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DRAGON BALL FighterZ Pass 2 - News


Just when players thought the frenetic fighting action in DRAGON BALL FighterZ could not reach higher levels, we bring six more characters into the fight with the DRAGON BALL FighterZ - FighterZ Pass 2. Literally kicking things off in the new FighterZ Pass 2 will be the arrival of Jiren and Videl, who are joining the rest of the DRAGON BALL FighterZ on January 31, 2019 in the Americas. DRAGON BALL SUPER Broly and SSGSS Gogeta are also on their way; more news will be shared soon about their impending arrival.

Each character in FighterZ Pass 2 can be purchased separately for $4.99 USD or all six characters can be purchased for $24.99 USD ($5.00 USD discount).

Head over to the following YouTube link to see Jiren and Videl in action:


DRAGON BALL FighterZ is available for purchase now in the Americas for the PlayStation®4 computer entertainment system, Xbox One, Nintendo Switch, and PCs via STEAM®.

About BANDAI NAMCO Entertainment America Inc.

BANDAI NAMCO Entertainment America Inc., part of BANDAI NAMCO Holdings Inc., is a leading global publisher and developer of interactive entertainment for all major video game consoles, iOS, Android, and online gaming platforms. The company is known for creating and publishing many of the industry's top video game franchises including PAC-MAN®, GALAGA®, TEKKEN®, SOULCALIBUR®, and ACE COMBAT®. BANDAI NAMCO Entertainment America Inc. Is the premier publisher in the Western hemisphere for anime based video games including NARUTO SHIPPUDEN™, DRAGON BALL Z®, and ONE PIECE®. More information about the company and its products can be found at http://www.bandainamcoent.com or www.facebook.com/BandaiNamcoUS


Article by Susan N.
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Future Tactics - Retro Reflections

Cover image taken from http://www.thecoverproject.net/view.php?game_id=3412

There are few strategy titles on PS2 and I was lucky to discover Future Tactics. The game combines colorful graphics with turn based combat and a simple command system. Its production values are nothing special but it was challenging and fun.

The adventure takes place on Earth, in a future that is not clearly identified. Aliens that look like humanoid insects and carry advanced weapons have attacked us and destroyed civilization. The hero, Low, is a young, careless man who struggles to survive with his father and little sister, Pepper. Soon, the father is killed and Low has to raise Pepper on his own. Later you meet more persons, who help you in fights. However, the plot and character development lack coherence and could use more work.

Concerning the action, you don’t gather resources, construct buildings or develop technologies. You simply control a small team who has to achieve a goal in each mission, for example, destroy all enemies or reach the exit. If all characters die you must restart the stage. Combat is divided in turns. First, it is your turn to act, then it the enemy’s turn, then yours again, etc. What makes the game different is that almost everything, including the ground, can be destroyed. One blast can vanquish a large rock and a few laser shots are enough to reduce a house to ruins.


During your turn every character has to be given orders: move, attack, rest. Moving is done freely inside an area with a green perimeter. For example, if you are in the middle of a settlement you can run from one side to the other as many times as you like during one turn, provided, of course, you stay in the green area. You can even climb on natural formations and constructions to reach bonuses or aim at your enemies from a better position. Have in mind that aliens communicate with each other, so if they see you they will be on alert. Attacking is ranged, using a manual targeting mechanism, or melee, if you stand next to an opponent. There are two types of weapons used: pistols and rocket launchers. The more accurate you are the more damage you deal, it is possible, though, to miss completely and deal no damage at all. Generally, the rocket launchers seemed promising but they proved to be unreliable. The pistols are much preferable, however, you cannot choose weapons; every fighter has standard gear. Each character has one attack per turn unless you get the “x2” upgrade.

After you have attacked you can still move, mainly to find cover, inside an area with a blue perimeter. To complete a character’s turn you “rest”; make sure you do that in a safe place, for example behind a wall or inside a deep crater. During resting you can heal or activate your shield but there are limitations: the shield, which absorbs damage, needs two turns to recharge, and if you are shot while healing you lose a lot of health. Thus, it is important to choose wisely when to heal, activate the shield or simply rest.

The controls are practical: you select icons for all actions and move the camera freely to spot enemies, picks-ups and places of interest. If you are unsure about whether you should attack an alien you can activate the targeting mechanism without firing, to calculate if the shot is possible. The game also shows you the perimeter of the blue area before you fire so that you can judge whether you should attack from the current position (it is almost suicide to shoot and leave your character open to enemy fire afterwards).


Scattered around, you find health packs and toolboxes that provide extra abilities: zoom-in for precise aiming, increased damage, etc. When you pick up an upgrade you select the character who equips it, which comes in handy. Upgrades are often hidden, e.g. you may have to blow up a boat or building to find them. In addition, upgrades require certain character levels to be activated. Levels are gained by hitting or killing enemies. If you lose and restart a mission you keep all experience gained and upgrades collected so you never feel that your effort was wasted.

The graphics are nice but far from impressive. The textures and polygons do not provide for high quality scenery and the character models are a little crude. On the other hand, there are many things I liked: the cartoonish design style, how everything can be destroyed, the lively colors and variety of locations, including a village, ruined bridge, snowy square, windmill and alien installation. The sound is good. I loved the explosions and the aliens’ screams or how they complain when they are about to be exterminated. The music also complements the action properly, whether it is carefree and light or eerie and ominous.


The game is not long or difficult so I completed it without many problems. I have to point out, though, that the second, third and fourth stages are hard: if a character is killed you lose immediately and enemies are very strong. However, things become more fun afterwards: upgrades make aiming easier and dead characters can be resurrected after a mission, so you do not have to keep everyone alive to win. Besides, the aliens have two important weaknesses you can take advantage of: they die instantly if they fall in water and they stay inactive if they have not spotted you.

Future Tactics was a pleasant surprise. Fans of hardcore strategy will find it shallow but those who want simple turn-based alien-blasting action can appreciate it. I wish it had a sequel, with better graphics, a decent story and richer gameplay. The basics, however, are solid.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Zed Two
Publisher(s):
Crave Entertainment (NA)
JoWood Productions (EU)
Genre(s):
Strategy
Mode(s):
Strategy
Other Platform(s):
Microsoft Xbox
Nintendo GameCube
PC

Source:
Purchased


Article by Dimitris
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DRAGON BALL Z - Project Z News


SANTA CLARA, Calif., (January 28, 2019) – Leading anime video game developer and publisher BANDAI NAMCO Entertainment America Inc. today announced DRAGON BALL GAME – PROJECT Z (working title) for the Americas on the PlayStation®4 computer entertainment system, Xbox One, and PCs via STEAM®. This new Action RPG (role-playing-game) is slated for a 2019 launch and will take players on the most dramatic and epic telling of the DRAGON BALL Z story, experienced through the eyes of Kakarot, the Saiyan better known as Goku.


Currently in development at Tokyo, Japan based video game developer, CyberConnect2; the game will tell the legendary story of DRAGON BALL Z, taking players on an unforgettable adventure to experience over-the-top battles and challenging quests, create life-long friendships, and crusade to protect Earth from fearsome villains.

“Combining the fabled story of DRAGON BALL Z with a proven video game development studio is a surefire way to create an awesome DRAGON BALL adventure,” said Eric Hartness, Vice President of Marketing at BANDAI NAMCO Entertainment America Inc. “We can’t wait to unveil the official name for the game and share more gameplay details with players!”

DRAGON BALL GAME – PROJECT Z
(working title) is scheduled to launch in the Americas in 2019 for the PlayStation 4 system, Xbox One, and PCs via STEAM. For more information regarding DRAGON BALL GAME – PROJECT Z (working title) or other products from BANDAI NAMCO Entertainment America Inc., please visit: https://www.bandainamcoent.com, or follow us on Facebook at https://www.facebook.com/BandaiNamcoUS, or join the conversation on Twitter at: https://www.twitter.com/BandaiNamcoUS.

About BANDAI NAMCO Entertainment America Inc.

BANDAI NAMCO Entertainment America Inc., part of BANDAI NAMCO Holdings Inc., is a leading global publisher and developer of interactive entertainment for all major video game consoles, iOS, Android, and online gaming platforms. The company is known for creating and publishing many of the industry's top video game franchises including PAC-MAN®, GALAGA®, TEKKEN®, SOULCALIBUR®, and ACE COMBAT®. BANDAI NAMCO Entertainment America Inc. Is the premier publisher in the Western hemisphere for anime based video games including NARUTO SHIPPUDEN™, DRAGON BALL Z®, and ONE PIECE®. More information about the company and its products can be found at http://www.bandainamcoent.com or www.facebook.com/BandaiNamcoUS


Article by Susan N.
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Legrand Legacy: Tale of the Fatebounds - Switch Review


There can be little doubt that Legrand Legacy: Tale of the Fatebounds is purposely trying to tickle that nostalgia so many people such as myself have for older JRPGs from the early days of the PlayStation. These types of games can be comfortable, even a little bit safe, but oftentimes come up short because they fail to provide a meaningful experience beyond recalling the roleplaying days of old. The good news is, Legrand Legacy manages to avoid those pitfalls for the most part and provides a rewarding experience for those willing to invest some time into it.

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JUMP FORCE New Trailer - News


A new JUMP FORCE trailer highlighting newly announced characters from the NARUTO universe and Dragon Quest: The Adventures of Dai, is now available at the following YouTube address:


JUMP FORCE celebrates the 50-year anniversary of Japan's influential Weekly Shonen Jump magazine y pitting its most popular franchises together including DRAGON BALL Z, ONE PIECE, NARUTO SHIPPUDEN, and many more in this electrifying area-based brawler. JUMP FORCE will be available for the PlayStation 4 computer entertainment system, Xbox One, and PC via STEAM on February 15, 2019. Fans who pre-order the JUMP FORCE Ultimate Edition will be able to start playing JUMP FORCE three days early on February 12, 2019!

About BANDAI NAMCO Entertainment America Inc.

BANDAI NAMCO Entertainment America Inc., part of BANDAI NAMCO Holdings Inc., is a leading global publisher and developer of interactive entertainment for all major video game consoles, iOS, Android, and online gaming platforms. The company is known for creating and publishing many of the industry's top video game franchises including PAC-MAN®, GALAGA®, TEKKEN®, SOULCALIBUR®, and ACE COMBAT®. BANDAI NAMCO Entertainment America Inc. Is the premier publisher in the Western hemisphere for anime based video games including NARUTO SHIPPUDEN™, DRAGON BALL Z®, and ONE PIECE®. More information about the company and its products can be found at http://www.bandainamcoent.com or www.facebook.com/BandaiNamcoUS


Article by Susan N.
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Edge of Eternity - PC Preview


Edge of Eternity was a wildly successful Kickstarter back in early 2015 that gathered four times the desired funding and promised a potential release of December 2016. By way of most Kickstarted campaigns, Edge of Eternity did not meet full release. Be not dismayed though, as the utterly fantastic folks over at Midgar Studio have been open, communicative, and genuinely honest about the development process. Oh, and did I mention that they have pushed regular alphas and betas to their backers like Pierre-Yves? Or that they have taken the feedback to heart and have implemented many quality of life changes recommended by the very gamers that have funded the development? No? I failed to mention that? My bad…

To put it plainly, Edge of Eternity is a love story (and not to be confused with Ken Follett’s Edge of Eternity book … there might be some confusion there, and concerns with regard to the title …). I am not speaking of the plot or storyline within the actual game, but rather one being told by Midgar Studio that highlights some of the best aspects of roleplaying games in a wonderful mix between Western and Japanese-style (JRPG) games. Set in the huge and utterly gorgeous world of Heryon, your adventure will take you through a world so alien yet so familiar, that at times your breath will be taken away.

Along your journey you will meet a wonderful cast of characters, each with their own unique backstory, skillset, and a genuine personality that is acted out wonderfully by the voice actors. Given how intricate and wonderful each area you visit looks, I sincerely hope that Midgar Studio is able to put in a screenshot / photography mode because holy crap … for a small studio of seasoned developers, this game looks damned good. The icing on the cake? It is also great to actually PLAY.


I have seen far too often that good graphics do not equate to good gameplay, but Edge of Eternity is wrapping up to be an excellent combination of the two. I do, though, have one significant, if personal, gripe with Edge of Eternity. While not as bad as my beloved Atelier games, Edge of Eternity has this issue where walking animations and the speed with which the characters move, does not match. This makes the characters look like they are gliding along the ground rather than actually walking. It is a nitpicking thing, but it bugs me to no end and really breaks the experience. With the more realistic graphics of Edge of Eternity though, it is far more annoying than the anime-inspired style of the Atelier games.

Please keep in mind that Edge of Eternity is currently in Early Access so there are bound to be issues, crashes, or confusing elements as the game is still in development. One such glaring item is the UI; it is still full of simple placeholders and is relatively bad with regard to its look and overall design; have some patience though, as it will surely be changed with coming updates. Other issues might crop up as well, while I myself have not had any serious crashes or issues, I have seen reports from others that they were running into problems. Most, though, seemed to be addressed (or rather, lightly mitigated) by ensuring your graphics card drivers are up to date. I do think that non-combat control could be improved a little, but it is largely passable (interacting can be wonky sometimes).

Though there may be odd behavior that, at times, can be frustrating (patience!), there is one aspect I am enjoying thoroughly and that is the combat. Hearkening back to the Good ‘Ol Days where turn-based RPGs ruled the day, Edge of Eternity uses a general style of combat not all that unlike Final Fantasy IV though X, colloquially called “ATB” or “Active Time Battle.” Frankly, I love it. A lot of nostalgia going on there and it will really come together as level progression (which, from what I can tell, may be very Western-inspired, though at the time of this writing there was limited access to that information/gameplay feature) happens. Plus having an actual user interface would be nice … I REALLY hope that what we have is not what is being included; it is too glow-y and Sci-Fi minimalist, which does NOT fit the aesthetic, alien as it is.


Though limited due to its Early Access state, Edge of Eternity is moving along, albeit slowly, yet is in a fully playable release. Even if it is only a few hours long, the Early Access gives you more than enough to show just how much potential there really is in it. I might have a few little concerns about it, mainly the way people move and some of the optimization issues I saw, but Edge of Eternity is still a solid experience with plenty of substance. Hopefully by the end of 2019 we will see a more fleshed out and fully optimized release, but for the time being, what we have in Early Access is an excellent introduction into Heryon.

You can pick it up on Steam here,

Game Information

Platform:
PC
Developer(s):
MidgarStudio
Publisher(s):
Playdius
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Consoles on release

Source:
Provided by Publisher


Article by Robert
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Sinner: Sacrifice for Redemption - News


 

HONG KONG – Jan. 28 2019 – Sinner: Sacrifice for Redemptionthe boss battler from publisher Another Indie and the AAA veterans at developer Dark Star Game Studios, incorporates additional game modes, a new boss and two more weapons when it brings the fight to Steam on Feb. 19, 2019. Discord, Nintendo Switch, PlayStation 4 and Xbox will receive the new content in a free update at the same time.

New Game+ will add three new challenges for the ultimate tests of skill. The Trial of Speed will grant Adam swiftness in exchange for losing invulnerability during dodge rolls, Trial of Consequence will make death permanent and Trial of the Sinner will combine both modifiers for the most challenging experience yet.

The haunting action RPG’s arsenal of bosses will expand with the addition of Cowardly Modic, the fowl-est boss yet, a giant deadly armored chicken. Defeat the brutal bird to unlock two weapon sets based on other bosses’ kits, twin swords and a sword and shield combo, to complement Adam’s already powerful arsenal.

Sinner: Sacrifice for Redemption challenges Adam to defeat specters from his past, each based on one of the seven deadly sins. Sacrifice Adam’s vitality, strength or another trait before battle, making each fight more treacherous than the last. The perilous journey through a macabre landscape culminates in a fearsome final boss which Adam must defeat to find atonement in one of multiple endings.

“Our most significant update yet is designed to give players more ways to challenge themselves,” says Iain Garner, director of developer relations, Another Indie. “PC Gamers who have been waiting for Sinner to arrive on Steam won’t be disappointed, as they will receive the most content-packed edition.”

Sinner: Sacrifice for Redemption is currently available on Xbox One, PlayStation 4, Nintendo Switch and Discord for $18.99 in English, Spanish, German, French, Chinese (Simplified and Traditional), Japanese, Korean, Portuguese and Russian. 

For more information about Sinner: Sacrifice for Redemption visit the official website, check out the Another Indie Discord or follow the game on Twitter and Facebook.

About Another Indie

Headquartered in Mongkok, Hong Kong, Another Indie believes that language and geography shouldn’t be an obstacle to gamers who want to enjoy the best that the world has to offer and strives to bring to the west the best games coming from China and Southeast Asia.

About Dark Star Game Studios

Composed of seven Chinese AAA veterans with backgrounds at companies including Ubisoft, Blizzard and Konami, Dark Star Game Studios aims to make AAA quality games for a hardcore crowd.






Article by Susan N.
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Valthirian Arc - Switch Review


Job interviews are the worst. So it's a good thing that our story starts past that and with the handing over of keys to the kingdom's prestigious academy. Given to you by the now former principal and husband to the current High Queen, you'll be teaching the youth the ways of adventure while serving the entire realm as well as its six queens. Trying not to show favoritism, building bigger walls to better train your students and keeping the territory safe will require some effort and to top it all off? You need to graduate students at the end of every semester so there's no lounging around.

Valthirian Arc: A High School Story is a deceptive title. On one hand it’s a light simulation while on the other it’s a light action RPG. The reason that it’s deceptive is that from start to finish it’s never more than what it was presented to be in the opening five minutes but it feels like it could be. So on the first hand you have the Academy that you start to build new facilities for as the semester advances. On the second you send out students on quests that while mechanically are either fetch or destroy, story wise it’s anything from helping out on a banquet to running around after some wannabe Necromancer. My biggest issue is that it never goes past this point but the overall is so damned addictive that after twenty hours and the credits rolling, I was happy to have done it.

Taking it from the top, you are the new Principal of the Academy. As the principle you are tasked with overseeing the school, its development and the quests that it sends its students on. A bit of a disconnect is that with all of the NPCs present, you, the Principle, are nothing visible tangible. The NPCs talk to you but you yourself have no form and it wasn’t until much later in the adventure that I even realized that while out on a quest, students are students and you as the invisible form are the Principal at all times. It’s kind of weird and it would have been better to have either an avatar or simply keep the two separate especially on a quest where it makes no sense to even be there.


Sending students on quests is the manner in which the story advances. Each quest has a description on the world map as to what the goal of the quest is, what its rewards are, and what level of difficulty the party that you send out are up against. These quests are hands on in which you get to control a party of four in which you control one and the other three follow along. Available for tactics are Focus, which let you run around more quickly, Aggressive, which let you hit harder but take more damage, and Defensive which lets you take less damage but you also don’t hit as hard. Enemies are seen on the field and once you’ve completed your objectives the mission will either automatically end or it will tell you to hustle to the portal. Do you need to hustle? No. You can take your time taking out any other enemies along the way and gathering materials from the sheer number of breakable items littered in every stage.

The second set of possibilities to send your students out on are Errands. Errands are basically like your quests but hands on in which you have to hope that a student’s level, class and equipment loadout is enough to handle the job alongside their peers. Like quests, Errands will require an amount of time in which the students will be gone from the Academy. Two weeks, three, four, twelve, the Errand will state it and for while they are gone, there’s no way for you to interact with them short of cancelling the quest and calling them home. Working with magics numbers, you have a total of three parties and you only ever want to send two parties out on Errands at a time as time itself moves slowly and the only way to blast past it is the time that playing a Quest will take which also range anywhere from one to four or six weeks away from the academy.

Regardless of the style of adventure that you send your students on, they’ll be leveling up and getting to be more powerful. As basic students they aren’t worth all that much even if you begin to buy or forge them new equipment to take with them on their adventures. So once they’ve hit level 10, it’s time to give them a bit of a class upgrade. Knight, Scout and Mage paths become available soon enough after the start of the adventure allowing you to take on tougher quests and foes.


What becomes interesting, if not annoying at the beginning, is that while you can keep students around, it’s not recommended. The reason for this is that the first batches of students have a maximum level of 10. The batches a few semesters in start being able to be leveled up to 15, then 20, then finally 25. Alright so other than a bit more in the character stat department what’s the point? The point is that some skills in the later classes unlock at 15, 16 or 17 making the earlier batches of students not worth keeping around for adventuring purposes and graduating them should be a bigger focus which brings us to the last element, graduation.

Graduation is when you set a student up to leave the school as their education has been deemed complete. In order to do so a student has to be at least level 10 in the character class that they currently occupy. The higher the level, the higher the class, the better the rewards that you will receive when graduation comes at the end of a semester. Rewards are both a cash influx as well as a reputation boost to your school which is needed to build better facilities and upgrade current ones past their current status. This should all be done carefully though as once a student has been deemed ready for graduation, they can no longer be sent out on Quests or Errands. They’ll continue to peruse the campus but they’ll no longer count towards your maximum count.

From there mechanically, that’s about all there is. Quests. Errands. Rinse. Repeat. I’ll be honest for a moment that I just about lost interest at this point. Entering quests, leveling up your students, setting them up for graduation, and then more quests. Then I hit a wall. All of a sudden the jump in difficulty sparked a renewed interest as it was no longer one powerhouse power leveling three others in order to simply use them as a bonus cash inflow. Suddenly I had to take on quests with decked out advanced classes that were properly geared for combat. Then, out of the blue some quests started coming in which added more than just text on the screen. Your main NPCs that help you run the school started issuing their own quests which lead to some fun little story lines that made all of the empty previous quests fade into the background. This influx of story carried straight through to the end.


My only wish is that the main bulk of the story should not have been hidden behind hours of gameplay. There is a bit sprinkled here and there but never is it really fully explored until that later point which is unfortunate because it changes how to approach the overall experience and some may decide after four, five or six hours that they’ve seen enough. The sad reality is that things really start to get good after seven or eight hours when all the fun quests and the dialog comes out. By this point, instead of just clicking on quest after quest, I was targeting continuations of quests lines that followed which made it all the more interesting as I didn’t have to wait for whatever happened next.

On an overall, Valthirian Arc: A High School Story will probably remain a hidden treasure to a lot of people because of its pacing. While I wish there was more depth to the simulations as there really isn’t much else to do but place a building and upgrade it once it’s time, it’s a light feature that compliments the Quests and Errands as each building grants boosts from attack, defense to experience or item gains.

Game Information

Platform:
Nintendo Switch
Developer(s):
Agate Studio
Publisher(s):
PQube
Genre(s):
Simulation
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
PC

Source:
Provided by Publisher




Article by Pierre-Yves
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Fate/Grand Order - News


  • The English version of the hit mobile game, Fate/Grand Order has surpassed 5 million downloads since its release in June of 2017.
    • Initially released in the U.S. and Canada, has since expanded to Australia, Singapore, Thailand, Philippines, and Vietnam on the Apple App Store and Google Play.
    • Fate/Grand Order is currently available in over ten regions and five languages after overwhelming demand from fans across the globe.
  • The mobile game will be kicking off its own special Fate/Grand Order U.S.A. Tour 2019
    • Beginning in Los Angeles
    • Featuring special guests and never-before-seen exhibits.
  • The game received an award for excellence in the “Games of the Year” category at the Japan Game Awards 2018 organized by the Computer Entertainment Supplier’s Association (CESA) this past September.
  • To celebrate this milestone, Fate/Grand Order has embarked on a “5 Million Downloads Campaign” featuring an array of gifts and rewards for players beginning January 30, 2019.
    • Rewards include:
      • Daily login bonuses
      • Increased success rates for Servant and Craft Essence enhancements
      • The return of the acquisition quest of the Royal Brand Mystic Code.
      • The return of the limited time 5 (SSR) Caster-class Servant, Leonardo da Vinci
      • And more!
About Fate / Grand Order:
One of the most successful mobile games in the world, Fate/Grand Order has players embark on an epic quest known as the Grand Order to prevent the extinction of humanity with help from powerful Heroic Spirits, or Servants, who are based on popular historical, literary, and mythological figures. The game features strategic, turn-based gameplay, which requires players to assemble powerful teams in order to advance through the story. A joint project between TYPE-MOON, Aniplex Inc., and DELiGHTWORKS Inc., Fate/Grand Order is considered one of the most story-driven mobile games ever produced, featuring an expansive main story and side stories in addition to frequent in-game events. Together with its compelling narratives and characters, the game has captivated players worldwide and inspired countless cosplays, an original anime special, and the tabletop game, Fate/Grand Order Duel -collection figures-. In addition to being featured on Android Authority’s “10 Best Gacha Games and Mobile RPGs for Android” article, the game received praise from the official Apple App Store Games Twitter account, which posted: “We were curious why Fate/Grand Order was so popular. Now we can’t stop playing it.”


Article by Susan N.
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