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A Decade Later: Dark Souls Series Retrospective
A Decade Later: Dark Souls Series Retrospective Incipience, Smoldering, Decay Just over ten years ago, Dark Souls 3 was released worldwide, bringing one of the most prominent and influential RPG series in recent memory to a close. If someone had told 13-year-old me in 2011 that Dark Souls and its yet-to-arrive sequels would not only spawn an entire subgenre of action RPGs, but that it would become one of my favorite games and most beloved series of all time, I’d have called them crazy. One of my closest friends, who was a Demon’s Souls fanatic, urged me to buy the game just a few months after release. Having just acquired a PS3 and looking to expand my horizons, I obliged. The adventure didn’t last long. I got to the Taurus Demon and quickly found myself hard-walled. I didn’t know it then, but I wasn’t quite ready… yet. After that initial experience, I didn’t understand the hype. Worse yet, I was put off and even scared. The “git gud” attitude of certain segments of the community and the general buzz around the game’s difficulty only amplified my hesitancy to jump back in. Some years later, when I got to college, and I had grown a lot as a gamer, that same friend urged me to give it another shot and helped me through Dark Souls . I struggled… a lot. But I started to notice that this didn’t seem as bad or insurmountable as people made it out to be. I loved a lot of the lore elements, and there were some insane thrills along the way. So, I started Dark Souls II: Scholar of the First Sin , entirely of my own accord and totally fresh. Then, everything changed. [caption id="attachment_189326" align="aligncenter" width="614"] Teenage me was terrorized by the thought of this boss for years.[/caption] Dark Souls II is often seen as the black sheep of the trilogy by some fans, but it holds a very special place in my heart as the game that finally made everything really click for me. Much has been made about the numerosity of its bosses and how some of them are underwhelming, but I found the lack of grandiosity and their numerosity to be encouraging, as it felt like a wider test of a player’s full array of skills than the first game. But more importantly, I felt like Dark Souls II did something truly special: it was different, and noticeably so. With the rabid cult following Dark Souls had gathered, it would have been very easy to spit out another game with the exact same themes, setting, and call it a day. FromSoftware did not oblige, and Dark Souls II is unlike its predecessor in appreciable and important ways, both thematically and artistically. Dark Souls III follows this in its own equally interesting ways, offering a distinct visual style, themes, and a discrete metacommentary on the series. A decade after Dark Souls III put the series to an epic and valiant end, I wanted to look back at how Dark Souls succeeded at becoming the closest thing there is to a perfect trilogy. Dark Souls: Triumph of Fire More than its successors, it’s easy to recognize Dark Souls as one of the most historically important and influential games of the last twenty years. It came out at a time when difficulty in video games seemed to be falling by the wayside. More obvious tutorials and player guidance, seen by some as “handholding,” were becoming increasingly common, but Dark Souls stood out as a last bastion of old-school game design that even its sequels don’t quite emulate. It tells the player very little about its world, offers the briefest tutorial, and is very tight-lipped in nearly every regard, from the plot to the intricacies of gameplay. If Dark Souls could be summed up in one word, it would be uncompromising. Much has been praised and discussed about Lordran and its world’s seamlessness, interconnected pathways, and abundance of shortcuts. At every twist, turn, crevice, or path, there are countless cruelly placed enemies that will push stamina to the limit, test positioning, and force players to analyze and remember their patterns. Clearing these hurdles, players find their way back around to previously-trodden ground, and there’s a truly brilliant and organic sense of gratification and discovery. It’s only about halfway through the game – after surmounting some of the game’s roughest challenges – that Dark Souls decides to reward players with the convenience of fast travel, an aspect its sequels noticeably do not maintain. There’s a staunch air of oppression and fear that hasn’t quite been recaptured in the same way since. [caption id="attachment_189327" align="aligncenter" width="640"] The brilliant aura and gleam of the sunset cast across Anor Londo's ramparts and spires.[/caption] Despite all three games offering highly oblique storytelling, with much of the lore and worldbuilding coming through environmental storytelling or item descriptions, Dark Souls is the least layered and most comparatively straightforward of the three – at least on the surface. For much of the game, players are encouraged to link the flame, and on a casual first playthrough, it’s very easy to walk away after the credits roll, thinking a heroic deed has been accomplished. This is especially true if players don’t encounter Darkstalker Kaathe (most won’t!), the other side of the game’s light-dark dichotomy. The splendor of Anor Londo’s sunlit cityscape against the imposing castle is an unforgettable image that imparts the grandeur of light, of man, and of fire’s triumph and splendor. Dark Souls II: Disintegrating Darkness If Dark Souls represented light and its triumph, Dark Souls II takes a decidedly different approach, focusing more heavily on the folly of man. Darkness plays a more central role: psychologically, visually, and even incorporated into gameplay elements. In its incredibly surreal opening, the narrator states: “None will have meaning, and you won't even care. By then, you'll be something other than human. A thing that feeds on Souls. A Hollow." In Dark Souls , players step into the shoes of a hollowing Undead, or one who has been branded by the Darksign, slowly losing their Humanity; in Dark Souls II , this theme is far more ubiquitous. Every time players die, there’s a palpable sense of degradation not just in their body, but in their health as well, with maximum HP decreasing by five percent per death until it reaches half. It imparts a sense of doom, despair, even madness, at the plight of becoming Hollow. It’s even more uncompromisingly difficult in some ways, despite Dark Souls II giving the player so many more build options and mechanics to play with. But it’s not just the player character who experiences the impact of darkness – it’s readily apparent in the world, as well, consuming every aspect of Drangleic, the once-proud, prosperous setting of Dark Souls II . Many areas are draped in shadow so heavily that it’s nearly impossible to see without a torch. [caption id="attachment_189328" align="aligncenter" width="640"] The obsidian tower of Drangleic Castle looms large against the tenebruous, moonlit sky.[/caption] Where Dark Souls II cements itself as a masterclass sequel is in being a firm, wholly different rebuke to its predecessor. As players travel through Drangleic, there’s a much higher sense of dilapidation and ruination present throughout the world. Parallels are drawn to locations in Dark Souls , but they’re never one-to-one. Players can’t even remember their own name, and nobody really remembers much of anything about the past at all – entire eras, histories, and kingdoms rose and fell, only to fade into dark obscurity. This makes players ask, especially those who previously adventured through Lordran, what the point of linking the flame even was. Scholar of the First Sin , the expanded rerelease of the game, goes even further, asking players in one of its endings to perhaps picture something beyond the reach of light and dark entirely. Dark Souls III: Ashen Exhaustion Dark Souls III is the most popular and best-selling of the three games, having been released in 2016 and concluding the series. At this point, Dark Souls centered fire and the triumph of man, whereas Dark Souls II raised an important counterpoint, fully conveying the terror of darkness but also the futility of linking the flame while asking important questions about this duality and cycle – so what could Dark Souls III bring to the table? Ash. Ruination. But more clearly: Dark Souls III is tired. Many are fooled by Dark Souls III and its faster, Bloodborne -inspired gameplay or its retread of locations and themes from Dark Souls into thinking it’s a game rooted in fan service and mass appeal. That it’s meant to piggyback off Bloodborne ’s speed, or to placate certain subgroups of fans who felt burned by Dark Souls II ’s narrative and mechanical departures from the original. But this takeaway can only really be gleaned from the most cursory glance at its world, and, in fact, its artistic direction and visual style convey something wholly different from Dark Souls ’ gross incandescence or Dark Souls II ’s gloomy shadows. Dark Souls III is a big, gray pile of ash. [caption id="attachment_189330" align="aligncenter" width="640"] The hollowed-out shell of Anor Londo rests atop Irithyll of the Boreal Valley, an icy burgh.[/caption] In Dark Souls III ’s setting, Lothric, the Age of Dark is on its way once again, and the local ruler, Prince Lothric, has given up on his duty to link the flame, which flickers fainter and fainter each time it’s relinked. This underscores the game’s core theme: the emptiness and waste of perpetual cycles. Everything as far as the eye can see is caked in gray ash, and the revisit to Anor Londo or any number of other previous locations isn’t an exercise in fan service; it’s an exercise in fan disservice. The layers of countless kingdoms lay atop one another; ruins covered in snowy, lifeless, ashen waste. Anor Londo is distinctly frozen over, devoid of life, and plastered atop another location. There’s no triumph or ceremony at all; it feels… hollow. In fact, the most beloved memories and details within the castle are actively conveyed with clear disrespect and abandon, and the grounds have been wholly desecrated. It’s a way of saying to players, “Want more Dark Souls ? Want Anor Londo again? Really? Okay, here, then have it.” The beauty of Dark Souls III is perhaps best encapsulated in its final DLC, The Ringed City , which takes players to the far, far chronological reaches of the Souls universe: in fact, to the very end of time itself, after who knows how many cycles. Traversing down a cylindrical ashen vortex, players descend down the caked, stacked, ashen rings of countless ruined civilizations, all spiraling down to a pit of ashen oblivion. The mishmashed architecture of churches lay scattered in a mound of decay, with hopes, dreams, and entire generations haphazardly lost to the cruel repetition of the same cycle, doomed to repeat forever. Here, the final boss of the series brings everything to a most fitting close: it’s epic, but it’s also hollow. Everything is gray. There is no flame, no darkness. Spent ash can’t burn. It’s nothing. Hollow. And it was perfect. [caption id="attachment_189331" align="aligncenter" width="640"] It all comes tumbling down, tumbling down...[/caption] Snuffing Out the Guttering Ember Dark Souls, as a series, has been so instrumental, not just to my personal growth as a gamer and for sparking my love of action RPGs, but to the whole RPG landscape. So many games chase the atmosphere, allure, world design, and gameplay rush of Dark Souls , with countless Soulslikes looking to deliver uncompromisingly difficult thrills, that detached and environmental storytelling, or the stark sense of fear in a heavily oppressive world. To catch that first spark that started all the way back in 2011 and birthed an entire subgenre. But what makes Dark Souls so special as a series? It’s just how different its games are, even as part of a cohesive trilogy. It explored every aspect of its thematic considerations in three remarkably distinct and interesting ways. With Dark Souls III ’s success, it would have been very easy to turn Souls into a longstanding, flagship series. But FromSoftware was smart enough to recognize the series’ thematic cyclicality and realize when it needed to end, and the spark of Souls was rightfully and timely extinguished to make way for another path. The post A Decade Later: Dark Souls Series Retrospective appeared first on RPGamer .
RPGamerApr 21
Episode 438: Year of Capcom – Q&A Quest
Episode 438: Year of Capcom – Q&A Quest In this episode, we discuss  Pragmata in detail. We also discuss the legacy of the PlayStation 3. The post Episode 438: Year of Capcom – Q&A Quest appeared first on RPGamer .
RPGamerApr 21
Episode 437: Naming is Hard – Q&A Quest
Episode 437: Naming is Hard – Q&A Quest In this entry of Q&A Quest, we discuss the difficulty of naming podcast episodes. We also answer a score of questions. The post Episode 437: Naming is Hard – Q&A Quest appeared first on RPGamer .
RPGamerApr 21
Palia: Royal Highlands Preview
Palia: Royal Highlands Preview The new region offers an appreciably different type of location to the previous game, both in its overall look and exploration style. Developer Singularity 6 has unveiled its latest free expansion to open beta free-to-play fantasy life-sim Palia . Set to launch on May 12, 2026, the Royal Highlands expansion gives players a brand new region to explore and comes alongside the game celebrating its ten million player milestone. Ahead of its reveal, RPGamer was able to get a quick preview of what lies in store for players. Palia is set in a world where humans are considered a legendary race that disappeared thousands of years ago. Players control a human who suddenly appears in a small village, where they are given their own personal plot of land as they investigate the world and create a life for themselves. The game is fully playable solo, though it is considered by the development team to be “even better with friends”. Royal Highlands follows on from the game's Elderwood storyline and sees players venture into the eponymous region. The game's story content involves uncovering the history of the region and information about the beast of the Elderwood, with it introducing a new character called Eshelon. [caption id="attachment_189574" align="aligncenter" width="640"] The Royal Highlands are a sprawling region filled with ruins from humanity's zenith.[/caption] The Royal Highlands is a sprawling region home to the ruins of an ancient palace and other ruins such as amphitheatres. The region itself has a regal theme and colour palette with plenty of yellow and red, with architecture inspired by opulent Rococo and Victorian styles and the scenery drawing from the Scottish and Guyana Highlands. One of its main elements is Amber Echo, which traps resources and creatures within it. Players are able to free things trapped within the Amber Echo by using axes or arrows. Players will obtain Amber Echo for all gathering activities in the zone, though they will gain significantly more if they have to break down the Amber Echo. This can be used to unlock items and recipes that they find across the region. One of the big additions in Royal Highlands is mounts. Early on, players encounter a creature unfamiliar to the people of Palia , but readily identifiable to them as a horse. Players can switch between the different gaits, with a stamina meter used for its fastest galloping speed. Players will also be able to ride their mounts in their home plots and barns, with the development team showing an example where someone created a track to ride around. There are three breeds of horse, and they are fully part of the game's ranching system. Each breed has plenty of different coat patterns and traits available for players to obtain, with two of the breeds producing plenty of fertiliser for players and the third producing spicy food. [caption id="attachment_189573" align="aligncenter" width="640"] Introducing mounts to the game allows the region to be notably larger than previous ones.[/caption] The Royal Highlands make good use of the horse by being notably larger than previous regions in the game. There are many reasons to explore, including unlocking fast travel locations and finding hidden treasure chests or unlockable decor items scattered around. In addition, players will also be able to find elemental vaults, which require masks obtained by hunting creatures or purchased for echo. In the Royal Highlands, players will also find campsites -- which move location every real-life day and where players can hang out with characters and craft food -- as well as various new materials, fish, insects, ore, and more. Housing also gains significant amounts of content. First is the Ancient Human Home Line, the game's latest set of furniture, housing items, and so forth, which follows the opulent theme of the Royal Highlands and is fully tintable by players. The expansion also allows players to build a third story for their housing. Other customisation additions include a clothing dye system, where players can now dye their clothes with unlocked palettes, as well as various additional decor items available through various methods in the game. [caption id="attachment_189572" align="aligncenter" width="640"] Players will be able to build a third story for their housing.[/caption] The Royal Highlands feature two main new hunting creatures, Jaakcats and Sernuk. The magical forces of the region have seen the creature adapt, gaining elemental masks that adapt their behaviours and add different quirks to how players will need to hunt them. There are four elements of masks, but each works by giving the creature a shield; if players hit the shield, then they will be dazed, giving the creature the chance to escape. Earth masks automatically generate a shield if the creature notices the player, air masks automatically have the shield turn on and off every few seconds, water masks generate a constant rear shield that helps creatures retreat from the player, and fire masks generate a constant forward shield that encourages the creature to charge players. Palia' s Royal Highlands expansion looks to be a strong build on what has come before. The new region offers an appreciably different type of location to the Elderwood, both in its overall look and exploration style. There may not be too many wholesale twists on the existing player experience, and the preview didn't allow for much exploration of its story content, but there looks to be plenty for players to engage with when it arrives next month.   The post Palia: Royal Highlands Preview appeared first on RPGamer .
RPGamerApr 21
Wild Arms 4 Available on PS4, PS5
Wild Arms 4 Available on PS4, PS5 Sony has released PlayStation 2 title Wild Arms 4 on PlayStation 4 and PlayStation 5. The game is available digitally for $9.99/£7.99/€9.99 or included as part of the PS Plus Premium subscription. Previous titles Wild Arms and Wild Arms 2 were released on PlayStation 4 and PlayStation 5 in 2025, with Wild Arms 3 released on PlayStation 4 in 2016. Developed by Media.Vision and originally released in Japan in 2005 and in the west in 2006, Wild Arms 4 follows Jude Maverick, who has grown up in the isolated town of Ciel that floats above the surface of the world of Filgaia. After mysterious ships and forces invade, he discovers a girl held captive by the intruders, with subsequent events leading to Ciel crashing down to the planet and Jude bonding with a forbidden weapon called an ARM. He and various new allies join forces to learn of various secrets at play and find a place within Filgaia. Wild Arms 4 introduces additional platforming elements to the turn-based series, while its battle system makes use of a hexagonal grid where attacks are targeted at parts of the grid rather than combatants.   [foogallery id="189609"] The post Wild Arms 4 Available on PS4, PS5 appeared first on RPGamer .
RPGamerApr 21
Enshrouded’s Forging the Path Update Provides System Overhauls
Enshrouded’s Forging the Path Update Provides System Overhauls Keen Games has released its latest Early Access update for co-op survival RPG Enshrouded ahead of the game's planned version 1.0 launch this fall. The "Forging the Path" update is stated to offer the game's deepest systems overhaul so far, covering combat, character progression, new player experience, crafting, building, and social features. Combat sees the game gaining a new focus resource, which allows players to use new weapon special abilities; new hold-to-charge melee heavy attacks; reworked attack chains for two-handed weapons; upgraded enemy awareness; and wand and fireball improvements. Meanwhile, the game's skill tree has been reworked, with skills now able to be upgraded; while equipment is able to upgraded with runes that unlock new perks. Other changes include tutorial and starting area improvements, a quest log overhaul, item set completion rewards, reorganised crafting recipes, and more. Finally, the game also now has the first iteration of a new Adventure Sharing feature, which lets players share their game worlds with others to explore. The full changelog is available here . Enshrouded sees players awaken in the open world of Embervale as the “Flameborn”, the last hope of an ancient civilisation whose people have been driven to madness and controlled by the Shroud. The game features single-player as well as co-op for up to sixteen players, including dedicated server options. The game is currently available on Steam Early Access , with its version 1.0 launch also bringing the game to PlayStation 5 and Xbox Series X|S consoles.         The post Enshrouded’s Forging the Path Update Provides System Overhauls appeared first on RPGamer .
RPGamerApr 21
Ys Memoire: Revelations in Celceta Review
Ys Memoire: Revelations in Celceta Review Adol of the Forest Ys's Adol Christin is a pure and entertaining character; his passion for exploration endures no matter the location or situation.  Finding himself without memories and an entire uncharted forest in Celceta to explore, makes everything feel new again for the adventurer.  Under the title Ys Memoire: Revelations in Celceta , Nihon Falcom’s Switch remaster of Ys: Memories in Celceta offers a fairly straightforward but very fun adventure to be had.  The isometric action RPG may start sluggishly, but it recovers recovers soon enough to become a fun entry in this long-running franchise. The game starts with Adol passing out in front of the inn in the town of Casnan, later waking with no memory and being told of a friendly acquaintance, Duren.  When a mine collapses and monsters flood the place, Adol's caring nature shines through as he drags Duren to save everybody.  Meanwhile, the new governor general sent by the Romun Empire and leader of the fledgling mining town seeking out someone to map out the uncharted forests of Celceta surrounding the town.  With Duren recalling that Adol has already been into forest, and they partner up to investigate Adol's missing memories while earning money from their explorations. The time spent with just the two of these characters extends too long, but when additional members join up with them, the plot doesn't give a lot of time to the new party members.  Still, the quirky traits of those Adol meets combined with a generally light-hearted adventure continue to bring the smiles as the journey progresses. While Adol can “speak,” his contributions to events are mostly flavour text that occasionally adds jokes and background to situations, which means his allies largely drive the story.  There are five other party members that join the playable cast, each of whom has a fun but narrow-minded personality that makes for an enjoyable adventure.  Duren ends up the punchline to everyone's jokes, while the rest of the cast are important people picked up from each village found on the journey.  There's an overarching theme: Adol goes on a wacky excursion, a misunderstanding happens, and this leads to solving a village's local issue, which results in gathering more clues to solve the overarching problems of the whole forest.  These main story beats don't tread any new ground, but when it's full of cute, endearing, and entertaining moments, it makes for enjoyable exploration to find the next village. [caption id="attachment_189500" align="aligncenter" width="640"] Something tells me that this Adol character and ships get along swimmingly.[/caption] The map of Celceta is interconnected by monoliths that dot the path, allowing teleportation between them.  However, the early portions of the game limit the effectiveness of the fast travel, which means it still involves multiple screens of backtracking to a main hub to replenish resources.  It does change later on around the same time that the story opens up, but that first burst of exploration is almost a third of the map completed before it becomes easy to traverse.  Once the party and village count start to expand and the world starts to gain some urgency beyond Adol's memory recovery, everything starts to sink into place and exploration continues at an enjoyable clip that alternates between forest charting, dungeon diving, and quest fulfillment. Sidequests in Ys Memoire: Revelations in Celceta generally either involve defeating a dangerous monster or bonding in an amusing event with an NPC while collecting some kind of resource.  These moments make the world feel more lived in, and it’s a shame that the relevant party members don't get similar focus to the NPCs involved in the sidequests.  Party members guest star as a voice for Adol, but they typically just engage in small pleasantries and ease introductions without really showcasing any of their personality.  Additionally, sidequests are bunched together, often only appearing after the next village problem is completed, which leaves long periods where there's a singular focus on the main story beats with nothing else to do. Players control one character while the other two active party members are controlled by the AI with basic attack or evade options, with the controlled character able to be swapped on the fly.  Each character deals slash, pierce, and strike damage, with two party members assigned to each one.  Many regular enemies have a weakness to one of the damage types, and will also yield more rewards when defeated with that type of attack.  This makes it very useful to swap between characters often, other than just exploring their abilities and keeping things from feeling stagnant. [caption id="attachment_189498" align="aligncenter" width="640"] Exploration has its fun slides to it for sure.[/caption] Skills use a meter that recharges when damaging enemies that refills quickly, with new skills learned somewhat sporadically, often coming from controlling a party member against a tough foe.  Up to four skills can be equipped at any time, mapped to face buttons, and initiated by holding down the R button on the top of the controller.  This button combination occasionally does not recognize the trigger being hit, and characters end up guarding or dodging rather than using an attack.  However, under the fast-paced system this generally just leads to taking a bit of extra damage, rather than it being a consistent problematic issue.  A separate meter builds up to allow a special attack called an EXTRA, which slows down time and does a ton of damage, and is often best saved for boss fights.  Overall, these systems provide some added enjoyment from swapping through characters and engaging in the routine combat.  It is much more enjoyable to have that full party of possibilities rather than that first burst of exploration where minimal healing, few skills, and two party members lead to slow portions to go through. The AI party members deal less damage, and are relatively safe from being harmed too much by the enemies, leaving it a mostly one-person show.  Still, swapping between party members adds variety to attacks and skills, keeping combat fresh enough to stay enjoyable.  Boss fights require dodging and parrying a bit more to stay alive due to their larger health pools, and often add in mechanics such as attacking pillars of energy to make the enemy vulnerable.  These grand arena slugfests are a lot of fun, if a bit chaotic, as the busy motions can occasionally make it difficult to see where the character is for a timely dodge, or noticing they are looking the other direction for a special attack shot into nothing instead of a monster’s hide. [caption id="attachment_189499" align="aligncenter" width="640"] Big explosions aplenty as the party tries taking down a boss.[/caption] Enemies respawn on screen after around a minute of idling, or when transitioning between maps, which can lead to issues when trying to heal with an artifact, or when figuring out where to go next.  Typically, just progressing forward will yield enough resources and experience to be worthwhile, so there’s no need to dawdle with grinding encounters.  Ys Memoire: Revelations in Celceta has resource nodes that are found while exploring, though some materials can come from defeating enemies.  These eventually have a use in creating consumables, refining gear, or crafting accessories, but for most of the game, they can be sold for additional funds or help with an odd side quest.  Refining doesn't feel like it changes the usefulness of the weapons, while accessories are found organically from treasure chests. Adol has a set of artifacts gained and unique actions for each party member that help with puzzles and basic dungeon traversal.  Adol's skill is collecting his memories that manifest on screen as balls of light that distort the surroundings, and give a minor attribute boost while showing a brief glimpse of what came before.  Duren’s skill is picking locks on chests, while the remainder of the party affect dungeons in smaller ways, such as breaking holes in weakened walls or charging up stations with magical energy.  Artifacts have a variety of effects: some generate extra gold or allow for faster healing when standing still, while others work with environmental puzzles such as shrinking the party’s size or letting players dive underwater.  One pleasantry is that these environmental puzzles appear frequently, making for enjoyable situations that are just a fun dopamine hit and vary up dungeon exploration. [caption id="attachment_189501" align="aligncenter" width="640"] No one messes with the frog king.[/caption] Ys Memoire: Revelations in Celceta does a good job of keeping the action moving on screen.  There are no framerate drops from big flashy moves, but the visuals do feel muddled during frantic action sequences during boss fights.  Environments have some varied details, but do not particularly stand out one way or another, beyond a lot of green used from the forest motif.  Story cutscenes feel routine, and while the dialogue gets the story across commendably, the visuals are all in-game models that undercut the comedic and dramatic moments by feeling robotic.  The soundtrack has a chaotic energy to it, and seems to lack a unified voice.  This carries into location themes; one section of the map might have a quiet melodic tone, only to suddenly shift into a clash of guitar and violin that keeps the pace frantic.  While the overall flow is disjointed, it is at least never boring and definitely keeps players guessing. Adol Christin embodies adventure, and even with amnesia, there's a fun cast of characters and enjoyable combat surrounding him to carry through its thirty-hour length.  Pacing issues do slow things down at the beginning, but once the story starts hitting that next gear, everything ramps up to match that enjoyably brisk pace.  There are nitpicks that drag it down from being something truly special, but there's a perfectly serviceable action adventure in Ys Memoire: Revelations in Celceta .  The story of Adol continues, and this outing will keep players interested in seeing where the winds take him next.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Ys Memoire: Revelations in Celceta Review appeared first on RPGamer .
RPGamerApr 21
Super Robot Wars Y Expansion Pack, Free Update Revealed
Super Robot Wars Y Expansion Pack, Free Update Revealed Bandai Namco announced a new Expansion Pack: Infinite Dimensions DLC and free update for mecha strategy RPG Super Robot Wars Y . The Expansion Pack: Infinite Dimensions  DLC will release on April 22, 2026, while the free update is available now. Expansion Pack: Infinite Dimensions  adds eight new playable units, twenty-six new Area Missions, and a new Assist Crew Member. It also adds a new "Master" hard mode to the game, plus an addition bonus mission. The units and missions involve six features series: Space Runaway Ideon , Mobile Suit Gundam: Char’s Counterattack -  Beltorchika's Children , Idolm@ster: Xenoglossia, Star Driver the Movie, Cross Ange: Rondo of Angel and Dragon, and Eureka: Eureka Seven Hi-Evolution . Meanwhile, the game's version 1.3.0 update adds six new episodes to the game, as well as a free preview episode for the Expansion Pack: Infinite Dimensions DLC. The new story episodes feature the three-episode "Revol. War" scenario, which acts as a prequel to the main story, and the three-episode "NOAH Brand’s Battles" scenario, which take place just after chapter seven in the story. Both scenarios are accessible after completing chapter six in the game. Super Robot Wars Y  is available on PC, PlayStation 5, and Nintendo Switch. The game features an original story combining the universes of various mecha anime series, with players commanding a force against foes on a grid-based battlefield. Those looking to read more about Super Robot Wars Y can check out  Sam Wachter’s review  of its PlayStation 5 version.   The post Super Robot Wars Y Expansion Pack, Free Update Revealed appeared first on RPGamer .
RPGamerApr 21
Cralon Released on Steam
Cralon Released on Steam Developer Pithead Studio, founded by former Piranha Bytes developers Jenny and Björn Pankratz, has released its first-person action adventure dungeon-crawling RPG Cralon on PC. The game is available via Steam , priced at $19.99. An Epic Games Store release is planned to follow at a later date as well as PlayStation 5 and Xbox Series X|S versions. Cralon puts players in the role of the eponymous Cralon the Brave, who is hunting a demon preying on a nearby village. However, he is surprised and ends up falling down an old mine shaft. Looking to escape, he ventures its maze of corridors, soon learning there is more to mine than there initially seems, using the assistance of the creatures living there to uncover its secrets. The game includes choice-driven dialogue, various side quests, and numerous puzzles and traps, as well as documents and other items to find that offer clues and background information. It has both melee and ranged combat, opportunities for players to upgrade their character, and various recipes and crafting options.   The post Cralon Released on Steam appeared first on RPGamer .
RPGamerApr 21
Manafinder II Announced
Manafinder II Announced Developer Wolfsden LLC announced Manafinder II , a follow-up to party-based RPG Manafinder . The game is planned to release on PC in early 2027 and is available to wishlist on Steam . Manafinder II is  set in a distant future from the first game, where humanity has been all but eradicated, and its ruins are filled with the misanthropic Purged. The game follows Rey, seemingly the last human survivor, who elects to live out his life in isolation until his Luperci friend Remus brings him important news. The game will feature a story that lasts around ten to twelve hours, with additional side content bringing the total content to around twenty hours. Players will recruit six party members as they explore five distinct regions of the fantasy world of Theia and fight over 150 different foes. They will pick up various items and weapons, as well as fish, cook, harvest plants, and mine elemental ores to help their quest.   [foogallery id="189540"]   The post Manafinder II Announced appeared first on RPGamer .
RPGamerApr 20