club 2: Fast Forward will be sold for $4.99. The developers confirmed that Punch Club 2: Fast Forward will support iPhones from 2018 and later with English, French, German, Spanish, Japanese, Korean, Brazilian Portuguese, Russian, Simplified Chinese, Polish, and Ukrainian language support included. have you played Punch Club 2: Fast Forward on any platform yet and will you be trying it on iOS on August 22nd?\

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PowerWash Simulator 2024 Interview: FuturLab on Working With Alice in Wonderland, a Potential Monster Hunter DLC, Dream Collaborations, Learnings From Special Packs So Far, Coffee, and More https://toucharcade.com/2024/08/08/powerwash-simulator-alice-in-wonderland-dlc-interview-2024-futurlab-monster-hunter-special-pack-dream-collaboration/ https://toucharcade.com/2024/08/08/powerwash-simulator-alice-in-wonderland-dlc-interview-2024-futurlab-monster-hunter-special-pack-dream-collaboration/#respond Thu, 08 Aug 2024 11:58:58 +0000 https://toucharcade.com/?p=327284 Continue reading "PowerWash Simulator 2024 Interview: FuturLab on Working With Alice in Wonderland, a Potential Monster Hunter DLC, Dream Collaborations, Learnings From Special Packs So Far, Coffee, and More"

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In March last year, I spoke to FuturLab and PowerWash Simulator’s lead designer to discuss the Final Fantasy VII collaboration Midgar Special Pack DLC. Since then, the game has gotten many content and feature updates across platforms with a few more paid DLC packs launching. The most recent one is the PowerWash Simulator – Alice’s Adventures Special Pack based on Alice in Wonderland. If you’ve not gotten that yet, read Shaun’s review here. I also reviewed the Warhammer 40K, Midgar Special Pack, SpongeBob SquarePants, and Back to the Future DLC packs. I had a chance to chat with Alex Dawson (Senior Artist at FuturLab), Dennis Morgovan (3D Artist at FuturLab), Antony (Ant) Lingard (Senior 3D Artist at FuturLab), Laura Fontaine (3D Artist at FuturLab) & Nick Peacock (Concept Artist at FuturLab) to discuss the newest DLC release, learnings from past packs, dream collaborations, coffee, and more.

TouchArcade (TA): It has been over a year since I interviewed FuturLab about PowerWash Simulator. How has the development team changed (if at all) since then?

Dennis: It’s changed a lot! We have expanded almost all departments across the company – we’re grateful to have more people to work with and develop games with!

TA: One of my favorite aspects of the game is how each DLC pack is a surprise. It usually involves an IP we don’t expect to see in-game. How did the team decide to work on PowerWash Simulator – Alice’s Adventures Special Pack and how did the pitch go to the license holder?

Laura: A few of us in the Studio are big fans of Alice, as some of us grew up reading the book. Alice in Wonderland also gave us an opportunity to explore an IP that was open to interpretation, and we thought it would be interesting to explore something different for the world of PowerWash Simulator.

TA: The response to this pack has been great in my own circles and seemingly online as well. What learnings from past DLC packs did you take into ensuring PowerWash Simulator – Alice’s Adventures Special Pack was as good as possible?

Ant: We’ve learned a lot about what our players like and don’t like, which has helped us plan our levels and helped improve our workflow. One thing that we wanted to focus on was making less “fiddly” bits, which we achieved by refining the number of frustrating models to clean in each level. Finding the balance between challenging and fun is always the topic of discussion, because ultimately, we aim to provide a relaxing experience.

Alex: We have also improved our contrast between dirty and clean models. making the dirt look better and the final clean model look super pristine – we’ve found that high contrast makes for the ultimate satisfying reveal.

TA: Was there any additional behind-the-scenes work on this DLC compared to prior ones?

Nick: Although our previous Special Packs have focused on faithful recreations of iconic and established worlds, our approach to the Alice’s Adventures Special Pack was about conjuring up our own interpretation of the book’s world.

Ant: Nick created concepts for each of the locations, individual assets and the world we wanted to create. This gave the 3D Art team a very good basis for how each level was meant to look. Of course, we are creative people, so personal touches are always encouraged!

TA: Hypothetical situation: If there were no financial or licensing restrictions, what game IP and movie IP would you like to bring into the world of PowerWash Simulator?

FuturLab: Great question! Yes, here we go!

  • Nick – Movie: Ghostbusters, Game: Rayman Origins.
  • Dennis – Movie: Lego The Movie, Game: Warhammer Fantasy.
  • Laura – Movie: Silent Hill, Game: Dofus.
  • Alex – Movie: Jurassic Park, Game: Resident Evil.
  • Ant – Movie: The Fifth Element, Game: Control

TA: Has the team been doing additional optimization work for the game on Switch and Steam Deck in the last few months?

Alex: Optimization is always something we’re working on. Due to different platforms having different specifications to work with, there’s never a “one size fits all” solution. As the game has developed, so have our tools and artists.

TA: What have you been playing lately and what is your favorite game of 2024 so far?
FuturLab: Oh, this is fun!

  • Nick – Game of 2024 Hades 2 (so far) and currently playing Ratchet and Clank Rift Apart.
  • Dennis – Game of 2024 Elden Ring DLC, and I’m currently playing Dread Delusion
  • Laura – I’ve not played too many games of 2024 but I’m currently playing Once Human!
  • Alex – Game of 2024 is Crow Country, currently playing Stray.
  • Ant – My game of 2024 (so far) is Pacific Drive, I’m currently playing Parasite Eve 1.

TA: I’d love to see PowerWash Simulator do a Monster Hunter DLC pack letting players clean huge life-size statues of monsters from the games. Not really a question, but just expressing interest in seeing a Monster Hunter-themed DLC pack.

Dennis: We can tell you that people in the studio firmly agree with you!

TA: How do you like your coffee?

Ant: Black coffee from a cafetiere, first thing in the morning.

I’d like to thank Alex Dawson, Dennis Morgovan, Antony (Ant) Lingard, Laura Fontaine & Nick Peacock from the PowerWash Simulator team and also Maddie Chase from fortyseven communications for their time and help here.

You can keep up with all our interviews here including our recent ones with Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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‘Dragon Ball Project:Multi’ Is a 4v4 Team-Oriented Free To Play Battle Game Coming to iOS, Android, and Steam With a Closed Beta This Month https://toucharcade.com/2024/08/08/dragon-ball-project-multi-moba-gameplay-trailer-closed-beta-release-date-steam-iphone-android/ https://toucharcade.com/2024/08/08/dragon-ball-project-multi-moba-gameplay-trailer-closed-beta-release-date-steam-iphone-android/#respond Thu, 08 Aug 2024 10:08:22 +0000 https://toucharcade.com/?p=327305 Continue reading "‘Dragon Ball Project:Multi’ Is a 4v4 Team-Oriented Free To Play Battle Game Coming to iOS, Android, and Steam With a Closed Beta This Month"

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Well, that’s a surprise announcement from Bandai Namco Entertainment, but not a big one given Dragon Ball: The Breakers exists. Today, publisher Bandai Namco Entertainment and developer Ganbarion have revealed Dragon Ball Project:Multi, the franchise’s first 4v4 team based battle game. Dragon Ball Project:Multi is in the works for iOS, Android, and Steam and a regional closed beta is set for later this month. We’ve seen Dragon Ball get loads of different games over the years across genres, but this is one I should have expected sooner. Watch the official Dragon Ball Project:Multi regional closed beta trailer below:

Dragon Ball Project:Multi doesn’t have a release date or window yet, but the closed beta will run from August 20th at 6 AM until September 3rd at 5:59 AM UTC on iOS, Android, and Steam. You can currently wishlist Dragon Ball Project:Multi on Steam here. The Dragon Ball Project:Multi regional closed beta will be available in Canada, France, Germany, Japan, South Korea, Taiwan, United Kingdom, United States. More regions are yet to be confirmed. I hope we get a worldwide open beta soon after. Check out the official Dragon Ball Project:Multi English website here. What do you think of Dragon Ball Project:Multi and will you be trying the closed beta?

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Apple Arcade Weekly Round-Up: New Updates Are Out Now for Hello Kitty Island Adventure, Tamagotchi Adventure, Rabbids Multiverse, and More https://toucharcade.com/2024/08/08/apple-arcade-new-games-and-updates-list-hello-kitty-tamagotchi-and-more/ https://toucharcade.com/2024/08/08/apple-arcade-new-games-and-updates-list-hello-kitty-tamagotchi-and-more/#respond Thu, 08 Aug 2024 04:22:48 +0000 https://toucharcade.com/?p=327280 Continue reading "Apple Arcade Weekly Round-Up: New Updates Are Out Now for Hello Kitty Island Adventure, Tamagotchi Adventure, Rabbids Multiverse, and More"

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Alongside this week’s major Ridiculous Fishing EX update that just hit, a few notable games on Apple Arcade have gotten updates with new events and content this week. Following its big Friendship Festival update, Hello Kitty Island Adventure has a Scholastic Celebration on to celebrate all things academic, new avatars, milk shakes, the Greenhouse, Balloon Colors, best friend quests, and much more in today’s new update. Bandai Namco’s Tamagotchi Adventure Kingdom brings in the Tama-Camera letting you take Tama-Pics, unlockable filters and poses, 90 Photochallenges, and more in this week’s big 2.2.0 update.

Zookeeper World has gotten its monthly update bringing the Future City 2024 event with exclusive rewards. A comeback login bonus is also available in-game. My Talking Angela 2+ has added in a Fashion Editor this week letting you create your own fits with colors, patterns, and more. With the updates done, head over to our forum threads for Hello Kitty Island Adventure here, Tamagotchi Adventure Kingdom here, Zookeeper World here, Rabbids Multiverse here, and My Talking Angela 2+ here. For all other Apple Arcade related things, check out our dedicated Apple Arcade forum for discussion on the service and every game included here. If you’ve not kept up with Apple Arcade in a while, check out my newest list on the best games here. What do you think of Apple’s newly released games and updates recently?

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‘Warframe’ Prologue Quest for Warframe 1999 The Lotus Eaters and Sevagoth Prime Release Dates Announced https://toucharcade.com/2024/08/07/warframe-1999-the-lotus-eaters-prologue-quest-release-date-sevagoth-prime-free-crafting-marketplace/ https://toucharcade.com/2024/08/07/warframe-1999-the-lotus-eaters-prologue-quest-release-date-sevagoth-prime-free-crafting-marketplace/#respond Wed, 07 Aug 2024 17:10:23 +0000 https://toucharcade.com/?p=327260 Continue reading "‘Warframe’ Prologue Quest for Warframe 1999 The Lotus Eaters and Sevagoth Prime Release Dates Announced"

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Following TennoCon 2024, Digital Extremes has announced the next big update coming to Warframe later this month. The Warframe The Lotus Eaters update brings in the quest of the same name which acts as the prologue to Warframe 1999 due this winter. Alongside that quest, this Warframe update also brings in Sevagoth Prime access. Warframe The Lotus Eaters is the game’s next story beat arriving as a free narrative chapter. Sevagoth Prime access includescosmetics, the Epitaph Prime weapon, and much more.As usual, you can collect the required blueprints to craft Sevagoth Prime for free or bought from the Warframe Marketplace. Check out the key art for Warframe The Lotus Eaters below:

IF you’ve not played Warframe in a while, read my interview with Creative Director Rebecca Ford about Warframe Jade Shadows and more here. If you’d like to play Warframe on iOS now, you can get it on the App Store for iOS here. Check out the official Warframe Mobile iOS website here. You can pre-register or check out the Android website for the game here. You can also read my interview with Warframe Creative Director Rebecca Ford & Mobile Product Lead Jussi Elonen about the game, cross platform support, controls, and a lot more from launch here. I featured Warframe Mobile as one of the best mobile games of 2024 so far as well. What do you think of Warframe so far if you’ve played it on iOS and what would you like to see added in the next update?

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‘Balatro’ Sells Over 2 Million Units Worldwide With Major Update Coming 2025, LocalThunk Committed to Bringing It to Mobile https://toucharcade.com/2024/08/07/balatro-2025-new-game-update-sales-mobile-port/ https://toucharcade.com/2024/08/07/balatro-2025-new-game-update-sales-mobile-port/#respond Wed, 07 Aug 2024 14:56:30 +0000 https://toucharcade.com/?p=327256 Continue reading "‘Balatro’ Sells Over 2 Million Units Worldwide With Major Update Coming 2025, LocalThunk Committed to Bringing It to Mobile"

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Today, Balatro developer LocalThunk and publisher Playstack had a few announcements with more to come soon. The Poker-inspired roguelike Balatro has now sold over 2 million units across PS5, Switch, Steam, PS4, and Xbox platforms in less than six months. Beyond that, it is getting a major free update in 2025 bringing new ideas and strategies. Balatro is also still in the works for mobile as LocalThunk confirms that it is planned for more platforms including mobile. Today’s reveal is one of three major announcements for Balatro. I assume one will be some sort of crossover thing with indie developers and games responding to the Balatro account, but I hope one of them is a mobile release date announcement:

If you’ve not played Balatro yet, read my 5/5 review of it here on Switch and check out my feature on the best games of the year so far on Switch where I included it here. I also interviewed LocalThunk about the game, the mobile release, and more. Read that here. I’m curious to see what the next announcement from LocalThunk and publisher Playstack is. Have you played Balatro yet on any platform?

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Ys X: Nordics Preview – Hands-On With the Switch Version, English Localization Impressions, and Q&A with NIS America’s Alan Costa https://toucharcade.com/2024/08/07/ys-x-nordics-english-gameplay-preview-nintendo-switch-ps5-interview/ https://toucharcade.com/2024/08/07/ys-x-nordics-english-gameplay-preview-nintendo-switch-ps5-interview/#respond Wed, 07 Aug 2024 12:59:51 +0000 https://toucharcade.com/?p=327152 Continue reading "Ys X: Nordics Preview – Hands-On With the Switch Version, English Localization Impressions, and Q&A with NIS America’s Alan Costa"

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Last week, I attended a digital preview event for Ys X: Nordics from Nihon Falcom and NIS America ahead of the game’s full launch this October on Switch, PC, PS5, and PS4. In most situations, a preview event features a game I’ve not played yet, but I’ve actually already played quite a bit of the Switch version of Ys X: Nordics from its Japanese release last year. In today’s feature, I’m going to write up some preview impressions based on my time with the full game (Japanese release) on Switch and also brief thoughts on the English localization based on the gameplay footage shown in the preview event. I also had a chance to ask Alan from NIS America a few questions about the game and his work on the localization.

Ys X: Nordics Switch hands-on impressions

 

While I enjoyed Ys IX, it never really managed to reach the highs of Ys VIII. Ys VIII is one of my favorite games of all time, and I’ve played it multiple times on most platforms. I thought Ys VIII and IX were a fantastic set of action RPGs though. Ys X: Nordics on the other hand feels different, but still great. In a lot of ways, it reminds me of the bright and colorful parts of Ys VIII, but it still has some annoyances. Falcom really needs to stop forcing players to do specific mini-games in the main story. I can’t comment on much of the story since I’m playing the Japanese release, but Ys X: Nordics feels excellent to play with its change to combat and its structure. Instead of the party system, you only really focus on Adol and Karja.

While the X in the name represents the 10th mainline game, the X also stands for cross with some of the mechanics at play here. You can swap between solo and duo mode in what Falcom calls “cross action". Combat in general feels speedier and exploring the world is a breeze with the mana actions you have letting you glide or even use a grappling hook-like action. Aside from exploring and fighting on land, Ys X: Nordics lets you sail, and yes, this sadly means ship battles are included. These aren’t as annoying as the defense missions in Ys VIII and IX so far, but they are my least favorite aspect of Ys X: Nordics.

Ys X: Nordics is also a breath of fresh air for Ys in its visuals, and it helps that the Switch version plays very well after its day one patch. It is funny that Ys IX and to some degree Ys VIII run and look a lot worse on Switch than Ys X, but here we are. Ys X: Nordics is Falcom’s second internal Switch release following The Legend of Nayuta: Boundless Trails. Falcom’s Ys games have gotten ports of varying quality on Switch, but I was curious to see how the first new Ys would feel on Switch with it being handled internally at Falcom. The answer is really good given the hardware, and better than both VIII and IX combined. Ys IX in particular is miserable on Switch. Ys X: Nordics on Switch is a port I can already safely recommend for those who were hoping to play it on the go.

Speaking of playing it on the go, I have not been able to play the PC version yet in any form, but I will definitely be covering it as the port has been done by PH3. If you’re not familiar with PH3, read my interview with Peter Thoman here.

Having also played the game on PS5 through the demo, it is definitely a big upgrade in image quality and performance, but the most notable improvement is near instant loading compared to Switch.

In a preview sense and with no idea of the story aside from rough translations while playing, I have no doubt Ys X: Nordics will end up in my game of the year list.

Ys X: Nordics localization impressions

 

Since I had already played Ys X: Nordics’ Japanese Switch release (full game) and even played a few hours of the PS5 demo, I wanted to focus on the localization and English voice acting during the preview. So far, the voice acting and localization are both very good. I need to experience both of those elements in the final English build to see how they carry the story, but at least during the gameplay we got to see during the preview event, I’m happy with the localization so far.

Ys X: Nordics interview with Alan Costa of NIS America

 

At the end of the preview session, I had a chance to ask Alan Costa a few questions about the localization of Ys X: Nordics and its upcoming release. I didn’t have a chance to ask everything I wanted to, and I will save that for a potential full interview in the future where I can cover more of NIS America’s localizations and releases.

TouchArcade: Will there be a save data bonus for having any Ys VIII or Ys IX saves on PC, PS5, PS4, or Switch? I don’t have the Japanese versions of those games on Switch to test with my own Japanese version of Ys X. Also can you comment on the DLC for Ys X?

Alan Costa: There is no save data bonus for Ys VIII or Ys IX. There will be some basic DLC, but there is no story DLC or anything like that.

TA: I really like the English dub so far.

AC: Thank you for enjoying the English dub. I actually worked on this game. I was a translator on it, and I was directly involved with the voice recording, so thank you for saying that. That means a lot. I also am quite pleased with how the voice recordings are now.

TA: Ys X has a French subtitle option, but will we ever see a French dub in an Ys release from NIS America?

AC: The French text, yes, has always been something that we’ve tried to do for the series. French dub is a little bit different. I can’t say no we never do a French dub at the moment. I don’t know how feasible it will be. Obviously, any localization that we do, any language beyond English, has a cost associated with it. And we also, you know, there’d be a cost associated with getting the game dubbed into French. To give you the really cold hard business answer, it kind of depends on sales.

TA: PH3’s recent Falcom game PC ports are incredible and the PC port for Ys X is being done by PH3. Can we expect a blog post on the port features from Peter pre-release?

AC: Yep, this is done by Peter and his team over at PH3 as well. I think we’ll have a blog post. Don’t quote me because I’m not part of the PC development side of things, but generally Peter likes to do that because he likes to keep players and fans apprised of the work that they’ve done on it. Yes, I would say you could expect to see that.

TA: Will the console versions ship with all patches included the Japanese release of Ys X has had since launch?

AC: Yes, this should be complete content-wise in terms of all the patches that you saw for the Japanese version. So this should come out pretty much the best date that it can.

I’d like to thank Alan Costa from NIS America as well as both Erica Enos and Mika Kelly from Clever Communications for their time here.

Both Shaun and myself are looking forward to playing the final English build of Ys X: Nordics when it releases on October 25th internationally for Switch, PC, PS5, and PS4 through NIS America. Check out the official website here. Until then, I’m going to continue playing the Japanese release on Switch.

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The Huge New ‘Ridiculous Fishing EX’ Fly Fishing Update Is Out Now on Apple Arcade Bringing In a New Gun, Helicopter, and Much More https://toucharcade.com/2024/08/07/ridiculous-fishing-ex-fly-fishing-update-helicopter-unlock-apple-arcade/ https://toucharcade.com/2024/08/07/ridiculous-fishing-ex-fly-fishing-update-helicopter-unlock-apple-arcade/#respond Wed, 07 Aug 2024 07:56:00 +0000 https://toucharcade.com/?p=327211 Continue reading "The Huge New ‘Ridiculous Fishing EX’ Fly Fishing Update Is Out Now on Apple Arcade Bringing In a New Gun, Helicopter, and Much More"

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Ridiculous Fishing EX (), a remake of the classic, exclusively available on Apple Arcade has gotten a huge update today bringing in Fly Fishing. This update adds a helicopter for Fly Fishing, the railgun, the periscope to check what is underwater, and Backpay in the Pro Fishing Tour. In addition to the new content, there have been changes and adjustments to other parts of the game including fixes for UI issues and more. Check out the short Ridiculous Fishing EX Fly Fishing showcase video below:

If you’ve not gotten it yet, check out Shaun’s review of Ridiculous Fishing EX here. I included Ridiculous Fishing EX as one of the best Apple Arcade games to play in 2024 as well. Head over to our forum thread for Ridiculous Fishing EX here. For all Apple Arcade related things, check out our dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Ridiculous Fishing EX if you’ve been playing it recently and will you be trying out Fly Fishing?

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Steam Deck Weekly: Natsu-Mon: 20th Century Summer Kid Steam Deck Review, News, New Verified Games, Sales, and More https://toucharcade.com/2024/08/06/natsu-mon-20th-century-summer-kid-steam-deck-review-pc-port-tomba-special-edition-verified/ https://toucharcade.com/2024/08/06/natsu-mon-20th-century-summer-kid-steam-deck-review-pc-port-tomba-special-edition-verified/#respond Tue, 06 Aug 2024 18:49:56 +0000 https://toucharcade.com/?p=327159 Continue reading "Steam Deck Weekly: Natsu-Mon: 20th Century Summer Kid Steam Deck Review, News, New Verified Games, Sales, and More"

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Welcome to this week’s early edition (I think I’m moving it to earlier in the week going forward) of the Steam Deck Weekly. Ahead of Gamescom 2024, some notable announcements, trailers, releases, and new Steam Deck Verified games are the focus of today’s article. On the review front, the highlights are the Natsu-Mon: 20th Century Summer Kid, Tomba! Special Edition, and Flock covering the PC ports ahead of Shaun’s full reviews of the Switch versions of the first two. Before the news and new Verified games, let’s get into the reviews and Steam Deck impressions.

Steam Deck Game Reviews & Impressions

Natsu-Mon: 20th Century Summer Kid Steam Deck Review

Natsu-Mon: 20th Century Summer Kid is one of my favorite Spike Chunsoft releases in recent years. Given how much I praise the publisher’s output, I wouldn’t say that lightly. After a busy June, things are a bit chilled out on the release schedule now, and Natsu-Mon: 20th Century Summer Kid has arrived at the perfect time before the busy season begins. I didn’t get access to the PC version until last night, but I’ve spent the last few days with the Nintendo Switch port of Natsu-Mon: 20th Century Summer Kid. I’ve enjoyed the game itself a lot with its impeccable vibes and relaxing gameplay loop. Stay tuned for Shaun’s full review as I focus on the PC port for today’s article. The 16:9 screenshots are from playing at 4K docked while the 800p screenshots are when played on my Steam Deck OLED.

Natsu-Mon: 20th Century Summer Kid is currently untested by Valve, but it basically should be Steam Deck Verified as far as I’m concerned. It has Steam Cloud support, correctly brings up the on-screen keyboard for text entry, and runs without issues outside a few performance ones I will get into. I’ve put in a few hours into it exclusively on my Steam Deck OLED today, and everything works well after one specific tweak.

Before the tweak, Natsu-Mon: 20th Century Summer Kid has two frame rate options right now: 30fps and 60fps. It does not support uncapped frame rates as of this writing, and the 30fps mode feels quite bad right now. In fact, I noticed some issues with the 60fps mode on my OLED Deck as well. Thanks to a tip by a friend of mine who bought the Japanese release, setting the Steam Deck’s screen (or your own high refresh rate screen on PC) to 60hz or a multiple of 60hz results in smoother camera movement. Playing at 60fps at 90hz results in camera movement that doesn’t feel good at all with the microstuttering. If you play on Windows, consider setting the fps to 59.95 using external tools for properly paced frames.

Outside the frame rate, there are no real issues with Natsu-Mon: 20th Century Summer Kid on Steam Deck or PC. The image quality setting’s most noticeable difference is the draw distance for foliage and other items. You can adjust resolution from 1024×768 all the way up to 4K, adjust brightness, toggle v-sync, and adjust the display mode (fullscreen, windowed, borderless). At the high image quality preset and playing at 4K just to test, the frame rate was in the 20s. Even at 1080p, the high preset is too much to hit a locked 60fps on Deck. Playing on the Deck’s own screen at 720p results in the best experience right now.

On the control side, it has keyboard and controller support with Natsu-Mon: 20th Century Summer Kid even displaying PlayStation button prompts when using a DualSense controller on PC. By default and when using the Steam Deck itself, it shows Xbox button prompts. You can rebind mouse, keyboard, and controller buttons in the key config option at the bottom of the controls tab in the settings menu.

One more thing I noticed is how the load times in certain locations were surprisingly long on Steam Deck. I swapped to Proton Experimental (bleeding edge) and the load time vanished almost completely. With this and the 60fps at 60hz setting on Steam Deck OLED, I got the best possible portable experience for Natsu-Mon: 20th Century Summer Kid right now.

I also have access to the Broadcast Over Sunset DLC, but I will be covering that on its own in a separate article once I get around to playing it. For now, I’m very happy with how Natsu-Mon: 20th Century Summer Kid feels and plays on Steam Deck, and will be replaying it all the way over the coming week.

In its current state, Natsu-Mon: 20th Century Summer Kid’s PC port is fine, but a few tweaks will improve it considerably. After spending almost all of today with it on Steam Deck, it is definitely a massively improved experience over the Switch version in handheld mode. Natsu-Mon: 20th Century Summer Kid itself is excellent, and another perfect immersive and relaxing world to sink into this month ahead of the busy season.

Tomba! Special Edition Steam Deck Review

Over the years Limited Run Games’ most important contribution as far as I’m concerned, is bringing The House in Fata Morgana to consoles in the West, and as a complete edition with content not available on PC even today. Since then, my most-anticipated release was Tomba! Special Edition which has finally launched on PC, Switch, and PS5. I’ve been playing it on Steam Deck and Switch while Shaun works on his full review of the Switch version. Since getting review codes, Tomba! Special Edition has already been updated a few times and is in a good place right now, but there are a few issues holding it back.

When you boot up the game, you can start a new game, view the museum (artwork, scans, gallery), watch interviews and the history of Tomba! through videos, check out the music player with the two soundtracks, and adjust the game options. These options include PC port features like resolution, window mode, language, vibration, soundtrack option, background color for the main menu, and viewing the credits. While in-game, you can pause and use the emulation menu by hitting R2 or rewind using L2. The emulation menu includes a few screen options, a single filter option, 3 borders or the ability to turn borders off, a reset button, save states, and the ability to quit the game. I hope to see more borders, more save states, and faster in-game emulation. Right now, opening the in-game menu for using items or anything is far too slow. I’d also like to see more filter options.

Revisiting Tomba! through its Tomba! Special Edition release and also playing the PS1 original on my PS Vita has been interesting. The load times for the menu are similar, and I was hoping we’d see better emulation on that front on Switch and Steam Deck. Barring that, I didn’t notice major issues. The museum is easily the highlight right now as a fan of the original. When it was originally announced to only include a new soundtrack, I was disappointed, but I’m glad the team managed getting the original soundtrack as an option here.

Given the extra content included, Tomba! Special Edition is very good, and I’m glad to have an official release of Tomba! on PC, but I hope Limited Run Games can address the save system and some of the emulation issues. If you liked Tomba! back in the day, this is still worth getting.

Flock Steam Deck Review

Flock from Hollow Ponds, Richard Hogg, and Annapurna Interactive is a delightful and colorful game that I’m disappointed I didn’t play sooner. It was released a few weeks ago on Steam and consoles, and I’ve been playing it on Steam Deck and PS5 for this review. I was curious to see how the lovely aesthetic scaled across hardware, and whether it was a good fit for portable play. As of this writing, Flock is marked as Steam Deck Playable and not Verified because some text might be difficult to read on the Deck’s screen.

Flock is an adventure exploration game about collecting different kinds of creatures. It is playable online or offline, and has a focus on flight as well. After a few minutes of playing it, I was sold. Working towards collecting all the creatures took a while, but you should expect to “finish" Flock in a few hours. It initially starts out simple, but grows more interesting with how you have to charm creatures or even find more of the elusive ones as the story progresses.

On PC, Flock has quite a few graphics options. It runs at 800p on Steam Deck, but getting it to run at 60fps or higher, takes tweaking. If you’re aiming for 90fps, you need to start at the lowest preset and turn a few settings up. I recommend playing with the resolution scale at 100 because Flock doesn’t look great below that. Outside that, the colorful aesthetic shines on the Steam Deck OLED, and I ended up playing Flock more on Steam Deck than my PS5.

Speaking of PS5, I love the DualSense haptics implemented in Flock. Since Flock is in Xbox Game Pass, I also played it a bit there. It runs as expected, but there seems to be a bug with audio cutting out that needs fixing. So far, I’ve not been able to test the multiplayer on Steam Deck yet so I cannot comment on that aspect of the game.

Flock is a delightful and gorgeous experience that absolutely delivered what I wanted in a new game from the Hohokum developers. It sounds amazing and is a relaxing experience almost all the way. It will not be for everyone, but Flock managed to hit every right note and I’m now working my way through it again on PS5 after playing it on Steam Deck.

Flock Steam Deck review score: 4.5/5

News and Trailers

Fate/Stay Night Remastered is out this week on Steam and Switch worldwide for $29.99. What a surprise this was. We knew it was in the works, but I expected it in 2025. Having it out this week and this cheap is shocking. I remember paying more than double that for a PS Vita physical from Japan years ago. Watch the new trailer below:

There is still more Fate news this past week with Fate/Extra Record coming to Steam and consoles next year, as a remake of the PSP original. Watch the trailer for it below:

The final bit of Fate news is Fate/hollow Ataraxia Remastered coming to Steam and Switch. This is a sequel to Fate/Stay Night, and hopefully it means we get a double pack physical with Fate/Stay Night that also sees the package arrive on PS5 in the future:

Capcom has started releasing short gameplay videos for mechanics and weapons in Monster Hunter Wilds, my most-anticipated game of 2025. Watch the most important weapon and two of the mechanics trailers below:

Fatal Fury: City of the Wolves’ newest trailer showcases Rock Howard. The game continues to look incredible. Watch the trailer below:

Lollipop Chainsaw RePOP is launching about two weeks earlier in the West on Steam and consoles Dragami Games has announced. It releases on September 12th in the West.

Bleach: Rebirth of Souls from Bandai Namco saw yet another trailer this week showcasing Byakuya Kuchiki ahead of the game’s release on Steam and consoles.

No More Robots has revealed Descenders Next, a new Desenders game with the aim of creating the only extreme sports game anyone needs. It debuts next year on Steam and Game Pass. It will see more sports added as long as players keep checking it out.

Kodansha revealed a few Fairy Tail indie games in the form of Dungeons, Beach Volleyball Havoc, and Birth of Magic. These are all due on Steam with Fairy Tail Dungeons out on August 26th and Fairy Tail Beach Volleyball Havoc out September 16th.

Obsidian’s Avowed is now releasing on February 18th, 2025 out of its Fall 2024 window. This is likely to give it more breathing room with the other big titles out this year.

Inti Creates has released a new trailer for deckbuilding RPG Card-en-Ciel ahead of its launch on October 24th for Steam and consoles. Watch the trailer below:

The final bit of news is Atlus’ trailer for Persona 3 Reload’s Episode Aigis showcasing Metis. Watch the trailer below:

New Steam Deck Verified & Playable games for the week

Panic’s upcoming Arco being Verified ahead of release is nice to see. I’m working on a review of it on Switch and Steam Deck. Beyond that, D3’s newest release YEAH! YOU WANT “THOSE GAMES," RIGHT? SO HERE YOU GO! NOW, LET’S SEE YOU CLEAR THEM! 2, Riven, and Minishoot’ Adventures getting Verified alongside Spike Chunsoft’s Quintessential Quintuplets getting a Playable rating round up the highlights of this week from whatever Valve has tested.

  • Arco – Verified
  • Leisure Suit Larry 1 – In the Land of the Lounge Lizards – Playable
  • Minishoot’ Adventures – Verified
  • Riven – Verified
  • The Quintessential Quintuplets – Memories of a Quintessential Summer – Playable
  • YEAH! YOU WANT “THOSE GAMES," RIGHT? SO HERE YOU GO! NOW, LET’S SEE YOU CLEAR THEM! 2 – Verified

Steam Deck Game Sales, Discounts, and Specials

There are two notable Humble Bundles on right now. The first is the board game night one featuring Wingspan, Dune, and more here. The second is the LEGO one here which is great value if you don’t already own most of these games like I do.

That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.

Update: Added a bit more news on August 7th, 2024.

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NFL Retro Bowl 25, Monster Train+, and Apple Vision Pro Game Puzzle Sculpt Join Apple Arcade on September 5th https://toucharcade.com/2024/08/06/apple-arcade-september-2024-new-games-vision-pro-nfl-retro-bowl-25-monster-train/ https://toucharcade.com/2024/08/06/apple-arcade-september-2024-new-games-vision-pro-nfl-retro-bowl-25-monster-train/#respond Tue, 06 Aug 2024 14:48:45 +0000 https://toucharcade.com/?p=327196 Continue reading "NFL Retro Bowl 25, Monster Train+, and Apple Vision Pro Game Puzzle Sculpt Join Apple Arcade on September 5th"

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Next month on September 5th, Apple is bringing one Apple Vision Pro game, one App Store Great, and upgrading an App Store Great to an Apple Arcade Original (it seems). The three releases all launch the same day with many updates planned leading into next month. Retro Bowl+ is being upgraded to NFL Retro Bowl 25 letting players create their own dynasty using official NFL teams and players. This will also include official retro art, attributes, stats, and contracts. Alongside NFL Retro Bowl 25, Monster Train+ will release as an App Store Great and it includes The Last Divinity from the get go. Check out a screenshot from NFL Retro Bowl 25 below:

Puzzle Sculpt is seemingly a Vision Pro-only game coming to Apple Arcade letting players solve puzzles in their own living room by removing blocks to reveal a cute collectible in a cube. This is a Deco Object. You can arrange Deco Objects anywhere in your real-world space. Alongside the additions to the service, big updates are planned for Disney Dreamlight Valley Arcade Edition and more. Check out more details for this update also coming to the standalone release here. Until the games are out, you can try Retro Bowl+ here before it sees an upgrade. Sign up here to have Monster Train+ downloaded when it launches on Apple Arcade. What do you think of September 2024’s new Apple Arcade additions?

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‘Skullgirls Mobile’ Version 6.4 Update Coming Next Week Bringing QOL Improvements, Guest Stars Coming Later This Year https://toucharcade.com/2024/08/06/skullgirls-mobile-version-6-4-update-release-date-patch-features/ https://toucharcade.com/2024/08/06/skullgirls-mobile-version-6-4-update-release-date-patch-features/#respond Tue, 06 Aug 2024 07:10:46 +0000 https://toucharcade.com/?p=327155 Continue reading "‘Skullgirls Mobile’ Version 6.4 Update Coming Next Week Bringing QOL Improvements, Guest Stars Coming Later This Year"

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Hidden Variable’s Skullgirls Mobile (Free) had more Guest Stars revealed at EVO 2024 in a new trailer following its 2024 roadmap reveal. Today, the developers have confirmed that Skullgirls Mobile version 6.4 will release next week featuring quality of life improvements for new and long term players. Skullgirls Mobile Guest Stars will be releasing later in the year. This month also sees the Showtime Relic available until September 1st. These relics include HELL’s BELLE and REIMAGINED. Check out the Showtime Relic timed exclusives below:

I’m curious to see what we see in the next major update for Skullgirls Mobile when it arrives. If you’ve not gotten Skullgirls Mobile yet, you can grab it for free on the App Store for iOS here and on Google Play for Android here. Skullgirls 2nd Encore is available on PC and all consoles including Xbox, PS4, and Nintendo Switch. I included Skullgirls 2nd Encore in my feature on the best fighting games to play on both Steam Deck and Nintendo Switch in 2024. What do you think of the Skullgirls Mobile right now and what would you like to see in QOL updates?

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The Best Nintendo Switch Anime Games in 2024 – From Dragon Ball and Demon Slayer to One Piece and Attack on Titan https://toucharcade.com/2024/08/05/best-anime-games-nintendo-switch-list-2024/ https://toucharcade.com/2024/08/05/best-anime-games-nintendo-switch-list-2024/#respond Mon, 05 Aug 2024 19:13:15 +0000 https://toucharcade.com/?p=327114 Continue reading "The Best Nintendo Switch Anime Games in 2024 – From Dragon Ball and Demon Slayer to One Piece and Attack on Titan"

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After my recent feature on the best Switch party games, the recent release of One Piece Odyssey got me into the mood to play more anime games, and it made me put together a new list of the best anime games on Nintendo Switch. Note that I’ve included games based on anime and also multimedia franchises. I have not included anime-styled games here. This is purely for games that are based on an anime or have a heavy focus on anime series characters (one in this case). There are tons of great anime games on Switch across genres and while most of the games here are from Bandai Namco Entertainment, I ended up surprised by the others included.

One thing to note before getting into things is that I have zero experience with Naruto in any form and I’ve not included any of those games here. Once I do get around to playing them, I might revisit this list. Until then, there is no Naruto game featured here. I have played just about every anime-licensed game on Switch outside that specific IP.

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles ($59.99)

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles got a late port to Switch after its debut on other platforms, but CyberConnect2 did a great job in bringing the gorgeous arena fighter to Switch with all modes and content intact. After all of its updates and DLC, Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles is in a much better place as well making it an easy recommendation, especially if you can grab the ultimate edition on discount. This is one of the best-looking anime games out there, and I don’t expect any less from CyberConnect2.

One Piece Odyssey Deluxe Edition ($59.99)

Just like Demon Slayer above, One Piece Odyssey Deluxe Edition is a late port to Switch following its debut on other platforms, and this version included all prior DLC from the get go. It is also a much better conversion than expected given what we usually see for One Piece games on Switch. I enjoyed my time with it quite a bit before, and the turn-based RPG feels right at home on Nintendo’s hybrid system. Hopefully it gets a sequel and we see it on a Nintendo system from day one.

DRAGON BALL Z: KAKAROT + A NEW POWER AWAKENS SET ($59.99)

DRAGON BALL Z: KAKAROT + A NEW POWER AWAKENS SET is yet another late port to Switch, but one that got a fantastic conversion. DRAGON BALL Z: KAKAROT is one of CyberConnect2 and Bandai Namco’s better anime games, and I like it as much as Dragon Ball FighterZ for how good it feels to play. It also looks excellent on Switch despite launching on more powerful systems. Instead of an arena fighter, DRAGON BALL Z: KAKAROT + A NEW POWER AWAKENS SET is an open world action RPG that I recommend on all platforms, but if you’re hoping to play it on Switch, the port is great.

ONE PIECE: PIRATE WARRIORS 3/4 ($39.99)

The Warriors games on Switch are mostly a technical mess with even Nintendo’s own published Age of Calamity basically unplayable, but Omega Force has done a good job with some of its releases. These include both ONE PIECE: PIRATE WARRIORS 3 and 4. ONE PIECE: PIRATE WARRIORS 3 runs much better given its age, but ONE PIECE: PIRATE WARRIORS 4 with all of its DLC is an excellent hack and slash action RPG on its own. I especially recommend the new DLC it received in the last year following its debut a few years ago.

DRAGON BALL FighterZ ($59.99)

DRAGON BALL FighterZ is a brilliant anime tag fighter from Arc System Works that looks stunning even on Switch. Despite owning the game on PC and PS4, I got it and all DLC on Switch to have a competent portable version. If you want to experience it locally and play the singleplayer content, DRAGON BALL FighterZ on Switch is an easy recommendation. The online modes are quite rough though, and I recommend looking at the PC, Xbox Series X, or PS5 versions for the best online experience. It is not playable on Steam Deck though so keep that in mind.

MEGATON MUSASHI W: WIRED ($49.99)

So MEGATON MUSASHI is a weird one because it has a game, an anime, and more. It is Level-5’s newest multimedia franchise. Since both launched together(ish) internationally this year, I decided to allow it since it is a fantastic mech action game packed with tons of quality content. The fact that it even has cross platform save letting me take my progress across Switch and Steam Deck only sweetens the deal. I hope it gets a demo so that more folks can try and see why it is so good before committing to the full priced purchase though. This is easily one of Level-5’s best games.

Attack on Titan 2: Final Battle ($59.99)

Koei Tecmo’s Attack on Titan games have one major flaw, the lack of Sawano’s music included. Outside that, I wished for Koei Tecmo to publish more anime games because of how good the Attack on Titan games are. The newest bundle is Attack on Titan 2: Final Battle including most parts of the anime story covered, and I love the way the developers translated the anime action to gameplay. The Switch version is a bit rough in parts, but the overall package justifies it if you want to experience Attack on Titan’s story in game form on the go.

JoJo’s Bizarre Adventure: All-Star Battle R ($49.99)

CyberConnect2 and Bandai Namco’s remaster of the PS3 fighting game hit Switch, PC, and all other consoles at the same time delivering a great anime fighting game to play on the go. This is another one I wasn’t sure if I should include because it is based on the manga, but it also has some bits from the anime. Well, I didn’t bother thinking too much since this is one of the better anime fighters and it has a very good port to Nintendo Switch. Try the demo out if you aren’t sure this is for you.

KILL la KILL -IF ($19.99)

When KILL la KILL -IF debuted on Switch, PS4, and PC, I remember liking it more than most people. Fast forward to today, it has gotten free updates, free DLC, and a price drop to $19.99 from $59.99. If you like KILL la KILL the show, this is absolutely worth getting. I hope we see another KILL la KILL game from the same team with more covered though. This one did a great job of translating the over-the-top action from the anime and characters to game form.

SWORD ART ONLINE: FATAL BULLET Complete Edition ($59.99)

Another late port to Switch and the only SWORD ART ONLINE game I enjoyed a lot, SWORD ART ONLINE: FATAL BULLET Complete Edition brings the third person shooter from Dimps and Bandai Namco to Switch with all DLC included. In a lot of ways, SWORD ART ONLINE: FATAL BULLET felt like the Freedom Wars (PS Vita game) sequel I always wanted, and it was great to play on the go when it launched. This one goes on sale often as well and is worth grabbing on discount even if you don’t care about SWORD ART ONLINE. The gameplay is that good.

Captain Tsubasa: Rise of New Champions ($39.99)

Unlike all other games featured here, Captain Tsubasa: Rise of New Champions is an anime sports game, and it was actually my introduction to the Captain Tsubasa anime. I love how Tamsoft translated the story and over the top animations into the gameplay of Captain Tsubasa: Rise of New Champions. This one has a demo as well, and I recommend checking it out before getting the game. I hope we see more anime games like this from Bandai Namco as opposed to arena fighters.

FAIRY TAIL ($59.99)

Koei Tecmo and Gust’s take on FAIRY TAIL in the form of a turn-based RPG ended up better than I expected. It isn’t as polished as modern Atelier games, but Gust did a great job making the world of FAIRY TAIL feel alive here, and also bringingg in multiple playable characters. FAIRY TAIL is also worth playing ahead of FAIRY TAIL 2 releasing later this year on Switch, PC, and PlayStation. FAIRY TAIL is also based on the manga, but I cheated and included it here as an anime game. If you made it this far, you may as well read my bonus inclusions as well.

Bonus

Steins;Gate Elite ($59.99)

Steins;Gate Elite is an interesting release. The original Steins;Gate served as the source for the Steins;Gate anime which I love alongside the game, and Mages took that anime and remade Steins;Gate to be more in line with the anime using scenes from the show and more in the form of Steins;Gate Elite. On paper, Steins;Gate Elite is an anime game based on an anime, but it is a gray area with how that anime was based on Steins;Gate itself. Either way, Steins;Gate, Steins;Gate (the anime), and Steins;Gate Elite are excellent and I hope you consider trying any of them to experience a fantastic story with amazing characters.

Super Robot Wars (V, X, T, and 30)

The Super Robot Wars series of games has seen English releases only in Asia and Japan on Switch and not internationally. I’ve included it in the bonus section because of that. For some reason, Bandai Namco has not released these on the eShop in NA, EU, or AUNZ yet. Super Robot Wars 30 is available on Steam worldwide though, but none of the others are for licensing reasons I imagine. I imported all four of these and they are great ports of excellent tactical RPGs featuring many anime, game, and other licenses crossing over. Give this series a shot if you feel like importing a game on Switch.

Demon Slayer -Kimetsu no Yaiba- Sweep the Board! ($59.99)

Demon Slayer -Kimetsu no Yaiba- Sweep the Board! is a bonus because I recommend it as a very good anime game, but on a discount on Switch rather than at full price. If you are a fan of Demon Slayer, this one is easier to recommend, but it feels a bit lacking in how much content it includes for its full price tag right now. It is a great translation of the characters and world to a party game setting though, and is worth your time if you like Demon Slayer.

That’s my list of the best anime games on Switch to play in 2024. If you have a game you think I should’ve included or one you’ve played on another system and would love to see on Switch, please let me know in the comments below. I can’t wait to play Gundam Breaker 4 next, and to see what it brings from the many anime series and movies that the franchise has seen. As always, thanks for reading!

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Authentic Hunting Adventure Game ‘Way of the Hunter’ Is Coming to Mobile Through HandyGames https://toucharcade.com/2024/08/05/way-of-the-hunter-mobile-release-date-coming-soon-handygames-iphone-android/ https://toucharcade.com/2024/08/05/way-of-the-hunter-mobile-release-date-coming-soon-handygames-iphone-android/#respond Mon, 05 Aug 2024 16:52:58 +0000 https://toucharcade.com/?p=327145 Continue reading "Authentic Hunting Adventure Game ‘Way of the Hunter’ Is Coming to Mobile Through HandyGames"

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During its HandyGames Showcase 2024 a few days ago, HandyGames announced that it will be bringing the Nine Rocks Games-developed and THQ Nordic-published authentic hunting adventure game Way of the Hunter to mobile. Way of the Hunter aims to be an authentic hunting experience letting you explore large open areas with co-op support. I don’t know if the mobile version will have co-op, but the gameplay trailer looks very good despite the visual cutbacks. The campaign is apparently nearly 24 hours as well. I don’t know how much the DLC adds as I’ve not played it yet. Watch the Way of the Hunter mobile announcement trailer below:

Way of the Hunter is available now on PS5, Xbox Series X, and PC making it a next-generation game seeing a mobile release. HandyGames is usually great with mobile conversions, and I can’t wait to see how Way of the Hunter feels when it arrives. A release date beyond the “coming soon" is yet to be announced. Way of the Hunter is available as a standard, Elite, and Ultimate Edition on mobile right now. Pricing or DLC for the mobile version haven’t been announced yet. I hope we see some iPhone 15 Pro optimization when it arrives as well. Check out Way of the Hunter on Steam here and the official website here. Have you played Way of the Hunter yet on any platform and will you be getting it on mobile once we get a release date?

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‘Halls of Torment’, the Lovely Blend of ‘Vampire Survivors’ and ‘Diablo’ Is Coming to Mobile Through Erabit Studios, Pre-Orders Now Live https://toucharcade.com/2024/08/05/halls-of-torment-mobile-release-date-price-iphone-android/ https://toucharcade.com/2024/08/05/halls-of-torment-mobile-release-date-price-iphone-android/#respond Mon, 05 Aug 2024 07:56:57 +0000 https://toucharcade.com/?p=327098 Continue reading "‘Halls of Torment’, the Lovely Blend of ‘Vampire Survivors’ and ‘Diablo’ Is Coming to Mobile Through Erabit Studios, Pre-Orders Now Live"

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Erabit Studios who brought Brotato and 20 Minutes Till Dawn to mobile is bringing another superb Vampire Survivors-like game to mobile soon with Chasing Carrots’ Halls of Torment ($4.99). If you’ve not played Halls of Torment yet, it is a lovely blend of Vampire Survivors and Diablo with its aesthetic and even the UI. I enjoyed it quite a bit on Steam Deck. It is currently in early access on PC, so it is going to be interesting to see what it launches with on mobile in terms of features and content. Halls of Torment Premium will be launching on October 10th if the App Store release date is accurate. Halls of Torment is also listed for $4.99 on the App Store with pre-orders now live. Watch the trailer for Halls of Torment on mobile below:

If you’d like to play Halls of Torment on mobile, you can pre-order Halls of Torment Premium on the App Store for iOS here and pre-register for it on Google Play for Android here. For Erabit Studios’ prior releases, read Shaun’s review of Brotato on iOS here and my Switch review here. We featured Brotato as our Game of the Week when it launched. If you haven’t gotten Brotato or 20 Minutes Till Dawn yet, the discounted bundle is worth grabbing on iOS. Check it out here on mobile and here on Steam. Have you played Halls of Torment yet on Steam and will you be checking it out on mobile this October?

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‘Zenless Zone Zero’ Version 1.1 Releases on August 14th, Undercover R&B Special Episode Released https://toucharcade.com/2024/08/05/zenless-zone-zero-version-1-1-update-release-date-new-characters-gameplay/ https://toucharcade.com/2024/08/05/zenless-zone-zero-version-1-1-update-release-date-new-characters-gameplay/#respond Mon, 05 Aug 2024 06:16:03 +0000 https://toucharcade.com/?p=327085 Continue reading "‘Zenless Zone Zero’ Version 1.1 Releases on August 14th, Undercover R&B Special Episode Released"

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HoYoverse’s urban fantasy action RPG Zenless Zone Zero (Free) is getting its first major update on August 14th with Zenless Zone Zero version 1.1 “Undercover R&B" for iOS, Android, PS5, and PC. The update was detailed over the weekend in the game’s first update livestream that highlighted phase 1 coming on the update release date. This update brings in the New Eridu Public Security in a new cryptic chapter featuring Qingyi, Seth, and Jane. The Inferno Reap new Hollow Zero gameplay will also be added in the update. This will let players jump into Nineveh directly. Alongside the new content and characters, events are also being planned like Camellia Golden Week, and more. Watch the Zenless Zone Zero version 1.1 update trailer below:

Zenless Zone Zero supports cross-progression and cross-play across all platforms. If you’d like to play Zenless Zone Zero, you can download it on the App Store for iOS here and on Google Play for Android here. Check out the links to the PS5 and PC versions here. If you want to play it on mobile with a controller, check out this guide. I hope the Zenless Zone Zero iOS version gets a 120hz option in the future. Check out more about the game on the official website here. What do you think of Zenless Zone Zero so far and this update?

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Vampire Survivors Interview: Poncle on Apple Arcade, How Xbox Game Pass Helped, Cross Save, DLC, Physical Releases, PS5 Features, Coffee, and More https://toucharcade.com/2024/08/02/vampire-survivors-interview-apple-arcade-exclusive-content-xbox-game-pass-ps5-features-cross-save/ https://toucharcade.com/2024/08/02/vampire-survivors-interview-apple-arcade-exclusive-content-xbox-game-pass-ps5-features-cross-save/#respond Fri, 02 Aug 2024 16:01:17 +0000 https://toucharcade.com/?p=327050 Continue reading "Vampire Survivors Interview: Poncle on Apple Arcade, How Xbox Game Pass Helped, Cross Save, DLC, Physical Releases, PS5 Features, Coffee, and More"

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Ever since I first played it on Steam Deck a few years ago during its early access period, I’ve been obsessed with Vampire Survivors from poncle. It has been ported to Xbox with an Xbox Game Pass launch, come to mobile, seen a Nintendo Switch release, and most-recently hit Apple Arcade with a PS5 release coming soon as well. Across so many platforms, DLC releases, collaborations, and free updates, I’ve wanted to chat with the team at poncle for a while now. I finally had a chance to talk to Geo Morgan (Lead Partnerships Manager) and the poncle team about various topics including working with different platforms, how Xbox Game Pass helped the game, Apple’s support, a potential physical release, my favorite coffee response yet, and much more.

TouchArcade (TA): A lot has changed for Vampire Survivors and poncle since the early access launch on PC. How has the team grown?

Geo Morgan and Poncle (GM): The team has grown a lot since launch! We’re over 25 folks now, across a large array of disciplines. We cross over a lot and we aren’t locked off as to seeing what each other are doing, we’ve got a channel in our workspace that ensures everyones kept up to date the best we can on all the fun things we get up to. It’s been quite exciting watching the team grow (for instance, I joined when there were around 12 people) and seeing all the work everyone does every day is inspiring.

TA: Since the PC release, Vampire Survivors released on Xbox, mobile, Switch, and is coming to PlayStation in the future. How has it been working on the game across all those platforms?

GM: The teams learned a lot working on all the current platforms, and it’s all invaluable knowledge. Each system has its own unique traits and requirements, so learning the best ways we can implement them all to Vampire Survivors has been great, alongside bringing the game to new audiences across a variety of platforms. We find it important to take our time and do the porting internally, so we can ensure a parity of content and experience for the players.

TA: Vampire Survivors is in Xbox Game Pass and is also coming to Apple Arcade soon. While it is too soon to say how it does in the latter, how has Xbox Game Pass been for the game?

GM: Our partnership with Xbox has always been fantastic. Game Pass as a whole provides such a brilliant service to people who just want to give a game a go, and does a great job at removing the barrier to entry to hundreds of games with ours being one of them. It’s been great for Vampire Survivors, as it’s a game that you “get it” after you play it.

TA: Having played the game through its early access release on Steam Deck, through updates, Xbox, and Switch in addition to iPhone and iPad, it has been great seeing how much performance has improved while everything gets more complex. What should we expect for the Apple Arcade version in terms of updates?

GM: Firstly, thank you for playing all the versions! All of our content updates (such as Whiteout, Astral Stair, Tiny Bridge, Space-54, Laborratory and more) will be available on the Apple Arcade version of Vampire Survivors+, and all future free content updates we do will also be available, one of which we may be working on at the moment alongside other things. So long as we deliver free content updates to all formats, it will reach Apple Arcade players. Any DLC that is created by us however, will be added to the Apple Arcade version.

TA: You previously told me the Among Us and Contra DLC was not included in Apple Arcade for licensing reasons. Does this mean cross save will not be available for Apple Arcade when it goes live on other platforms?

GM: On launch, Cross-Save won’t be available between the Apple Arcade and App Store versions, but it is something we’re investigating internally.

TA: How has it been working with Apple on Vampire Survivors+?

GM: Really great! The folks at Apple have been clear, super nice, and easy to work with, any questions we’ve had they’ve answered and any challenges we’ve faced in development they’ve been on hand for.

TA: poncle has been amazing at responding to player feedback across platforms. Has there been anything players ask for that you haven’t been able to implement yet?

GM: We read and consider literally everything, sometimes we are able to address feedback directly and some other times we just let it simmer and eventually influence our future decisions. A big problem we’ve been trying to address for years now, is how to manage platform Achievements so that we can make both players who want them, and those who don’t want them, happy! We haven’t found a solution yet obviously, but we keep talking to the different platforms and testing weird stuff.

TA: If you had no restrictions and unlimited budget, what game or IP would you get into Vampire Survivors?

GM: Our first list of dream collaborations had something like 30 IP’s on it, we won’t be getting into that list, but we hope to tick some more off as the game continues!

TA: Given the low asking price for the game and DLC, looking back, do you think you charged too little for the game? I sure feel like it, given how much I’ve gotten out of it on all platforms.

GM: Not at all! We hear “You charged too little” quite often but we feel for the production value of the game, that’s the price it should cost.

Vampire Survivors 1.0 Steam Deck Review

TA: Can we expect any content exclusive to the Apple Arcade release since it won’t have all the DLC available on other platforms?

GM: We’re not fans of exclusive content, we’d rather put that energy into trying to get the same content to everyone.

TA: Will you ever let players play as a vampire?

GM: What’s a vampire?

TA: For the upcoming PS5 release, are you going to implement DualSense haptics?

GM: When we launch on PlayStation 5, sadly there won’t be any haptic support for the DualSense, nor will the Active Triggers play a part, but traditional rumble will still exist. That’s not saying in the future we won’t add it, however, we’re always looking at all the platforms’ new features and seeing how we can implement them into Vampire Survivors.

TA: Will we be able to carry over our Apple Arcade save into the standalone App Store release and vice versa?

GM: This is something we’re going to look into, but for launch the capability to cross-save between the Apple Arcade and App Store versions won’t be active.

TA: Has the team considered doing soundtrack DLC to bring in new composers to have their own take on classic Vampire Survivors music as OST options?

GM: That’s an interesting one, I think the logistics would be terrifying though.

TA: What is your favorite aspect of the game right now and one thing you wish you could improve?

GM: The favorite aspect is still the reason the game was made in the first place, it offers a straightforward gameplay platform that allows us to make content easily. What’s to improve is how the huge amount of content is managed and how it affects platform Achievements.

TA: Any plans to do a physical release or artbook?

GM: Physical and other media is certainly something we’ve been thinking about for a while and we’re always actively talking about it. As a group of folks that all have collections of vinyl, retro video games, books etc, it’d be great to see our own game in the collection in some way! We’ve already got some merch available on different parts of the web, growing this is a constant working project.

TA: I think Vampire Survivors and Balatro are my two most played indie games in years. Any chance for a crossover between both?

GM: A lot of us (as you can see below) were deeply sucked into LocalThunks’ world of Jimbo and his mult-building joker friends, so it wouldn’t be something off the cards (couldn’t not leave a card joke) as we like to keep our ideas open and the outlets for them to become real open too. Nothing is ever truly off the table for us.

TA: What have you and the team at poncle enjoyed playing this year?

GM: A whole lot of answers to this one! Likely my favorite for the year so far is Like A Dragon: Infinite Wealth, but I know a few of the team played a lot of Balatro, Shadow of the Erdtree, Chained Together, Dave the Diver, Helldivers 2 & Animal Well, a few folks checked out SaGa: Emerald Beyond & Flintlock too. We’ve got a Final Fantasy XIV Online player in the team who’s deep in the new expansion with multiple characters, and Lethal Company has been a team favorite for a while.

TA: How do you like your coffee?

poncle: So, I felt this was a perfect question for our whole team, so here’s as many answers as I could get from the team:

  • Matt – Black.
  • Lee – Also black.
  • Kerri – The milkiest, sweetest coffee in existence
  • David – Out and about – Caramel Iced Latte with cream. Morning coffee – Black from a cafetiere (maybe sugar on the weekend)
  • Zak – Black filter coffee, ideally Hermanos Yellow Fruits as it tastes like Um Bongo mixed with unleaded petrol
  • Guru – Camomile tea
  • Geo – Black, no sugar, no milk, a small amount of cold water (any variety, instant, cafetiere, filter, I’m an animal, sorry)
  • Nickie – Green tea
  • Adam – Flat white
  • Owen – I’m a huge mocha stan, a chocolate fiend. If my coffee is too bitter I simply perish. I like my beans fresh and ground just before so I can pull back some level of control into my incredibly hectic life. I use an inverted Aeropress technique because I want to give the impression that I’m cultured even though I can barely put my T-shirts on the right way round each day. If I’m not paying upwards of £3.50 for a dinky little cup of coffee in an independent shop that features minimalist furniture and plays Lo-fi remixes of Charli XCX songs on repeat, then what even is the point? Frappuccinos from time to time though.
  • Lucy – Herbal Tea!
  • Julie – A nice oat milk latte from the pink Nespresso machine
  • Arran – Very black. Filter, espresso or americano
  • Luca – In a tiramisú

I’d like to thank Geo Morgan and the poncle team and also Jennifer Tam and Peter Nguyen from Apple for their time and help here.

You can keep up with all our interviews here including our recent ones with Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.


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Ace Attorney Investigations Collection Steam Deck and Nintendo Switch Hands-On Preview https://toucharcade.com/2024/08/01/ace-attorney-investigations-collection-steam-deck-nintendo-switch-gameplay-preview-impressions-final-build/ https://toucharcade.com/2024/08/01/ace-attorney-investigations-collection-steam-deck-nintendo-switch-gameplay-preview-impressions-final-build/#respond Thu, 01 Aug 2024 14:59:46 +0000 https://toucharcade.com/?p=326767 Continue reading "Ace Attorney Investigations Collection Steam Deck and Nintendo Switch Hands-On Preview"

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After The Great Ace Attorney Chronicles, I shouldn’t have been surprised by this release, but seeing the Ace Attorney Investigations Collection announced for the West was fantastic because it meant we finally would get to play the other major release in the series that had eluded us for years in Ace Attorney Investigations 2: Prosecutor’s Gambit. Thanks to early access from Capcom, I’ve been playing Ace Attorney Investigations Collection on Steam Deck and Nintendo Switch for preview, and my early impressions are very positive for both games. I’m going to cover how Ace Attorney Investigations Collection feels on both platforms and also how this new version compares to Ace Attorney Investigations: Miles Edgeworth’s original release.

If you’ve not kept up with it, Ace Attorney Investigations Collection includes two adventure games: Ace Attorney Investigations Miles Edgeworth and Ace Attorney Investigations 2 Prosecutor’s Gambit together with quality of life improvements, a gallery, a new remastered HD look, a story mode to sit back and relax, and more. Both games are spin-offs to the main series. Ace Attorney Investigations: Miles Edgeworth debuted on Nintendo DS in the West back in 2010 and saw a mobile version about seven years later. Ace Attorney Investigations 2: Prosecutor’s Gambit debuted on DS in Japan back in 2011, but it never saw an English (or release outside Japan) release until this collection. The iOS and Android release in Japan was never brought over either.

Back when I first played Ace Attorney Investigations: Miles Edgeworth, it felt like a nice change of pace from the mainline games which I loved. It is always good to see developers try different things with spin-offs, and Ace Attorney Investigations going for more of the investigation aspect than the courtroom element made it a nice companion to the main games, especially with how it featured so many characters we all know and love. The sequel was sadly never localized, and that is the main draw of Ace Attorney Investigations Collection in addition to being able to play the first game with HD visuals and an arranged soundtrack. This preview only lets me cover the early parts of both games, so I’ll save my full thoughts on the stories for my review closer to launch. Right now, Capcom has done more than I expected to make the Ace Attorney Investigations games shine on modern hardware.

Having revisited Ace Attorney Investigations: Miles Edgeworth on iPhone and iPad to prepare for this remaster on Steam Deck and Switch, I’m pleasantly surprised at how much of a visual upgrade this release has gotten. With the most recent Apollo Justice Trilogy, there was a good visual upgrade, but those games felt like they’d scale up well anyway. With Ace Attorney Investigations: Miles Edgeworth, I wasn’t sure what to expect. I ended up trying the HD and pixel art visual options to see how I felt. I stuck to the HD option because there was a bit of a visual disconnect using the pixel art option in some of the early locations, and I didn’t like how the edges were handled on characters. It isn’t as bad as the Sonic Origins’ launch mess at all, but I hope Capcom can fix how the pixel art style is rendered for those who want to play with that option. Maybe I need more time to get used to it, but for now I stuck to the HD version.

Ace Attorney Investigations Collection on PC has full keyboard and mouse controls with an option to change how you use the mouse (click or drag), a cursor lock option, and rebinding option for keys. It supports resolutions from 720p (what I used on Steam Deck) to 4K. I played at 1440p on my monitor when docked and it ran without issues. I also tested at 4K and noticed it drop from 144fps to about 130 sometimes when moving, but this collection’s free movement has some camera issues where the camera moves at a lower frame rate. Not a huge deal, but it was noticeable.

Speaking of Steam Deck, Ace Attorney Investigations Collection is already Steam Deck Verified, and I have no complaints with the visuals and performance of it on Valve’s handheld. It just works. It also feels and looks great on Nintendo Switch OLED and Lite.

So far, my only real complaint with Ace Attorney Investigations Collection is the lack of touchscreen support. I enjoyed playing prior releases almost exclusively with touch controls on Switch. Ace Attorney Investigations Collection has no touchscreen support as of this writing. I hope it can be patched in. On Steam Deck, the mouse controls I tested with a wireless mouse made it seem like touch controls would be doable with tapping or dragging to move, but right now, there is no touchscreen support unless you press the Steam button and simulate a virtual mouse or use an external one.

Check out the comparison below to see how the collection on Switch (left) looks compared to the iOS release (right) cropped and scaled to compare:

So far, Ace Attorney Investigations Collection is shaping up to be another win for Capcom, and it finally brings over a game we never had available officially outside Japan in the form of Ace Attorney Investigations 2: Prosecutor’s Gambit. I can’t wait to dig into it more and continue my replay of Ace Attorney Investigations: Miles Edgeworth. I’ll also be trying out the home console versions to see how it scales, but for now, Ace Attorney Investigations Collection feels like it will be more than worth it.

With Ace Attorney Investigations Collection, we have the complete series on modern platforms not counting Professor Layton Vs Phoenix Wright which remains only on 3DS for now. Hopefully Level-5 and Capcom can work on bringing that over as well eventually. Until then, Ace Attorney Investigations Collection is a release you need to have on your radar for September when it arrives on Nintendo Switch, Steam, Xbox One, and PS4. For my full review, I will also be covering the game on Xbox and PS5 if I can.

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‘Monster Hunter Now’ August 2024 Event Quest List and Roadmap Revealed, Teostra and More Included https://toucharcade.com/2024/08/01/monster-hunter-now-august-2024-event-quest-list-roadmap/ https://toucharcade.com/2024/08/01/monster-hunter-now-august-2024-event-quest-list-roadmap/#respond Thu, 01 Aug 2024 06:39:12 +0000 https://toucharcade.com/?p=327010 Continue reading "‘Monster Hunter Now’ August 2024 Event Quest List and Roadmap Revealed, Teostra and More Included"

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Niantic and Capcom have announced August 2024’s event quests including Teostra’s arrival. If you’ve not kept up with the game recently, Monster Hunter Now (Free) has a lot planned to help people play with those all over the world with the Dimensional Link feature. This month will feature Season 2: Dancing in the Tempest Part III arriving on August 16th, a collaboration event, Driftsmelting event, the previously revealed Water Element Quests, Howls of the Flaming King (Teostra), and more coming. It is good to see more group hunt rewards as well. Niantic has slowly addressed most of my complaints with the game through recent updates. Check out the full roadmap with dates in the chart below:

If you’ve not played Monster Hunter Now recently or are planning to just start playing, I put together tips and tricks for the game, details on the weapons, special skills, the current monsters list, my wishlist for future update monsters, and more. You can grab Monster Hunter Now on the App Store for iOS here and on Google Play for Android here. The in app purchases include different sets of gems and upgrades. Check out the official website here. What do you think of the current state of the game and are you looking forward to Teostra next month?

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Vampire Survivors+ and Temple Run: Legends Are Out Now on Apple Arcade Alongside Notable Updates for August 2024 https://toucharcade.com/2024/08/01/apple-arcade-august-2024-new-games-download-vampire-survivors-temple-run-legends-free-updates/ https://toucharcade.com/2024/08/01/apple-arcade-august-2024-new-games-download-vampire-survivors-temple-run-legends-free-updates/#respond Thu, 01 Aug 2024 06:06:52 +0000 https://toucharcade.com/?p=327004 Continue reading "Vampire Survivors+ and Temple Run: Legends Are Out Now on Apple Arcade Alongside Notable Updates for August 2024"

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August 2024’s new Apple Arcade games have just gone live with one original and one App Store Great. Vampire Survivors+ () is the App Store Great featuring its non collaboration DLCs included. This is a great addition to the service for those who don’t already have it, but I can’t see myself recommending it with no way to get the other DLC packs right now. All the game’s DLC is amazing, so missing out on half of the available DLC is disappointing. The original game is Temple Run: Legends, the first level-based runner in the series, and it is out now as well letting players try and earn 3-star ratings on 500 levels in story mode and more. Later this month, Castle Crumble is getting an Apple Vision Pro update on August 29th as well.

Alongside the new releases, a few notable games have gotten big updates in the last week. Stitch. brings in an exclusive DreamWorks Shrek collaboration with 10 hoops in addition to other new hoops in-game. Both Crayola games from Red Games Co have gotten updates as well with Crayola Adventures bringing in the a new challenge, Black Hole Blunder story, and more. Crayola Create and Play+ brings in the Digital Smithsonian Museum, creative activities, a new activity, and more. Hello Kitty Island Adventure is celebrating the Friendship Festival, a new music collab, and more to celebrate one year. Charrua Soccer is getting into the Olympics mood with The Career for Olympus beginning as a unique event in-game.

With the updates done, check head over to our forum threads for Stitch. here, Crayola Adventures here, Hello Kitty Island Adventure here, Crayola Create and Play+ here, and Charrua Soccer here. You can grab Vampire Survivors+ here and Temple Run: Legends here on Apple Arcade. What do you think of this month’s additions and the new updates?

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‘Dead Cells’ The End Is Near Update 35 Releasing on August 19th, No Word Mobile Release Date Yet https://toucharcade.com/2024/07/31/dead-cells-final-update-release-date-version-35-the-end-is-near-pc-mobile/ https://toucharcade.com/2024/07/31/dead-cells-final-update-release-date-version-35-the-end-is-near-pc-mobile/#respond Wed, 31 Jul 2024 19:42:32 +0000 https://toucharcade.com/?p=326974 Continue reading "‘Dead Cells’ The End Is Near Update 35 Releasing on August 19th, No Word Mobile Release Date Yet"

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Back in February this year, we learned that the final major update for Dead Cells would be version 35. Today, Motion Twin has confirmed that Dead Cells The End is Near, version 35, will be launching on August 19th. Since Motion Twin posted this with no platforms mentioned, it is safe to assume that this is just for PC or for PC and consoles only. The mobile version will be arriving through Playdigious. If you’ve not kept up with the game recently, Dead Cells is one of the best games of the last decade across platforms, and it is available on mobile through a standalone release, Apple Arcade, and Netflix. The Dead Cells Clean Cut Update that hit PC and consoles back in April 2023, will be coming to mobile later this year as well. Hopefully we see Dead Cells Update 35 before the end of the year on iOS and Android. Check out the key art for the update below:

If you’ve not gotten Dead Cells yet, read my 2023 review update here covering the Dead Cells Return to Castlevania DLC, patches, state of the game, and more. Dead Cells was our Game of the Year in 2019 when it hit iOS as a premium release done by Playdigious. With update 35, the game will have had 4 DLC packs, 18 updates, and more across 5 years by Evil Empire and Motion Twin. You can play Dead Cells on iOS, Android, Netflix for mobile, Apple Arcade, Steam, Nintendo Switch, Xbox, PS4, and PS5 worldwide. My current favorite versions are the Steam Deck and iOS releases when played on a Steam Deck OLED or iPhone 15 Pro with a controller. What do you think of Dead Cells if you play it regularly?



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Bo: Path of the Teal Lotus Interview – Art and Design Director Christopher Stair on the Game’s Reception, Switch Hardware, Steam Deck Optimization, Physical Release, Vinyl, Mobile, and More https://toucharcade.com/2024/07/31/bo-path-of-the-teal-lotus-physical-release-vinyl-soundtrack-interview-christopher-stair-squid-shock-studios/ https://toucharcade.com/2024/07/31/bo-path-of-the-teal-lotus-physical-release-vinyl-soundtrack-interview-christopher-stair-squid-shock-studios/#respond Wed, 31 Jul 2024 15:50:22 +0000 https://toucharcade.com/?p=326941 Continue reading "Bo: Path of the Teal Lotus Interview – Art and Design Director Christopher Stair on the Game’s Reception, Switch Hardware, Steam Deck Optimization, Physical Release, Vinyl, Mobile, and More"

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Following the game’s launch on PC and consoles, I had a chance to send over some questions to the team behind Bō: Path of the Teal Lotus to discuss the reception, soundtrack, a potential Western physical release, Switch optimization, Steam Deck, and more. Bō: Path of the Teal Lotus is a gorgeous platformer that I enjoyed playing quite a bit on Switch and Steam Deck despite a few issues with the port on the former. I even bought the Japanese physical edition. This interview was conducted before the unfortunate news broke of Humble Games being gutted and the team not having clarity on future updates for the console versions. The responses are all from Squid Shock Studios’ Art and Design Director Christopher Stair.

TouchArcade (TA): What were the inspirations behind the traversal system and locomotion in Bō: Path of the Teal Lotus?

Christopher Stair (CS): At the beginning of development I really got into a game called Dustforce. I really fell in love with the flow of that game. In particular, I really enjoyed their jump/dash refresh mechanic in which you can hit an object and reset your jump and dash. I found that really fun and wanted to base Bō’s gameplay around this reset mechanic. Ori and the Will of the Wisps was also a very huge inspiration behind the movement. It felt so good to chain traversal abilities in that game and that is something I wanted to capture in Bō as well. At the highest level, Bō’s mobility has super high skill expression once players engage with the nuances of the controls.

TA: The aesthetic is gorgeous, and I noticed a lot of interest in the game when I was in Singapore on holiday. I also saw it get a retail release there on Switch and PS5. Are there any plans to do one for North America, Europe, and Australia on PS5, Xbox Series X, and Switch?

CS: We would love to do physicals for all platforms in the West! The physicals and deluxe set that Marvelous INC. put together were absolutely gorgeous and I just recently got to hold it in my hands for the first time in Japan. It was a super memorable experience. Although we currently have no plans for physical distribution in the West, it is something that would like to explore if there is enough demand.

TA: Bō: Path of the Teal Lotus is Steam Deck Verified and it plays amazing on the system. Did the team do any additional work for the platform?

CS: The biggest challenge with the Steam Deck is its slight difference in resolution. We made the game for 16:9 aspect ratios. That little change in resolution was so annoying! We actually had a tough time adjusting once we saw it on the Steam Deck. That was the main thing, other than that it was a fairly smooth experience.

TA: I also like Bō: Path of the Teal Lotus quite a bit on Switch, but it has some performance issues. Are there any plans to optimize the game further on Switch?

CS: The Switch was always a looming presence in my mind while we were making Bō. Honestly, its performance limitations actually really limited me creatively throughout development. That being said, I was pleasantly surprised that once the first port booted up, most of the game ran pretty well on Switch. There were some big problem areas that our porter, Josh Regan, did a great job of smoothing out, but there are definitely still a few frame drops that we are aware of. They will be adjusted easily enough in a future patch. The Switch is super tricky, but I think it turned out pretty well all things considered.

TA: Humble Games brings many of its titles to mobile. Should we expect to see Bō: Path of the Teal Lotus on iOS in the future?

CS: This is something I never really thought about. I think getting the control scheme of Bō to feel good on a touch screen would be a herculean feat. I do think that there could be some clever things down with swiping and such, but that is a whole rabbit hole that I haven’t even begun to conceptualize. If someone wants to help tackle a mobile port, we will welcome them with open arms!

Note: This interview was done before the unfortunate news about Humble Games broke.

TA: Are there any plans to do a vinyl soundtrack? The music is amazing.

CS: I am a HUGE fan of vinyls and making a vinyl for the Bō soundtrack was always very very much in the cards for me. Whenever we find the right partner we will make it happen. There are just a few things that will take precedence. As part of our Kickstarter we are also working on a chiptune and LoFi EP that will include remixes of the music from the OST. These would also make great vinyl opportunities.

TA: How has it been for the team seeing the reviews and reactions from players across all platforms?

CS: It’s interesting, Bō is a bit of a divisive title. You see this in the variance of reviews. The people that the movement clicks for absolutely rave about it, saying that this is the game that they have been waiting for. I think there was a little bit of a disconnect with others because it’s kind of a cute colorful “easy-looking” game at first glance. But it is actually kind of nuanced and sophisticated in a way some people might not have expected. So reading some reviews we wish that reviewers would have engaged with some of the mechanics a bit more like we intended. In the end, I think some of the tutorialization could have been better, which is something we plan to make clearer in future patches.

TA: Also how was it working on so many consoles and PC at the same time for your launch?

CS: Working on multiple ports alongside development on the PC is not something I would recommend. I honestly can’t believe we pulled it off. We are a small team and I can see why a lot of titles opt to do PC releases first and porting later. It just complicated the whole process. If I had to do it again I think we would have just kept working on the PC version first. Things just get so much more complicated and stressful when worrying about multiple platforms.

TA: How do you like your coffee?

CS: Iced Americano. No sugar or cream. Iced Mocha if I am feeling naughty.

I’d like to thank Christopher Stair and Mel Karimzadeh (fortyseven communications) for their time and help here..

You can keep up with all our interviews here including our recent ones with Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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