Got Questions? We’ve Got Answers!
Article by: Susan N.
In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.
Sometimes when you are browsing the internet for information on how to do something, you stumble upon ideas or projects or even games that people might be working on...
What a meow-gnificent evening it is to send your paw-rcels out to those family and friends! Are mew looking to pick up an item or send something out? Well at Cat Mail Co. we can send and receive all your deliveries!
Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...
STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial...
Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.
I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.
GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...
70s-Style Robot Anime Geppy-X is a mouthful of a title, but you know what? It’s quite the challenging game to describe as well. At its core, 70s-Style Robot Anime Geppy-X is a shooter...
God of Weapons is an isometric arena survival game combining roguelike
structure, action RPG depth, and bullet hell intensity. Gameplay centers
around surviving relentless monster hordes as you ascend the Tower of
Zhor. The story revolves around the battle against chaos and
destruction, all wrapped in a dark visual style.
Combat is automatic, leaving the player free to focus on dodging,
positioning, and optimizing their loadout. With limited inventory space,
smart gear choices are key to staying alive.
Players can equip a wide arsenal of melee and ranged weapons, plus a variety of accessories and special combat skills.
Levels in God of Weapons are procedurally generated, and each run is
further varied by random gear, abilities, and enemies. Progressing
unlocks even stronger weapons and gear for future attempts.
God of Weapons launches on Xbox One and Xbox Series X|S on June 12,
2025. A PlayStation 5 version is also on the way later this year.
God of Weapons | Xbox Launch Trailer:
https://youtu.be/H8xPdV0-TGM
God of Weapons (Microsoft Store):
https://www.xbox.com/games/store/god-of-weapons/9nv91sflw0mr
God of Weapons (Steam):
https://store.steampowered.com/app/2342950/God_Of_Weapons/
Title: God of Weapons
Genre: arena survival, roguelike, action RPG, bullet hell, indie
Developer: Archmage Labs, Ultimate Games S.A.
Publisher: Ultimate Games S.A.
Language: English, German, French, Italian, Spanish, Polish, Brazilian
Portuguese, Vietnamese, Japanese, Russian, Simplified Chinese,
Traditional Chinese
number of players: 1
File size: 2.2 GB
Release date: June 12, 2025 (Xbox One, Xbox Series X|S), 2025 (PlayStation 5), September 13, 2023 (PC Steam)
TripleBricksGames and Ravenage Games are excited to announce the release date for our upcoming game, Legendary Hoplite — a fusion of Action RPG and Tower Defense. Gamers worldwide can experience the epic clash of Greek mythology and ancient tribes on February 2, 2024.
Legendary Upgrades:
Customize your playstyle with killer gear combos, merging with the Hero abilities for an epic power boost.
Lead your upgraded army in strategic battles against mythical foes and defend the gate with tactical prowess.
Mythical Confrontation:
Challenge legendary creatures from Greek mythology in intense battles, each type of monster presenting unique challenges
Embark on a thrilling journey through diverse regions, uncovering the narrative of war against mythical forces.
Explore and conquer, discovering new armies and gear.
Manage resources wisely for the upgrades, ensuring you can stop the destruction at any cost.
Batora: Lost Haven by developer Stormind Games and publisher Team17—Microsoft Xbox Series X review written by Nick with a copy provided by the publisher.
Estimated reading time: 4 minutes
Batora: Lost Haven came out a little under a year ago, and it’s promising mix of action, RPG and puzzle elements had long been of interest to me, but until recently I hadn’t yet played it. The developer for Batora: Lost Haven is the someone who made Remothered – a horror game that is pretty much the polar opposite of Batora’s bright visuals and gameplay.
That being said, don’t let Batora’s pleasing (almost adorable) visuals fool you. It looks vibrant, but there’s still some underlay of darker themes here. Choice weighs heavily into the gameplay, and the further you get into Batora’s twisting narrative, the more it feels like you are making some morally gray decisions out of necessity. These choices certainly feel meaty (and lend a great deal of replay value in the process), as they impact dialog and the spirit that tags along with you during those trials. It is interesting because I didn’t see hard forks in the path (like more binary good / evil morality systems seen in many games). All of this makes some sense, as the game itself is not terribly long, which likely leans into that aforementioned replay value to see if you can make things a bit different on subsequent playthroughs.
There is a bit of tonal inconsistency that struck me as a bit odd at times. It’s sort of a dark theme – worlds are dying. Yet our protagonist, Avril, gets strange powers and finds herself making tough choices with no real right or wrong answers. Her sister perished with her world’s destruction. Avril is traveling with her best friend Mila, which likely helps Avril’s mindset throughout the journey, but I found Avril a bit light-hearted given the circumstances. As a character who was previously pretty ordinary and now sees these terrible things happen, it just felt… off.
Combined with really solid combat and some interesting (if light) RPG and puzzle elements, Batora: Lost Haven does a lot of things well. A few things really well. However, there are times that lack of singular focus keeps any single aspect of the game from being excellent. The combat is really solid – but not something that I really enjoyed most of the time. It starts off well enough, but the further I got into the game, the more the combat started to feel very same-y, with less squishy opponents that created longer engagements that felt a bit more chore-like by the end. It never got the point of being bad, but my enjoyment dwindled the longer I played. This might be dubbed an action-RPG, but it lacks the flow of better ARPG titles like the Diablo games.
That’s not to say there isn’t anything interesting to the combat. You attain new skills as you go, and there’s a sort of binary state of having to match your enemies’ state in order to damage them that we’ve seen in other titles that works well. It’s a snappy feature that keeps the early progression from being little more than button mashing. I just wish the enemies were a bit more imaginative and interesting, but after awhile they just feel like more of the same.
Thankfully I enjoyed the boss encounters quite a bit more. They were interesting, with the developers really taking the time to make these encounters the sort of unique culmination one would expect. A couple of them were almost devious, but there’s a genuine sense of satisfaction when their health bars are depleted and I was celebrating their demise.
Additionally, most of the puzzles feel pretty good, but a handful were borderline frustrating and a couple that I found just downright annoying. Thankfully these were far more the exception than the rule, with most of the puzzles feeling pretty organic to the gameplay and rewarding upon completion. Unfortunately the couple that really strained my patience made me feel as though I just wasn’t quite ‘good enough’ and thought perhaps my adventure was going to stall out before I had that ah-ha moment and progressed through them.
One area that could have used more fine tuning was the camera. I enjoyed the colorful visuals that rather reminded me of the Torchlight titles, but the camera has no ability to swivel the view. You can move to a fixed distance either close or further away and that was it. Generally the camera itself is in good positions, and seldom did I find the environments obtrusive – but a bit more control would have been nice
Batora: Lost Haven is a pleasant game that mashes up a few genres pretty well. As is often the case for a game like this however, it becomes a case of doing several things well but none of them great. It’s enjoyable, but never really seems to fully reach its potential. I played through it a couple of times and started through a third session before I felt like I had played it enough. I’m glad I did, even if Batora left me wanting just a little bit more in the end.
Score: 7 / 10
SHIBUYA, TOKYO — Dec. 4, 2022 — Fahrenheit 213 Inc. (213°) unveils indie title TSURUGIHIME during INDIE Live Expo Winter 2022 with the first trailer on the Steam store page and 213℉ official YouTube channel.
The ultimate battle is in 100 days and it is up to the player to decide how to live those final days. Built upon the classic genre of side-scrolling action RPG, "craft" anything from battles, customizing, exploration, story, and even your “sister.”
This is An RPG that "crafts" fate.
This is the first game from the former creative producer of Fate/Grand Order, Yosuke Shiokawa since becoming independent. Together with character designer Kuroboshi Kouhaku and composer Takeharu Ishimoto, we are aiming for release on Steam in 2024 with this team.
”Craft” the 100 days in this story where choices and decisions are key!
The player can live however they want until the day of the ultimate battle. Become stronger through repeated battles, chose to challenge powerful enemies, or spend time in peace without fighting. A game with multiple endings where your days decide the outcome. Find YOUR best way to live each day and "craft" your own path to victory.
"Craft" even your sister with the bonding sisters ikusei system!
Battles are supported by the protagonist's beloved sister, her only family. Pure and innocent, she can be royal or rebellious, depending on how the player interacts. She may become curious or a passionate scholar.
Character Design: Kuroboshi Kouhaku & Composer: Takeharu Ishimoto, join game development!
Characters are designed by Kouhaku Kuroboshi, who has worked on Summon Night, Kino's Journey, and SAO Alternative, and music direction is led by composer Takeharu Ishimoto (The World Ends with You, Kingdom Hearts).
The game is being developed by a small team as an indie game full of love from the creators.
Get the latest news on Steam, Twitter & YouTube!
We will keep you updated on our latest news on the Steam store page, 213℉ official Twitter and 213℉ official YouTube channel. Please follow us and add the game to your wishlist.
● Title: TSURUGIHIME
● Genre: An RPG that "crafts" fate.
● Platform: Steam®
● Release Date: Planned for 2024
● Number of Players: Single Player
● Languages: Japanese/English/Simplified Chinese
● Developer/Publisher: 213℉
● Team Member:
○ Director Yosuke Shiokawa
○ Character Design: Kuroboshi Kouhaku
○ Composer: Takeharu Ishimoto
● Trailer: https://youtu.be/AB_vWXe3uK4
● Steam Store Page: https://store.steampowered.com/app/2220860/TSURUGIHIME/
Fahrenheit 213 Inc. is a game studio founded by Yosuke Shiokawa who is the owner/CEO and is a creator himself who worked on games such as Fate/Grand Order, Kingdom Hearts, Dissidia: Final Fantasy.
Our philosophy is Game creation that is always “HOT”!
We will create games that are not bound by platforms or genres, but games that are new & passionate.
● Company Name: Fahrenheit 213 Inc.
● Representative: CEO Yosuke Shiokawa
● Shareholder: Yosuke Shiokawa (100%)
● Founded: March 2021
● Location: Shibuya-ku, Tokyo
● Business: Planning, production, management, and sales of games & other digital content
● Official site: https://www.fahrenheit213.co.jp/
Article by: Susan N.
Xuan Yuan Sword 7 by developers DOMO Studio, Softstar
Entertainment Inc. and publisher EastAsiaSoft—Microsoft Xbox Series X review written by Pierre-Yves
with a copy provided by the publisher.
Estimated reading time: 6 minutes
While having been released on the PC late last year in 2020, Xuan Yuan Sword 7 has now made its way over to the consoles for both the PlayStation (4/5) and the Xbox (XB1/S/X). Set in a fictional ancient China with magic and monsters taking the form of beasts, clockwork machines and humans, our tale doesn’t take long before deviating from the standard notes that it starts on for a rather fun action adventure RPG.
Starting off on two very familiar notes, our protagonist Taishi Zhao (Zixu) has a childhood friend that you help out before heading back home to help your mother out with your baby sister. Attacked by a rival faction, your home is soon burnt to the ground as everyone you love is cut down as you run away with nothing more than the clothes on your back, a present that your friend gave you for your sister and your baby sister herself. Moving forward to his early adult years, Zixu is tackling odd jobs to make money to pay for his sister's medication as she's been sick since childhood and can’t really leave their mountain home.
Hitting the basic story notes would have made Xuan Yuan Sword 7 a par for the course story alongside a simple enough action adventure gameplay system. From this point though, the story takes a bit of a fantastical turn with a sprinkle of Fullmetal Alchemist soul binding to kick the adventure to its feet in several ways making you wonder what comes next. I really appreciated this as it doesn’t take long for our dependable older brother to find himself in a mess of sorts alongside his sister who’s now in an automata allowing her to truly move around and not feel sick but at the cost of her being able to feel anything.
The rest that follows is their adventure to get her real body back during the warring states period of ancient China. While technically an on rails story, you do get to see both current sides of the factions as you technically do favours for both as you move forward looking for what you need to bring your sister’s soul back into her body. There are plenty of villages and some towns that you’ll be going through either under military siege, monster siege, or siege of something worse, plagues. None of these places are really happy places to be but they help push the story along as while doing heroic deeds, our protagonist isn’t really the hero per say, they just inadvertently become one as they keep moving forward.
To do so, you’ll be running around this world, a lot. If there was perhaps one real complaint that I had with Xuan Yuan Sword 7 it’s that there’s technically no running ability. You can “run” but it’s normal paced and everything can be a bit far at times especially with the magical quick travel points spread out offering you instead campfires to rest and save your game in between. This can get a bit in the way of getting to what needs to be gotten to either for the main quest or for side quests as everything tends to be far enough from the quick travel points making you groan just a bit that you have to run all of that way for the third or fourth time for the same side quest.
From here you'll be running into a variety of enemies from normal humans to the more supernatural kinds. Combat, while never really getting complicated, is a mix of standard attacks and a heavy attack based off of the current set of talents that you have selected. Ox, wolf, bear and tiger are martial art forms that you can over time learn abilities to vary your attack patterns a bit but it's nothing ground or game breaking as it never goes more than skin deep which I found a bit disappointing as you get to see Zixu’s martial arts in cutscenes but never get to reach that depth.
While decent in the beginning as you learn the groundwork, combat even with the martial art moves that you can learn as a third attack type, it can start to feel a bit stale after a while as there’s nothing really new that is ever added short of some new enemy types. Even then, most enemies can be brought down with a good dodge or parry attack allowing you to easily turn the tables.
If I were to add a second major complaint to the overall experience it would be that two or three bosses were made rather unfair as even with a good hang of the combat system and upgraded gear, they can kill you so fast and with them being story related you’ll have to find a way to cheese them out even if that means taking five to ten minutes in which most of it is dodging around while your companions deal enough damage in between you using healing items.
Otherwise, Xuan Yuan Sword 7 can clock in anywhere between ten to twenty hours depending on how much or how little you want to do outside of the main story and how much of a gamerscore / platinum trophy you really want attached to your gamer tags. It’s not a hard title to go through and rake in the achievements as most of it is story based but there are a few that may need a bit more if you want to claim to have done them yourself.
So overall while Xuan Yuan Sword 7 doesn’t really do anything new mechanically, it’s still enough of a solidly built title especially if you’ve been needing a break from the open worlds that have been all the rage of late. With a duration of a dozen plus hours, the world looked great on the Series X and there’s enough bad dad jokes from Zixu to his sister to make you either laugh or groan while they explore the lands to get her real body back.
Score: 7.25 / 10
Estimated reading time: 7 minutes
Have you ever felt mired in doubt or delusion? Have your worries and fears ever felt like poison gnawing away at your soul? Well find out how a soul gets cleansed of this murk, as you delve into Hell in Poison Control in order to cleanse the mind, and spirit.
In this new release title from NIS, we are introduced to a nameless main character, who gets predated upon by a horned demon called a Klesha. The Klesha, however, bonds with the main character, allowing the Klesha to regain its sanity and inhabit the body of the main character, leaving nothing but a skeleton behind. This doesn't mean the end for the main character though, as they are now sharing the body with the Klesha turned “poison girl”, who our MC has taken to calling “Poisonette”.
Turns out that these Klesha are the results of delusions and negative emotions brought about by girls who have fallen into Hell, whether they have actually died or are just “slated” for Hell upon death in their current state. You and Poisonette must go and cleanse the poison mires created from these girls negative emotions in order to let them rest in peace. You aren't exactly being altruistic here though, as cleansing a girls soul will reward you with a sticker. Collect enough and you are allowed into Heaven along with a single wish.
So how does one go about purifying the poison mires of one's heart? With a Megaman style arm blaster of course! After bonding with Poisonette, the MC gets an arm blaster, which you can outfit with different shot types. Couple this with Poisonette's ability to cleanse the mires by walking over them, and you have a recipe for success! Cleansing a soul is pretty basic in principle: you select a soul, roam around an area shooting enemies and cleansing poison, and then either talk to the soul or collect a “soul remnant” or item that is intricately associated with what caused the poison to take root, and there you go.
All this is done in a 3D third person view action style, where you run and gun. While shooting, you have a number of different shot types, such as laser, bomb, or rapid. You only have a set number of bullets, but depleting your ammo causes the bullets to slowly refill. You also have a dodge roll that will give you a period of invincibility and a powerful area shock move that requires charging by purifying the mires. If you run out of health while trying to cleanse a soul, there is a gauge in the bottom right with butterflies in it. Each butterfly will revive you upon death, and can be refilled by purifying a bunch of poison.
During purify mode, you send Poisonette out to clean up the poison. This is performed by walking over it. If you complete a loop, anything within the area you walked around will also be purified, including doing damage to enemies if they are caught within. Be careful though, as Poisonette can take damage, and so can your skeleton while Poisonette is out. Additionally, there's a time limit on how long Poisonette can remain out, and the closer to the time limit you get, the slower she moves. Sometimes it's better to just make a straight path, and sometimes it's better to enclose an area.
While trying to purify a soul, you may come across a number of gold chests. These chests either contain the key item related to the poison behind the soul, or are one of three tokens per soul. If you collect all three tokens in a soul area, you gain that soul to use as a Toxicant, Antidote, or Catalyst, depending on the soul. These are basically just equipables, where the Toxicants are your weapons/shot types, Antidotes and Catalysts provide different support effects. There is also another type of equipable, Deliriants, which are picked up in stages. The other equipable souls can be upgraded in exchange for money, but Deliriants are limited ammo weapons that you can't upgrade.
Occasionally during or after a stage you will have a chance to chat with Poisonette, and you are allowed to make a choice in response. These choices will affect a stat, namely something like “Toxicity”, “Empathy”, or “Trust”. Each of these stats will affect a parameter, such as shot recharge speed, or damage dealt. You can't max all of them out during a single playthrough, so choose wisely. You can return to stages to get more cash however, so at least that isn't too worrisome, although the response you give for the repeated in-area conversation won't affect your stats.
I'll be perfectly honest when I say that Poison Control is rather simple, and the stages do start to get a little repetitive after a while. That being said, each soul has their own uniques personality and circumstance, making it interesting to learn about them. Some souls are older, some are younger. Some souls have been burning their bad homework marks and it may start to escalate, some souls murder people because they can. Not everyone is redeemable, but that isn't your job, you just need to purify the poison.
The areas themselves have a decent amount of variety, but tend to be really large with tons of blocked off areas. It would have been a lot better to just not have the section that are blocked off actually existing. Enemies are usually reasonable once you figure out how they function, but some of the late game enemies can get really annoying. Also, your shots have a sort of critical distance that you want to be in, otherwise you'll either be to close to hit where you're aiming, or too far away and your shot falls off. There's also a timer while you're in a stage, which is your time limit before getting a “Game Over”, but it gives you so much time I don't believe I ever had it go below half.
The visuals are kind of cute, but nothing to get too excited about, but are quite colourful, especially the different coloured mires with different damage rates. The character interactions are where it's really at though, as you really get a sense of personality out of the souls you interact with in Hell. As a whole, the game isn't too long, which is good since there isn't really a great deal of enemy variety or boss variety, and is pretty much the same steps every soul you go to cleanse.
The game runs pretty smoothly for the most part, although there were the occasional blank text boxes, missing dialogue, or dead enemies that don't disappear for some reason. On the plus side, the localization team did a stellar job translating this title. There were a bunch of phrases I heard during the dialogue that are usually poorly translated due to English not having an equivalent phrase, but the localization team managed to nail down really well. I also really liked the “Higan Radio”, which acts as an introduction to each stage, and will generally give a brief description of the soul that has made its way into Hell.
Overall, I had quite a lot of fun with Poison Control. The ARPG aspect was pretty fun, the characters were interesting, and the poison cleansing was actually fun to balance against attacking enemies. While Poison Control does get a little repetitive after awhile, but thanks to the smaller instance size for cleansing the souls, it is fairly easy to pick up for a mission or two, and then put down for a bit.
The writing was well done, and the localization team did a really good job translating, which is also nice to see. Poison Control definitely won't be for everybody, but that doesn't mean it's specifically niche in its gameplay either. If you're okay with the anime stylized art style and an abundance of female characters, I'd say take a look at Poison Control to see if it interests you.
Score: 7.5 / 10