Organizer
Gadget news
Octopath Traveler 0 is yet another fantastic RPG for the series, but it’s less Octopath than ever
2:00 pm | December 3, 2025

Author: admin | Category: Computers Consoles & PC Gadgets Gaming Nintendo | Tags: , , | Comments: Off

Octopath Traveler 0 is a different kind of Octopath game.

It still features the series’ distinctive HD-2D aesthetics, the tried and tested break and boost battle system, and even returning characters and locations. It also mixes things up from the now well-understood formula.

Review info

Platform reviewed: Nintendo Switch 2
Available on: PS5, PS4, Nintendo Switch, Nintendo Switch 2, Xbox Series X|S, PC
Release date: December 4, 2025

The plot, for example, doesn’t feature the namesake eight-character storylines – the octo paths, as it were. Instead, your adventure focuses on your own player-created character for the first time, who is on a quest of retribution against the villains that destroyed their home town – each embodying the vices of Wealth, Power, and Fame.

You are still joined by other adventurers – over 30 in fact, though I haven’t unlocked them all yet – however, they are along for your ride rather than you following each of their distinct journeys like we would in the other series entries.

The eight-person theme isn’t wholly lost, thankfully, with combat being redesigned to feature eight-person parties – a team of four in the front, and four in the back. I’ll go into more details on why I love this change below, but know that it provides a lot more depth and customisation possibilities to party composition without making fights feel too trivially easy.

Octopath Traveler 0 two villains on a balcony

Something wicked this way comes (Image credit: Square Enix)

Both of these changes make sense; however, when you remember Octopath Traveler 0 isn’t a new game. It’s adapted from the Octopath: Champions of the Continent mobile gacha game. A free-to-play system necessitates a wide array of characters to unlock, can’t have its story focus too much on your party because you might not own those travelers, and would want to allow for bigger teams so you can use more of the cool units you’ve invested in financially.

Now, Octopath Traveler 0 isn’t a gacha game. I’m just saying you can feel remnants of the game it’s based on from what’s presented, and it can feel a little jarring at first because it isn’t Octopath as we’ve known it – in fact, you could convince me it's a lost 2D Final Fantasy at times.

Stick with this adventure, however, and you’ll see it has plenty to offer on an engaging adventure that will keep you entertained for tens and tens of hours – no additional purchases necessary.

Revenge and reconstruction

Octopath Traveler 0 wandering through a craggy town

(Image credit: Square Enix)

As I mentioned in the intro, in terms of its story, Octopath Traveler 0 doesn’t feel very ‘Octopath’ at all. Rather than following eight plots for eight distinct adventurers which coalesce into a finale, you instead follow your own adventure – and can recruit over 30 different heroes to your party.

You create your own custom character for this game and then must face stories focused on the corrupting influences of Wealth, Power, and Fame – where you'll find the meat of the plot.

This focus on a linear story with a more limited opportunity to explore branched tracks is very different from Octopaths that have come before, but it’s not a wholly negative change. My gripe is simply that the less free-form plot feels better suited to a classic Final Fantasy 2D entry rather than an Octopath adventure.

It's not a bad adventure, though, in fact, it's a very compelling one with proper villains you can’t help but hate – a real classic RPG story. I simply found the change of pace a little jarring for this series specifically.

Octopath Traveler 0 looking at a destroyed town

Time to rebuild (Image credit: Square Enix)

There's also the Rekindling the Flame plot, which has the protagonist reconstruct their old home town by finding its surviving residents and rebuilding the long destroyed features that made it a home.

It's not as in-depth as a true cosy town simulator, but it is a delightful change of pace from the action-focused adventure. Plus, channelling your retribution into something more constructive can yield useful benefits – including the ability to power up your allies. So it's worth pursuing even if vengeance is your only goal.

To battle!

While the plot might not feel very Octopath, the turn-based combat feels more Octo than ever. That’s because your group now consists of eight fighters – a four-person front row and a four-person back row – which allows for a much more diverse team composition than the series’ usual four-person limit.

Only the characters in the front row can take actions, but each hero can swap with their partner behind them so that they can take a turn, and there are unlockable skills that allow your back row to support the folks in front of them without needing to take an action, or allow your front row to use a skill and tag out in a single move.

Octopath Traveler 0 battle against crabs on a beach

(Image credit: Square Enix)

For example, in my currently build I’ve paired up a cleric who can automatically heal the person in front of them with my squishy spell caster as their health can run low very quickly without support, and my tank who can provoke attacks is paired with an ally who has a skill that lets her fire her bow and instantly tag out – so she can swap in for a quick damage burst and then let my tank keep taking the hits.

Best Bit

Octopath Traveller 0 looking at a battle arena

(Image credit: Square Enix)

Combat feels like such a step up from the previous game, thanks to the bigger party allowing for more personalization of your team than ever, and setting off an Ultimate Technique never gets old.

The other big change is that your created character has unlocked a special skill called an Ultimate Technique. As the name implies, this charged ability (you can’t just spam it all the time) allows the protagonist to perform a big burst – you can unlock options like performing a mass heal or dealing a powerful strike, among others – that can turn the tide of battle in your favor.

As you improve your town, you'll rebuild the training grounds so other party members can unlock their techniques too – I told you there’s a reason to play house even if your only goal is violence.

None of this is to say fights are trivial thanks to your ultimate moves and larger team. Boss battles and higher-level bouts can still present a challenge if you don’t prepare yourself. You can push your luck into higher-level locations to some extent, but for main quests, you'll find even adventures three or four levels above where you currently are can prove trickier than expected if you aren’t careful.

Octopath Traveler 0 fighting a monsterous witch

(Image credit: Square Enix)

Octopath or not, it's still delightful

Octopath Traveler 0 is a really enjoyable RPG experience, whether it feels truly Octopath to me or not.

Because all of the changes still work. The cohesive, more solo story is an awesome adventure that feels like the fantasy epic that RPGs have taken players on for decades, and the combat is compelling and with some many team members allows for some really creative and personal party composition.

There’s also been a simplification of path actions, which is a lot easier to follow than the confusing web of abilities offered in Octopath Traveler 2 – even if it strips away the identity of each character further than their lack of a unique plot already does.

If you love the Octopath series, a new adventure through Osterra will appeal, while fans of more typical RPGs may find this entry to be more accessible than ever, given that it follows a more standard story structure.

I’ve had a delightful time on my adventure, and at the end of the day, that’s all that really matters.

Octopath Traveler 0 adventuring through a forest

(Image credit: Square Enix)

Should you play Octopath Traveler 0?

Play it if…

You want a classic RPG
Octopath Traveler 0 feels like a classic RPG. You've got a meaty plot and robust turn-based combat system to sink your teeth into.

You like to choose your own adventure
While not quite as free and open as Octopath usually is, this entry does feature a branching plot and a wide variety of characters to customize your team around.

You crave 2D beauty
I don't care how many times I see HD 2D aesthetics; they'll always be beautiful, and Octopath Traveler 0 is as pretty as a picture.

Don't play it if…

You want a cozy town builder
While rebuilding your home is a core plot of this story is still mostly focused on combat and adventure than cozy vibes.

You want proper Octopath
If Octopath‘s distinct brand of RPG is what you crave, then you won't hate this title; it just might not quite hit the spot for you.

You hate turn-based tactical combat
Turn-based combat isn’t for everyone, and while Octopath's break and boost system does some things to liven up the combat, it won't make turn-based action everyone's bag.

Acessibility

In terms of accessibility as a turn-based RPG, Octopath Traveler 0 has the advantage that players can take combat at their own pace – you can take 5 seconds or 5 minutes to make a move if you need.

The cutscenes are also played out as text dialogue that you can have play automatically, one message at a time, or at a faster auto speed if you want to rush through. Again, allowing you to enjoy the game at your own pace.

Most major cutscenes are also voiced, making it even easier to follow the plot if you hate excessive reading (as someone who’s dyslexic, voice acting is always a massive help for me).

How I reviewed Octopath Traveler 0

I played Octopath Traveler 0 on my Nintendo Switch 2, mostly playing undocked, but I did make sure to load the game up on my TV too to get a sense of the grander scale it has on a 55-inch QLED screen.

During my playthrough, I tried not just to follow the mainline quest but also to explore the sidequests and other adventuring opportunities to get a feel of the whole experience Octopath Traveler 0 offers.

First reviewed November-December 2025

After one and a half playthroughs, Tales of Xillia Remastered has proven that this old RPG was worthy of an upgrade
7:00 am | November 8, 2025

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off

The Tales series has been going strong for almost 30 years. From the humble Tales of Phantasia to the recent Tales of Arise, the Japanese role-playing game franchise has shown no signs of slowing down.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X and Series S, PC, Nintendo Switch 2
Release date: October 31, 2025

In celebration of the anniversary, Bandai Namco has released a few remasters, one of which is Tales of Xillia Remastered. The 2013 original has now been reborn for the next generation of consoles and gamers, and I can safely say it’s well-deserved of it and more.

On the road (Again)

The story of Tales of Xillia follows a group of ragtag heroes on the lam after discovering a secret government weapon.

There’s a lot of depth and nuance laced in the narrative, as simple as it may seem at times. Its tackling of themes like life, neglect, and family rings true throughout. It's not too in your face either, weaving it all in like a fine tapestry for you to unravel as the story progresses. Plus, the action and drama are done quite well, delivering some great scenes and thoughtful moments.

If this is your first time with Xillia, there’s much to enjoy in it. For starters, the cast of colorful characters is among the series’ best. Each is highly memorable and lays the groundwork for future titles. From the shifty Alvin to the budding Leia, you instantly grow attached to them and by the game’s end, don’t want to leave them behind. Also, more games should have cool elders like Rowen. It shouldn't always just be teens hogging the spotlight!

Tales of Xillia Remastered can be played from two perspectives: the kind doctor Jude Mathis or the god-like deity Milla Maxwell. It’s the same story in each one, just told from a different viewpoint. Some plot points are learned earlier in one and later in another, and even holes in one story are filled in the next. Even if most of the gameplay is the same in each, it does boost the replayability a lot.

Screenshot from JRPG Tales of Xillia Remastered

(Image credit: Bandai Namco)

An old dog has learned some new tricks

In terms of updates, there’s a lot of work being done for the remaster. For one thing, it feels extremely approachable compared to other entries.

For example, guide markers for maps help steer players in the right direction, which is extremely helpful for certain maps. An autosave feature has also been added, which helps whenever you are unable to get to a save point or quicksave. All the additions are convenient and helpful, making Remastered the best version to play of Tales of Xillia.

Perhaps the biggest upgrade is the graphics. Seeing as Tales of Xillia is from 2013, it got a noticeable facelift in the remaster. Characters and settings look a lot nicer, and the improved framerate lends way to smoother gameplay. At times, however, the visuals can feel a bit lackluster, with some of the animations being a touch stiff.

Still, for a remaster, it does translate quite well and plays great on the PlayStation 5. Though some of the audio is a bit glitchy, with character's voices drowned out by mixing issues.

Best Bit

Tales of Xillia Remastered

(Image credit: Bandai Namco)

The colorful cast of characters and abundant customization radiate throughout Tales of Xillia Remastered. Plus, with improved graphics and great accessibility, it makes for the most approachable Tales game yet.

If you played Tales of Arise, you may notice the battle system is quite different, but it’s one worth staying with. While the LMBS system does take some getting used to, it feels fluid and fun.

I was a bit intimidated, given I’m used to Arise’s open-air combat, but it does grow on you quickly. Despite an option to walk around freely, I barely used it, as I started to find the groove of the system.

Furthermore, the link system, which connects you with another member on the battlefield, is a lot of fun to use. Crafting combos on the fly and hitting a satisfying move on an enemy never got old.

Screenshot from JRPG Tales of Xillia Remastered

(Image credit: Bandai Namco)

Nostalgic yet new

One of the best parts of Tales of Xillia Remastered, for me at least, is the vast amount of customization at your disposal. While it is in the original, the Lillium Orb is a fantastic system for players to use. It lets you personalize your moves, stats, and skills to your desire. The same goes for your teammates, as you can outfit them however you like. Want your Milla to be magic-focused with Alvin dealing critical? It’s all there and something I hope future Tales titles return to.

For many, this is likely the first time they will play Tales of Xillia, and for others, it’s a return trip. The ones who will benefit the most from the remaster are newcomers, as it gives them a whole new playground to explore. Older fans will get to see the world they know brought back to life for new consoles. Luckily, there’s a lot to love from both perspectives, whether it’s the intuitive new features or the upgraded graphics.

Overall, Tales of Xillia Remastered set out to do one thing and did it right. A classic has been reborn for a new era, and even more fans get to meet Jude, Milla, and the gang and go on the run with them. The improved graphics, while a touch shoddy at times, bring life back to the world and give way to the best version of the title on the market. With tons of replayability, customization, and charm, you can’t go wrong with it.

Screenshot from JRPG Tales of Xillia Remastered

(Image credit: Bandai Namco)

Should you play Tales of Xillia Remastered?

Play it if...

You love RPGS with a lovable cast of characters to spend time with
In an RPG the game is as good as the companions you spend it with. Luckily, Tales of Xillia has a great group to follow. Each new member adds a key element in battle and nobody feels out of place.

You enjoy intricate battle systems that allow for customizable builds
The Lillium Orb is a fantastic way to customize and personalize your playstyle. You can make any of your party the way you’d like them to be, like a unstoppable tank or a magic powerhouse. It’s an element that I hope makes a return in future titles, even if Arise moved away from it.

You liked any of the other Tales of games and want a new experience
For those who played Arise and Berseria, this is worth getting into. It’s not as long as those titles, but you’ll find it does all things a Tales game should: great gameplay, fun characters, and a gripping story.

Don't play it if...

You are looking for proper current-gen RPG experience
Unfortunately, while it does look better than the original, Tales of Xillia Remastered is still a bit rough around the edges due to its age. Compared to other remasters it doesn’t have too many updated textures. However, it does feel noticeably smoother thanks to the improved framerate.

Accessibility features

In terms of accessibility, there are a few different options to adjust. The biggest is difficulty, it ranges from easy to unknown, the hardest one. Map adjustments, like the newly added markers, are available, as is turning on/off encounters in the open world. You can also change between English and Japanese audio at any time. Button mapping is also customizable and easy to use.

There isn’t too much on display, though, and it may have benefited from adding colorblind modes. Still, what’s been added definitely helps make Tales of Xillia Remastered a more approachable title for newcomers and fans alike.

Screenshot from JRPG Tales of Xillia Remastered

(Image credit: Bandai Namco)

How I reviewed Tales of Xillia Remastered

I played Tales of Xillia Remastered for around 30 hours, finishing the main story with some side content. My first playthrough was Jude with some time in New Game+ as Milla Maxwell.

There is multiplayer available, but I did not try it for the review. I played the game on a base PS5 with the DualSense wireless controller and Razer BlackShark V2 wired gaming headset, all on a Roku 4K TV. If you played other Tales titles like Symphonia and Vesperia, you’ll find a lot of similarities here.

First reviewed November 2025

Vampire: The Masquerade – Bloodlines 2 is a cobbled-together mess – but its biggest crime is being really, really boring
4:00 pm | October 17, 2025

Author: admin | Category: Computers Gadgets Gaming | Tags: , | Comments: Off

How do you follow up one of the greatest role-playing games (RPGs) ever made? The answer, according to developer The Chinese Room, is a shallow action title set in a lifeless, empty world with a bland story, apocalyptically bad pacing, and janky, repetitive combat.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X and Series S, PC
Release date: October 21, 2025

Where its legendary predecessor offered fantastic freedom of choice, a cast of complex, well-written characters, and a dynamic open world filled with opportunities for emergent play, Vampire: The Masquerade – Bloodlines 2 brings absolutely nothing similar to the table. It looks pretty at times, but that’s literally all that can be said in favor of this disappointing follow up.

To be outclassed in almost every regard by a game from more than twenty years ago should be a source of embarrassment, let alone by one that was literally released in an unfinished state by its original developer.

It’s hard to view Vampire: The Masquerade – Bloodlines 2 as anything other than a cynical cash grab that will massively disappoint long-time fans like me.

(Un)dead world

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

Set in the World of Darkness universe from the Vampire: The Masquerade tabletop game, Bloodlines 2 takes you to an alternate version of Seattle gripped in a battle between the living and the dead. It's a world that looks a lot like our own, but has an alien, sinister edge to it.

This is most obviously conveyed in an atmospheric, neo-noir art direction that sees the dark streets bathed in fog and glowing neon lights, but extends to everything from the depressing barks of random non-player characters as you walk past to the aggressive tone of in-game advertisements.

Although the visuals are impressive enough at times thanks largely to the gorgeous lighting, there’s nothing here that appeals beyond the surface level. Almost the entire game takes place within the same city block and it's just depressingly barren. Random civilians roam the streets, while others stand around nearly motionless on street corners dispensing the same canned voice lines every single time you walk past.

Best bit

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

The visuals are by far the best part of Vampire: The Masquerade – Bloodlines 2 and can be pretty impressive when you first boot up the game. The night-time Seattle setting is striking thanks to its bright neon lights and a smattering of thick snow.

There are a handful of buildings with modeled interiors and their inhabitants never waver from their set positions - making everything feel sterile and lifeless. There are no moving vehicles at all, exacerbating the issue.

It’s hard to adequately convey just how little there is to do in this map. Sure, there are some collectible marks that you can hoover up for bonus experience points (spoiler: you won’t need them, and there’s seemingly no reward for getting them all), but that’s your only real activity aside from some bland side quests. Attacking civilians sees you chased by the local police who often spawn right in front of you and, if you keep it up, instantly killed in a canned animation.

Santa Monica in the original Vampire: The Masquerade – Bloodlines was not a large map either, but felt significantly more lifelike and gave you some interesting ways to mess around with your chosen vampire powers in between its missions.

Plodding along

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

Story is clearly the big focus in Bloodlines 2, but sadly it does nothing to make up for its shortcomings everywhere else. The basic thrust is that you’re an elder vampire awakened from a centuries-long slumber with the voice of a dead detective called Fabien in your head. With a sinister mark on your hand that limits your original power, you team up to solve Fabien’s murder as you try to work out how to remove it.

It’s an interesting premise, but the narrative is extremely rigid, which severely limits the possibilities for role-play. Your vampire has a set name, Phyre, and beyond choosing your gender and one of six vampire clans, you have vanishingly few opportunities to impact the plot.

As far as I can tell, your choice of clan barely makes any difference either. I went with Toreador, the alluring artiste faction, and this fact was referenced about three times in throwaway dialog in total. Even when you are able to make choices, they seem incredibly inconsequential beyond a brief epilogue cutscene that you see right at the very end of the game.

If that wasn’t enough, the storytelling suffers from terrible pacing throughout. It's split between three separate time periods which it alternates between at the end of each main quest. One is in the 1920s and takes place entirely in tiny rooms, while the other two are modern. In two of the timelines you play entirely as Fabien, which basically involves trudging through the deserted streets with none of your usual traversal powers (like the ability to climb walls or glide) to reach one of the few buildings with interiors to talk to someone.

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

It’s absolutely miserable and many of these segments seem consciously designed to waste your time, forcing you to frequently double back with every completed objective. Named non-player characters (NPCs) sit around in the same static spots, meaning that you’re constantly walking between the same buildings to glean a new spec of information over and over and over again. It doesn’t even pay off as the plot veers awkwardly between entirely predictable and completely stupid as it plods towards its unsatisfying twist ending.

Fabien has a few special powers up his sleeve, like the ability to converse with imagined objects or dead bodies, but they can only be used at very specific points decided by the developers. They also serve to cheapen any actual detective work that you would otherwise be doing by simply telling him what he needs to know for the story to progress.

I love a narrative-driven game, but there is nothing here that’s particularly enjoyable. As a Malkavian vampire (a very madness-prone faction), Fabien is suitably bonkers, but beyond some annoying quips there’s very little examination of what that actually means and how it would impact his crime-solving role in the blood sucking community.

It’s significantly worse written than the compelling indie Vampire: The Masquerade – Shadows of New York visual novel from a few years back - and that game mercifully didn’t force you to haul yourself between buildings for each new line. The voice acting is also hit and miss. The performances for Phyre and Fabien are decent on the whole, but minor characters are often flat and awkward-sounding.

Tooth and claw

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

There is at least some combat to break up this monotonous formula when you’re playing as Phyre. The bad news is that it's simply bad, with buggy heavy and light strikes and sloppy finisher animations that get old the two hundredth time. It might not impact the story, but your chosen clan does dictate which abilities you’re able to unlock, and some of them are quite good. I enjoyed using my charms to turn foes against each other, though there aren’t very many powers per clan and no ways to develop or augment them.

Your choice of clan is also undermined by the fact that you can still unlock the abilities from other clans by collecting the right blood types (obtained by harvesting highlighted NPCs around the map), which only further de-emphasize player decision-making in what is purportedly an RPG.

You have no inventory, so you can’t keep any guns on hand for fights, but can at least pick them up via telekinesis for a few shots if they’re dropped by one of the five or so enemy types that you’ll be facing ad nauseam throughout the game.

The combat designers presumably went on strike at some point towards the end of the game’s production, too, as the initially quite tightly designed encounters soon devolve into massive swarms of enemies equipped with overpowered ranged weapons that are just frustrating to deal with.

The game is also a technical mess, at least on PlayStation 5. Crashes are frequent later on, with a particularly nasty one forcing my console to reboot several times, and the frame rate always completely tanks whenever you enter or exit a building.

All of this leaves Vampire: the Masquerade – Bloodlines 2 almost impossible to recommend. If you’re a lover of the original game, you’re going to hate it, as it represents the antithesis of everything that made it so great. If you're new to the universe, literally any other World of Darkness game would be a better introduction. Yes, even Werewolf: The Apocalypse – Earthblood - at least it’s not this dull.

Should I play Vampire: The Masquerade – Bloodlines 2?

Play it if…

You only want a decent-looking vampire game
If you literally only care about the visuals, then Vampire: The Masquerade – Bloodlines 2 might satisfy. The lighting can be particularly impressive when you’re walking through its Seattle streets.

Don’t play it if…

You love the original game
If you’re a big fan of the original Vampire: The Masquerade – Bloodlines, then you should stay away from this so-called sequel. It contains none of the elements that made the first a cult classic and will just be a big let down.

You crave an RPG
Vampire: The Masquerade – Bloodlines 2 is basically a glorified walking simulator with terrible combat thrown in. It’s not going to give you your role-playing fix, so you might as well play something else.

You’re after a good story
The story is not particularly exciting or interesting and is horribly paced. There are countless other RPGs with better stories, and if you’re after something set in the World of Darkness, I’d highly recommend the visual novels instead.

Accessibility features

There are a small number of accessibility options in the game, namely the ability to enable or disable subtitles and tweak their size. You can also reduce camera movement using a slider. Controls cannot be rebound on consoles, though there is a setting to invert the Y axis.

How I reviewed Vampire: The Masquerade – Bloodlines 2

I played almost 15 hours of Vampire: The Masquerade – Bloodlines 2 on PS5 for this review. During that time, I completed the game once, having experienced every major story beat and a small handful of the boring side quests.

As a huge fan of the original Vampire: The Masquerade – Bloodlines, I frequently compared my experience to that game, having completed several full playthroughs over the years.

I also compared it to other games set in the same universe, namely Vampire: The Masquerade – Coteries of New York and its sequel Vampire: The Masquerade – Shadows of New York in addition to others like Vampire: The Masquerade – Bloodhunt, Vampire: The Masquerade – Swansong, and Vampire: The Masquerade – Justice plus Werewolf: The Apocalypse – Earthblood for good measure.

Throughout my time with the game, I played it with the standard DualSense Wireless Controller and an Astro A20 X gaming headset for audio.

First reviewed October 2025

Final Fantasy Tactics: The Ivalice Chronicles is a must-play for tactical RPG devotees – here’s my verdict on Square Enix’s revamped classic
4:00 pm | September 24, 2025

Author: admin | Category: Computers Gadgets Gaming | Tags: , | Comments: Off

When Final Fantasy Tactics was released in 1997, it was lauded as a masterful tactical role-playing game (RPG), mixing impressive visual effects with depth-filled combat and a stellar narrative. But now, this beloved title has been reborn, affording longtime fans as well as new players the chance to experience it all. Enter Final Fantasy Tactics: The Ivalice Chronicles – Square Enix’s remaster of a true classic.

Review info

Platform reviewed: PS5
Available on: PS5, Nintendo Switch (physical and digital); Nintendo Switch 2, PS4, Xbox Series X and Series S, PC (digital only)
Release date: September 30, 2025

This expanded remaster brings plenty of shiny new stuff to the table. It’s fully voice-acted, has considerably upgraded visuals, and a fair few quality-of-life updates. All of these are available in the ‘Enhanced’ edition of the game, but you can also play through the original if you’d prefer, which uses the translation from War of the Lions – an updated version of the game which launched on the PlayStation Portable (PSP) back in 2007.

Anyway, I’ve played through the entirety of the Enhanced version of Final Fantasy Tactics: The Ivalice Chronicles, and I’ve got plenty of thoughts – most of which are positive, fans will be delighted to hear! Let’s take a closer look at this remaster, then, and find out if it can do justice to a real fan favorite.

An adventure like no other

Two chocobos drinking water in Final Fantasy Tactics: The Ivalice Chronicles

(Image credit: SQUARE ENIX)

If you’re new to Final Fantasy Tactics, I’ll give you a quick rundown of the game’s premise. Ramza Beoulve is a highborn young man, who is thrust into a deeply political, brutal conflict – one that centers around two nobles vying for the throne of Ivalice.

Ramza – alongside his allies – will play a gigantic part in the war’s trajectory…though his actions will later be obscured in the history books. It is up to you, the player, to uncover the truth behind this conflict – and the importance of Ramza’s role within it.

You’ll control young Ramza and his allies across various battlefields, which use a tile configuration – something that fans of the Fire Emblem series, for example, will be well familiar with. You’ll have to level up your characters, recruit increasingly powerful units, and make use of the renowned job system – one of the best parts of the game, hands down.

You can switch between a number of jobs – spell casters like Black and White Mages, sword users like Squires and Knights, and a whole lot more. A key difference in the Enhanced version is that there’s a fully-fledged Job Tree, which makes it easy to understand how to unlock each class, and lets you track your progress in doing so.

Best bit

Monk unit in Final Fantasy Tactics: The Ivalice Chronicles

(Image credit: SQUARE ENIX)

I had a huge amount of fun creating an army-crushing squad in The Ivalice Chronicles. Creating a monk, who could heal and hit-hard, while also using the Ninja’s dual wield skill for 2x the power, made for a truly devastating combination.

As had previously been the case, you earn job points in battle to increase a unit’s proficiency in a particular class, through which you can earn new abilities and passive skills. Mixing and matching skills from different jobs is great fun – and optimizing your skillset will be crucial if you want to make it through the main story, which is by no means a breeze…more on that later.

Some jobs do take ages to unlock – but it doesn’t always feel worth your time, given that some of the classes further along the tree have skills that seem a little situational. Still, you don’t have to make use of these jobs. One of my main units, for reference, was a monk – a melee fighter class you unlock pretty early. I just ensured that he had secondary skills from the Ninja class to keep him primed for late-game combat.

If your beloved monk unit dies in battle, for example, it may well be gone forever…devastating, I know. When a character faints, a display with three hearts will appear above it, and one heart will deplete for each turn a character remains unconscious. If you don’t revive it or complete the battle objective within this time, it will be gone forever.

New auto-save slots have made it easier to go back to before your unit dies – which is a very welcome inclusion. I used this a fair amount in my playthrough. After all, do you really want to spend hours on end re-training a new unit? Personally, I don’t have time for all that!

There’s one more thing I’d like to note about perma-death. In Fire Emblem titles, your units typically have a unique appearance and personality – something that can leave you feeling attached to them, and this causes deaths to feel that little bit more gutting.

In Final Fantasy Tactics: The Ivalice Chronicles, though, a lot of characters have identical appearances and no personality beyond their brief vocal soundbites. This meant I wasn’t particularly attached or interested in my standard units – I often replaced them with special ones that play a more direct role in the plot, have unique costumes, and join your party as you progress through the story. By the way, Cloud from Final Fantasy VII (one of my favorite games, and one of the best RPGs of all time) is one of these…how cool is that?!

Not for the faint of heart

Ramza's turn in battle from Final Fantasy Tactics: The Ivalice Chronicles

(Image credit: SQUARE ENIX)

Speaking of special units, some of these are going to be extremely helpful – and sometimes almost feel necessary – to get through story battles. There’s one in particular who will join you late on, who is seriously powerful. I won’t spoil who it is for newcomers, but without them, I’d have been toast on a number of occasions.

Yes, I’ll be honest, I found The Ivalice Chronicles to be hard. At times, very hard. I’m an RPGs guy, and have finished some pretty punishing titles – yes, even Shin Megami Tensei III: Nocturne. But the thing that caught me off guard in this game was its severe difficulty spikes.

Some of these, especially early on, forced me to better my understanding of the title’s impressively deep battle mechanics – stuff like zodiac compatibility, faith, and bravery elements require close attention.

Difficulty spikes later on, though, could feel pretty frustrating. I went from reconsidering my team’s build and strategy early on to reconsidering whether my sanity was still intact by the end. These spikes can make progression feel a little uneven, it has to be said, although there are ways to push through the most challenging encounters.

For instance, you can hop into random battles on the world map to grind up your levels and earn job points to get better healing skills, spells, and combat abilities. And these are entirely at your own pace – don’t fancy a random encounter? Just press flee and you can skip it. Need some EXP? Run around for a bit and prepare for battle. I love that you’re not forced into fights – something that can make some RPGs feel repetitive and relentless.

In addition, you can complete errands, which give you gil (the game’s currency) to spend on better armor, weapons, headgear, and accessories. They can also give you experience points and job points. These are entirely optional and are a useful way to earn experience for any backup units you want to use in the event of a character dying, for example.

Anyway, after you’ve been struggling in a fight and you’ve taken some time to train up, you’ll likely find a route to victory. And when you do, you’re going to feel very satisfied – I know I did. The endgame especially was pretty rough for me, but I got there in the end. It's worth noting that I played the whole game on Knight difficulty – the sort of ‘normal’ level. However, the Enhanced version adds an easy mode, Squire, and a hard mode, Tactician – that one’s for the show-offs.

A message more potent than ever, for a new generation

Barbaneth speaks on his deathbed in Final Fantasy Tactics: The Ivalice Chronicles

(Image credit: SQUARE ENIX)

Final Fantasy Tactics: The Ivalice Chronicles has a stellar narrative – one that plays to themes that are arguably even more timely now than they were almost 30 years ago.

The conflict I mentioned earlier takes place after a separate 50-year-long war, which has left much of the kingdom in economic turmoil. Distrust in the ruling class is at an all-time high, with the masses left to struggle in a ruined kingdom while nobles indulge in luxury. The world was, and remains, incredibly designed, with a new ‘state of the realm’ page that clarifies story details and can refresh your memory of character names, among other things.

State of the realm is one of many additions – most of which make for a much more refined experience. Personally, I love the revamped graphics – the game remains true to its roots, visually speaking. Battle animations are incredibly fluid, backdrops are beautifully composed, and colors really pop, injecting a ton of character into this complex world. The incredible score also adds so much texture to the world, and even random encounter tracks, like Apoplexy and Desert Land, had my head bopping mid-battle.

Functionally speaking, one of the best new features is fast-forward, which makes the pace of battle so much more palatable. A lot of movement and combat does feel pretty sluggish, so being able to speed through your enemy’s actions is most welcome. This also helps if you’re sitting through dialogue you’re already familiar with, and I made extensive use of it.

I already mentioned stuff like difficulty options, the job tree, and auto-save – and these all feel like considered, user-friendly inclusions – but despite that, there was some stuff I wasn’t loving about the Enhanced version.

Job tree in Final Fantasy Tactics: The Ivalice Chronicles

(Image credit: SQUARE ENIX)

This might be controversial, but I think the voice acting is, at best, just OK. Some characters are well represented. Ben Starr – who was phenomenal as Verso in Clair Obscur: Expedition 33 – does a good job with the cunning and crafty Dycedarg. The personalities of other characters, including Agrias, Cidolfus, and Ramza himself, are also communicated well – but the same can’t be said for others.

Some performances feel a little restrained, non-special characters occasionally have inconsistent accents or tones of voice, and some non-player characters (NPCs) have voices that don’t match their sprites whatsoever. I mean, am I really meant to believe this teenage-looking soldier sounds like a 50-year-old geezer from the east end of London?

Furthermore, I was frustrated by the game’s camera on numerous occasions. Sometimes, it would pan to a bizarre angle that prevented me from seeing the on-screen action. A new overhead tactical view did remedy this at times, but I would’ve liked some further improvements here. Otherwise, performance is fantastic on the PS5 version, no notes.

There's one more thing that didn’t bother me too much, but will be a concern for others. Content from War of the Lions is largely missing in this remaster. That means that its side content and drawn cutscenes have been mostly left out – something that will upset fans of the well-regarded PSP version, I’m sure.

Still, though, I have to say that I had a great time with Final Fantasy Tactics: The Ivalice Chronicles. Yes, I have some minor gripes – severe difficulty spikes, a sometimes flawed camera, and imperfect voice acting, above all. But those things are certainly not enough to get in the way of an unforgettable adventure, packed with satisfyingly deep combat, a timely, well-written story, and a great score. The quality of life upgrades and enhanced visuals make this the ultimate way for new players to explore Ivalice, and if you’re a fan of tactical RPGs, this remains easy to recommend.

Should you play Final Fantasy Tactics: The Ivalice Chronicles?

Cyclops appears in Final Fantasy Tactics: The Ivalice Chronicles

(Image credit: SQUARE ENIX)

Play it if...

You want to revisit a 90s classic
If you’re a new player, or you were a fan of the original Final Fantasy Tactics, this expanded remaster is the perfect way to play it. With fast-forward, a tactical view, and graphical refinements, it’s a far more fluid and fast-paced adventure than ever before.

You want to sink your teeth into some deep lore
Ivalice is a kingdom that has long been marred by war and political disorder. Seeing how this climate influences the ideology of various actors from a range of factions is engrossing. The plot itself is densely layered, and the new ‘state of the realm’ menu provides an impressive level of context and information around Ivalice’s characters and conflicts.

Don't play it if...

You’re expecting an action RPG Final Fantasy experience
If you’re expecting the action-focused combat of more recent Final Fantasy titles – or even the active time battle system from others, The Ivalice Chronicles may catch you off guard. It’s a tactical RPG which shares a lot of similarities with games like Fire Emblem, so if you’re not into strategic tile-based titles, you may want to give this a miss.

You’re not digging the pixel style
The Ivalice Chronicles uses an Enhanced version of the pixel style used for the original PS1 title. But if you’re not really a fan of that, and want a full-blown 3D adventure more akin to Final Fantasy XVI, then again, you may be better off skipping this one.

Accessibility features

There are a few useful accessibility settings in Final Fantasy Tactics: The Ivalice Chronicles. For instance, there’s a sound visualization option, which displays in-game sounds on the edges of the screen, as well as the choice to show speaker names during spoken exchanges.

There are also sound effect subtitles, volume sliders, multiple text languages (Japanese, English, German, and French), and both English and Japanese voice language options. Unfortunately, there is no colorblind mode or similar.

How I reviewed Final Fantasy Tactics: The Ivalice Chronicles:

Ramza from Final Fantasy Tactics: The Ivalice Chronicles

(Image credit: SQUARE ENIX)

OK, so I spent more than 50 hours playing Final Fantasy Tactics: The Ivalice Chronicles, battling through the entire main story, a healthy portion of side content, errands, and random encounters. I played the Enhanced version of the game in order to assess the remaster’s quality of life upgrades, graphical improvements, and voice acting.

I played the PS5 edition of the game, with my console connected up to the Sky Glass Gen 2 television and the Samsung HW-Q800D soundbar. When I was out and about, I’d also occasionally dip into the game via remote play on my Samsung Galaxy S24 FE, but this was pretty rare.

Personally, I’ve reviewed a variety of games here at TechRadar, including recent releases like Raidou Remastered: The Mystery of the Soulless Army and Drag x Drive. I've also played a number of tactical RPGs, such as Fire Emblem: The Blazing Blade, and a range of Final Fantasy titles.

First reviewed September 2025

The Elder Scrolls 4: Oblivion Remastered is so good that it has me hoping for yet another version of Skyrim
3:30 pm | May 6, 2025

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off

For years now, I’ve heard many The Elder Scrolls fans proclaim that Oblivion is a better game than Skyrim. After nearly 80 hours spent exploring the diverse and fantastical land of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, I couldn’t agree more.

I’m floored by how well the core of Oblivion holds up almost 20 years after its release. This is a beautifully crafted RPG game with a true heart of gold, a wicked sense of humor, and a deceptively deep well of things to do and places to explore. Despite its name, Oblivion Remastered is closer to a full remake, with smart updates while keeping the core untouched. It’s just about perfectly executed, if just a touch too careful in its approach to modernizing certain systems.

I missed The Elder Scrolls 4: Oblivion the first time around, having jumped aboard the Bethesda RPG train with Fallout 3 and then sinking my teeth into Skyrim around the time I should have been studying to get into University.

In the years since, I’ve learned to understand Oblivion’s reputation as a classic, but one that’s been made somewhat irrelevant by the juggernaut success of it’s sequel. Pair that thinking with my lack of interest in diving into RPGs of a certain age, especially ones as notoriously buggy as Bethesda’s, and it’s really no wonder I’d largely written Oblivion off until now.

Review info

Platform reviewed: PS5 Pro
Available on: Xbox Series X, Xbox Series S, PC, PS5
Release date: April 22, 2025

With Oblivion Remastered being perhaps the worst kept secret in gaming ever, I can’t say I was excited at the idea of a remaster of a 2006 fantasy RPG. Slap the word remaster onto a project, and I think we’ve all learned what to expect. A higher resolution, all of the DLC tied up into one neat package, maybe some re-recorded VO for good measure. Great for fans of the original, fairly unexciting for those that never played it.

But Oblivion Remastered isn’t what you would expect. This isn’t a simple facelift, it’s a meticulously crafted reconstruction, meshing old and new in ways that I don’t think we’ve really seen up to this point.

The visual upgrades are stunning, additional voice lines add new depth to character class choices, and combat is now just the right mix of Skyrim jank and contemporary action. This is the upgrade Oblivion always deserved, giving it the chance to finally step out of Skyrim’s shadow.

That old Bethesda charm

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

Whatever your opinions are on Starfield, Fallout 76, and Fallout 4, Bethesda’s modern RPGs are undeniably a bit of a mixed bag, with wildly different approaches to open-world design when compared to The Elder Scrolls series.

Still, I’ve found myself liking something about each, after digging deep to find the parts that prove the studio’s pedigree is well-earned, and ongoing. Oblivion might well be where Bethesda’s unique brand of game design is best showcased.

There are bugs and jank, oh the jank, but it’s all completely outweighed by excellent writing, an almost impossibly detailed world, and RPG systems that reward you for actually roleplaying. You can be a thief, an assassin, a mage. You can specialize in alchemy, go out into the world and clear fortresses for loot, and even run Guilds as the big boss in charge.

Best bit

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

The Dark Brotherhood questline in Oblivion Remastered is perhaps my favourite from all the Bethesda RPGs I’ve played. It rewards you for completing assassinations in specific ways, more akin to something found in Hitman rather than a fantasy RPG. Every single member of the Brotherhood is a standout, from the pale, vampiric leader Vicente Valtieri (who, in my playthrough, would sometimes appear completely bald due to what I’m assuming to be a glitch), to the obnoxious Khajiit sorcerer M'raaj-Dar. There’s a murder-filled escape room quest too that’s one of the best side quests I’ve ever played.

NPCs talk over each other, camera angles switch wildly in conversation, and picking up the wrong item can send the game into a hard crash, but it’s worth the trade off for moments that only Bethesda games can offer. Moments where you walk into a tavern and witness an argument that you have to intervene in, and before you know it you’re helping a man fake his own death to avoid paying his debts.

Moments like accidentally discovering a vampire lair and contracting Vampirism, which then must be cured if you’re ever to travel during daylight hours again. I can count the memorable quests and moments from the last few Bethesda RPGs I’ve played on one hand, but have no doubt that there’ll be twenty plus that’ll stay with me from my first Oblivion playthrough.

Best of both worlds

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

I’ve mentioned that Oblivion Remastered sits somewhere between a traditional remaster and a remake, but what does that mean exactly?

Well, in many ways, the team at Virtuous have Skyrim-ified Oblivion, bringing systems like levelling and player physics more in line with that of The Elder Scrolls 5. You now level up both major and minor skills just by doing that particular skill - e.g. improve lockpicking by picking more locks, get better at persuasion by attempting to persuade NPCs.

It’s a simple but elegant solution that helps remove some of the barriers that previously punished players for behaving out-of-character. You’re constantly improving your build as you go, whether that’s by sprinting between cities, or blocking attacks with a shield. These are very minor changes to the original formula, but offer a big enough quality of life improvement to make Oblivion feel like a game from 2016 (and a forward-thinking one at that), not 2006.

Then there’s the graphics, and oh boy, does Oblivion: Remastered look fantastic. By switching over to Unreal Engine 5, the developers have applied all new lighting tech. At night, this means moonlight dances across the surface of lakes, adding depth and vibrancy to even the darkest of settings. Wall-mounted torches flicker and cast shadows, filling cold sewer tunnels and deep subterranean caves with dynamic oases of light.

The game’s brilliant environmental design is left to provide the backbone here, but high-tech extras have been layered atop to accentuate and compliment, rather than remake completely.

You can tell Oblivion Remastered is a new version of an old game, absolutely, but it also gives some contemporary open world RPGs a run for their money in terms of presentation, art direction and atmospheric effects. It’s a strange mix - part old, part new, part something else entirely - but it works.

Moving forward, Oblivion Remastered should be a reference point for how to update an old game for new audiences, while keeping the magic of the original intact.

"Oblivion Remastered should be a reference point for how to update an old game for new audiences, while keeping the magic of the original intact."

As someone who had only played the latest instalment of The Elder Scrolls series until now, I’m impressed to find that Magic plays a deeper, more complex role in Oblivion. Mage builds are not only more viable, but easier to put together thanks to the superior Guild quests found in major cities. You can cast spells with your weapons out, and Conjuration can be used to truly kit yourself out as a versatile battlemage.

Like many players, I’ve tended to slip into a stealth archer build when playing these sorts of games, but in Oblivion I’m being constantly rewarded for experimenting with play-styles, and sampling from all aspects of the game’s build-mechanics. In general, this all feels more in-line with my experience with Dungeons & Dragons, in that regardless of the situation I’m in, there’s probably a stat change, an enchantment, a spell or consumable that can help me tip the scales in my favor.

There’s certainly room to roleplay if you want to stick to one defined path and character, but for those looking for more of a comprehensive experience of the game, there’s very little punishment for trying out something new.

Almost too faithful?

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

Remastering a game like Oblivion is no easy task, given that the original’s inherent bugginess and unpredictability are big reasons as to why players still bring it up to this day.

The memes are ancient at this point, the slightly wonky line deliveries and erratic camera snaps now heavily ingrained in internet culture. To remake Oblivion completely would be to snuff out its originality and heart, but just how faithful can you be before you simply offer up what amounts to the same game just on newer platforms? Well, Oblivion Remastered is just about as close as I think it’s possible to get to while walking this particularly precarious tightrope.

As a modern way to play a historically significant game, this is perfect for new players, preserving the spirit of the original while making it as pain-free as possible to experience. The developer has definitely erred on the side of caution with Oblivion Remastered, choosing to leave things the way they were back in 2006 instead of switching them out for elements that would probably be better to play in 2025.

This devotion to the source material, while admirable and ultimately the right call, does lead to a few downsides. The difficulty settings are all over the place, not quite managing to bridge the gap between simplified levelling systems and the newly updated combat mechanics.

I was constantly switching between two settings, finding one too easy and the other tough as nails. There’s also stability issues, where the new atmospheric effects and lighting slow things down in the open world. Whether these are new issues, or remnants of ancient bugs, I don’t know. But really, it’s disheartening to run into so many inconsistencies in what is an otherwise beautiful game.

Throughout my 80 or so hours of play time, I’ve actually run into fewer bugs than I’ve come to expect from a Bethesda RPG. That’s not to say it’s been smooth sailing, with strange visual glitches, quest-halting bugs, and straight hard-crashes being semi-frequent.

What’s really disappointing is that after looking up fixes for the issues I was experiencing, I found that they were predominantly issues that were rampant in the original version. This is unfortunately a consequence of choosing to remaster rather than remake, likely unavoidable with the level of care put into preserving the original’s more charming blemishes.

Still, I’d rather deal with twenty year old bugs than play a sterilized, over-polished remake that’s missing what fans loved about Oblivion the first time around.

On the whole, Oblivion Remastered is a triumph. A carefully considered love-letter to a game that’s been somewhat overshadowed in the years since its successor’s launch. By skating the line between remaster and remake, Bethesda and Virtuos manage to offer up a worthy modernization that finally gives more players the chance to weigh Oblivion up as the best game in The Elder Scrolls series.

It’s so good in fact, and I can’t believe I’m about to say this, but perhaps just one more version of Skyrim wouldn’t be so bad? Okay, maybe we should settle for Morrowind first.

Should I play The Elder Scrolls 4: Oblivion Remastered?

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

Play it if…

You want to experience Oblivion for the first time
This has been my very first Oblivion experience, and I haven’t been able to put it down. I tend to struggle playing older RPGs, but found this one to be modern enough, and good enough, to ignore some of the dated design.

You’re a fan of colorful, whimsical fantasy like Baldur’s Gate 3 and Fable
Oblivion’s world is much more colorful, varied and silly than the one found in Skyrim or even Fallout 4 or Starfield. It’s more Lord of the Rings than Game of Thrones, with rolling green hills, larger than life characters and a dark but whimsical sense of humor.

There’s a part of you itching for more of what you loved about Skyrim-era Bethesda
While I found something to enjoy in Starfield, Fallout 4, and Fallout 76, I have been itching to recapture the magic I felt playing Skyrim for the first time. Oblivion is Bethesda at its best, warts and all.View Deal

You need something to tide you over until The Elder Scrolls 6 finally comes out
Look, I know you don’t want to hear it, but The Elder Scrolls 6 is likely years off at this point. Still, with Oblivion Remastered being so good, it’s like we’ve gotten a new game anyway. This is plenty to keep you busy until we hear more about what’s next for the series.View Deal

Don’t play it if…

You’re expecting an excellent main story or cinematic cutscenes
Oblivion is quite bare-bones in its presentation, with a main quest that’s solid, but unspectacular when compared to modern RPGs. There’s no sprawling narrative, no lengthy cutscenes, and no real set-pieces. Instead, there are brilliant side quests, character-driven dialogue and choices, as well as a world that’s fun to explore and teeming with things to do.

Accessibility

Oblivion Remastered features expanded accessibility options when compared with the original.

Aim Assist, five difficulty settings, and the option to turn off blood splatter are the only gameplay features on offer.

Sound is broken down into multiple categories that can be tweaked to personalize the experience, and FOV can be changed for both the first and third person viewpoints.

Text size and subtitle text size can be increased, though I found the largest options to be on the smaller size, especially when playing on a TV. There’s full button mapping, meaning the game should be compatible with accessibility controllers like the PlayStation Access.

Overall, this is a pretty standard suite of accessibility features. It would have been nice to see more resources put into further expanding the options, given this is a remaster, with gameplay-specific contrast modes and colorblind options being missing at present.

How I reviewed The Elder Scrolls 4: Oblivion Remastered

I played Oblivion Remastered for 80 hours on the PlayStation 5 Pro. During that time I completed Guild Quests for Fighters Guild, Thieves Guild and The Dark Brotherhood.

I played around half of the campaign, choosing instead to focus on thievery to get myself a house in Anvil, which did end up being haunted. I’m planning to continue playing the game, leveling up my lockpicking, Heavy Armor and Blocking, hoping to set off clearing Forts around the map. I played in Performance Mode throughout, which prioritizes frame rate over graphical resolution.

On PlayStation 5 Pro, I played the game using a 4K LG gaming monitor (LG UltraGear 4K Gaming Monitor 27GR93U). I used a DualSense Edge controller, with the Razer Blackshark V2 gaming headset connected via the controller jack.

Occasionally, I’d move the game onto PlayStation Portal to play on the go. I found Oblivion Remastered to be the perfect PS Portal game, with great presentation and stability throughout.

First reviewed May 2025

Xenoblade Chronicles X Definitive Edition remains one of the most ambitious and breathtaking RPG experiences a decade on from its original release
4:00 pm | March 18, 2025

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off
Review information

Platform reviewed: Nintendo Switch
Available on: Nintendo Switch
Release date: March 20, 2025

2053 A.D. The last bastion of humanity flees Earth as it’s caught up in a conflict between two unknown alien factions. The White Whale mothership crash lands on the seemingly habitable planet of Mira where humanity has a chance to begin again, but their struggles are far from over. Two months later, you’re discovered in a drop pod without a single memory save for your name. And so begins Xenoblade Chronicles X Definitive Edition - easily one of the best RPGs (role-playing games) I’ve played in recent years.

As the newest resident of New Los Angeles - humanity’s massive home base that successfully landed on Mira mostly intact - you’re swiftly encouraged to join BLADE (a handy shortening of Builders of the Legacy After the Destruction of Earth), an elite force tasked with everything from exploring Mira and subduing threats to gathering resources and keeping the peace on home ground.

Within your first hour, you’ll select one of eight BLADE divisions to be a part of, each specializing in a particular field (though these are fairly inconsequential outside of the online modes which I wasn’t able to try for this review). These include Pathfinders who specialize in deploying FrontierNav probes to expand the map, and Interceptors who’re tasked with handling dangerous fauna. No matter which division you pick, you’ll still get to explore Mira in pretty much any way you like.

An overhead shot of New LA's commercial district in Xenoblade Chronicles X: Definitive Edition

(Image credit: Nintendo)

While Xenoblade Chronicles X Definitive Edition does have a main story to follow, it’s not as much of a focus compared to the other three games in the series. Instead, you’ll be spending the bulk of your playtime ticking off side quests and party member affinity missions (of which there are plenty of both) in order to meet requirements for unlocking story missions and expanding your home base of New LA.

On paper it sounds like a slog - and indeed many quests can boil down to simple item fetches or enemy hunting. Thankfully, the context of each quest makes almost all of them worth doing. Each one meaningfully expands the lore of Mira and its many alien races. There’s also a fantastic feeling of progression here, as a good amount of quests will unlock more features in New LA as well as allow these other races to gradually inhabit the city.

There’s a real feeling of growth and community that’s seldom seen in the genre. And, if you’re paying attention, you’ll notice the various races co-existing. They’ll form their own friend groups, frequent commercial establishments, develop romantic relationships, and contribute to New LA in their own ways. It’s not a real-time simulation by any means, but it all still adds so much detail and flavor to the world around you.

In summary, I love the world of Mira, and I love Xenoblade Chronicles X’s approach to character development and overall progression. Sure, the lengthy gap between main story missions won’t sit right with everyone. Think of it like a hot bath; dipping a toe in can be intimidating, but if you allow yourself to slowly settle in, you’ll find an incredibly rewarding and satisfying experience. It might well be a re-release, but Xenoblade Chronicles X Definitive Edition is handily one of the best Nintendo Switch games today.

The world’s your (extremely dangerous) oyster

The party run by a towering creature in Xenoblade Chronicles X: Definitive Edition

(Image credit: Nintendo)

Besides the hub of New LA, Mira is split into five distinct (and utterly massive) biomes. Bordering the city is Primordia, a lush grassland dotted with lakes and mountains. To its west is Noctilum, a labyrinthine forest that combines wide open spaces with plenty of narrow pathways to explore. In the east you have the desert-like Oblivia, then off to the north is the ethereal Sylvalum and then bordering that is the volcanic region of Cauldros.

Best bit

A cat chilling in Xenoblade Chronicles X: Definitive Edition

(Image credit: Nintendo)

Exploring the world of Xenoblade Chronicles X Definitive Edition is its own multi-faceted reward. It aids with overall progression, sure, but it’s also full of individual moments that wowed me. As an example, running through the towering forests of Noctilum for the first time while its vocal-driven theme kicked in was a simply awe-inspiring moment. The Xenoblade series has some of the best music in gaming, and that’s certainly no different with X.

While these all sound like your cookie-cutter video game biomes, each has unique touches that help them really stand out. Noctilum, for example, is dense with large coral-like structures. Oblivia is dotted with towering ruins of an ancient civilization. Cauldros is heavily industrialized, having been largely taken over by the antagonist Ganglion race.

As you might expect from the Xenoblade series, there’s no shortage of breathtaking vistas to discover and the sense of scale is truly unmatched. The old adage of ‘if you see it, you can go there’ is often claimed but rarely actually true. However, in Xenoblade Chronicles X, you’d better believe that this is absolutely the case. Especially later in the game when you unlock the Skell, a flight-capable mech that greatly enhances your traversal options.

A Primordia vista in Xenoblade Chronicles X: Definitive Edition

(Image credit: Nintendo)

What’s especially great about Xenoblade Chronicles X is that you’re free to explore much of Mira from the off with your party of four including the player character. At first, your key objective in exploration will be finding FrontierNav sites at which you can unlock new fast travel points and reveal surrounding points of interest such as treasure locations or powerful Tyrant-class enemies.

On the topic of enemies, you’ll swiftly find that Mira is an incredibly dangerous place. High-level mobs are abundant, often strategically placed to discourage careless exploration. Xenoblade Chronicles X is not a power fantasy; you will frequently fall foul of enemies more than happy to ambush you when you least expect it. Thankfully, punishment for a full party wipe is lenient, simply taking you back to the nearest landmark or fast travel point.

Enemies are also surprisingly dynamic in their behavior. Many only appear at certain times of the day. They can also change their approach to you depending on your mode of travel; some may be perfectly willing to leave you be if you’re on foot. But in your Skell, they might be more hostile. Skell travel, while convenient, isn’t exactly a free lunch, either. Skell fuel is a limited resource and certain airborne mobs will attack if they spot you flying around.

This may sound super frustrating, but the flipside is that eventually, you will be able to fight back against enemies that previously gave you a hard time. It’s so satisfying to plow through an area that was at one point impassible due to the level gap. As you continue to improve your ground gear and Skell builds, you’ll gradually find that more of Mira opens up to you in a very natural way.

Guns, blades and indigens

The party is attacked by a large avian creature in Xenoblade Chronicles X: Definitive Edition

(Image credit: Nintendo)

Describing Xenoblade Chronicles X’s combat in full would require at least another 5,000 words and my boss would hate me, so I’ll do my best to detail the highlights instead. In short, X’s battle system is rich in depth and so incredibly fun once you get your head around it. But thanks to Definitive Edition’s better tutorialization, things are generally much easier to learn.

You and your party members will have access to a pool of Arts (read: skills) depending on their class (you can freely upgrade and switch yours as you progress, too) which you’ll assign to one of eight slots on the Arts Palette. Arts are color-coded; orange and yellow are melee and ranged attacks respectively. Green Arts provide support such as buffs or healing. Purple Arts typically apply debuffs to enemies, while Blue Arts grant the character an ‘aura’ which provides various temporary benefits.

What makes combat in X so engaging is you can’t just be throwing out Arts willy-nilly. Most will be more potent when used under certain criteria, such as hitting an enemy from its side, or activating the Art while you have an Aura active. It’s largely up to you which Arts to put on your Palette, but the game strongly incentivizes using Arts that synergize with one another.

A new ‘quick cooldown’ button has been added to Definitive Edition, too, which lets you immediately use an Art without waiting for its cooldown. The Art usually won’t be as powerful in this state, but it’s a very handy thing to have if you’re clearing out a group of weaker mobs or looking to quickly reapply a debuff.

The battle system in Xenoblade Chronicles X: Definitive Edition, showing off the Arts panel and party members fighting a creature

(Image credit: Nintendo)

That’s most apparent with Xenoblade Chronicles X’s coolest combat feature: Overdrive. Unlocked early on in the story, Overdrive is a massively powerful party-wide state. It lasts for about half a minute, during which time your Arts cooldowns will be greatly sped up and the party will be able to access a variety of bonuses based on the Arts you use.

In Definitive Edition, it’s easier than ever to tell which Arts to use, thanks to a color-coded chart displayed on-screen during Overdrive. For example, using three melee Arts in a row will boost the experience gained from the fight. Using a Blue and Green Art in succession will provide healing, and using a Green Art followed by any other will double its hit count which increases your TP (the resource required to enter Overdrive in the first place) gain.

Ideally, to get the most out of tough encounters, you’ll want to get your TP back up to 3,000 within your Overdrive window in order to activate it again, replenishing its timer. If managed correctly, you can keep the Overdrive state active throughout an entire fight. Pulling that off feels so, so satisfying and in the late game, it became the reason why I think X has the best combat system in the whole series. It’s up there with Xenoblade Chronicles 2’s take on the Chain Attack system for me.

As great as the on-foot combat is, I unfortunately can’t say the same for Skell combat. It’s as slow and clunky here as it was in the original. Skells feel incredibly floaty, and the Arts provided by its equipment typically have much longer cooldowns. You also can’t use the quick cooldown feature while in your mech. They can certainly be powerful, and hopping into your Skell if you’re running low on health is a viable tactic, but I do wish developers Monolith Soft could’ve taken the time to tighten up Skell combat as it just doesn’t provide the same rush as the on-foot Overdrive loop.

The fairest of them all

A Skell mech has transformed into its vehicle form on a Primordia beach in Xenoblade Chronicles X: Definitive Edition

(Image credit: Nintendo)

While Xenoblade Chronicles X Definitive Edition is certainly a little dated in the visuals department, by no means does that make it an ugly game. On the contrary, it provides some of the most gorgeous environments I’ve ever seen rendered on Nintendo Switch. Improved character models and an overall bump in resolution also help Definitive Edition look much sharper and cleaner than its Wii U counterpart.

As ever with the series, draw distance is incredibly impressive for a Switch game. However, some pretty egregious object pop-in is still an issue, especially in the busy hub of New LA. Non-player characters (NPCs), objects, and moving vehicles can materialize right in front of you. This can also happen out in the open world; I’ve had many times where I’ve descended onto a seemingly empty patch of earth to grab a treasure or open up a FrontierNav site, only for a group of high-level enemies to spawn in and obliterate my Skell in an instant.

In better news, performance is a mostly stable 30fps (frames per second), only rarely dipping when loading into a new area after fast travel. Load times are also impressively quick for the Switch; it wasn’t often that I had to wait longer than 10 seconds to beam into a new location, making general exploration extremely quick and convenient.

Lastly, I have to make a note of Xenoblade Chronicles X’s god-tier soundtrack. Composer Hiroyuki Sawano - well-known for his work on Attack on Titan and Kill la Kill - provides a legendary score for this game, and he’s back with new music for Definitive Edition, too. His work here does feel distinctly anime, with epic, sweeping tracks for the game’s biomes and vocal-driven battle themes that I never get tired of listening to.

Should I play Xenoblade Chronicles X Definitive Edition?

Play it if...

You want to get lost in a unique RPG for potentially hundreds of hours
Xenoblade Chronicles X is a very unique game even within the confines of its own series. The glorious sci-fi setting matched with a deep and involving battle system provides a consistently moreish experience.View Deal

You love exploration
This game simply gets exploring a vast, open world so right. Expanding your map via FrontierNav to discover new, interesting locations as well as treasures and powerful enemies is incredibly rewarding throughout the experience.View Deal

You like mechs
Despite the weak Skell combat, it’s more than made up for in their aptitude for exploration and sheer customizability - which includes everything from weapon loadouts to color schemes.View Deal

Don't play it if...

You just want to get on with the story
You’ll be spending a lot of time in Xenoblade Chronicles X completing side quests and affinity missions in order to meet requirements and recommended levels for main story content. If you’re not willing to take things slow then you may find progression to be irksome especially later on in the game.View Deal

Accessibility

Xenoblade Chronicles X Definitive Edition is unfortunately very minimal in terms of accessibility features. You’ve got subtitles on by default and you can adjust dialogue text speed, but that’s really about it. There are no colorblind options, which would have been helpful to some players given the battle system’s reliance on color-coded Arts.

How I reviewed Xenoblade Chronicles X Definitive Edition

My playthrough of Xenoblade Chronicles X Definitive Edition lasted around 80 hours. This included the main story, most side quests, a good amount of affinity missions, and the new postgame content. I unfortunately wasn’t able to test the game’s online features for this review, as these will open up on release day.

I played the game on my Nintendo Switch OLED in both docked and handheld modes. I found it to be surprisingly playable and stable in handheld mode despite the drop in overall image quality and resolution, but still looks noticeably less soupy than other Xenoblade titles on that OLED screen. For docked play, I played on an LG CX OLED TV primarily with a GameSir Nova controller.

First reviewed March 2025

I was already sold on Atelier Yumia as an RPG, but I wasn’t expecting it to have my favorite crafting system in all of gaming
4:00 pm | March 14, 2025

Author: admin | Category: Computers Gadgets Gaming | Tags: , | Comments: Off

I’ll be the first to admit games that heavily feature crafting as a key component are typically a huge turn-off for me, so I was initially wary of Atelier Yumia: The Alchemist of Memories and the Envisioned Land’s focus on it. Be it in survival games like Minecraft or Sons of the Forest, or even other RPGs like Final Fantasy 14 Online, I usually find it hard to engage with crafting systems; the tedium of it all quickly sets in, making me very eager to get back to gameplay that’s just a bit more exciting.

Review info

Platform reviewed: PC (Steam)
Available on:
PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, PC
Release date:
March 21, 2025

This, surprisingly, has not been the case with developer Gust’s Atelier Yumia. From equipment and accessories to helpful items and placeable furniture, so much of this RPG’s (role-playing game) gameplay revolves around its alchemical crafting system.

But that became the exact reason why I grew to love the game. In Atelier Yumia, you’re not just crafting things for small, temporarily helpful gains. Each item you synthesize provides meaningful game and character progression. Whether that’s increasing the potency of a healing item by using higher-quality gatherables or creating a version of a weapon that lets you slot in extra traits, there are always multiple avenues of customization and outfitting your party members with tools that suit your playstyle.

Pair this with an incredibly slick and stylish battle system and an open world that greatly incentivizes exploration, and in Atelier Yumia, you have a game that can easily be considered one of the best RPGs of 2025. Barring some presentational issues and the occasional bit of obtuse map design, the game is simply a near-constant joy to play.

Atelier Yumia

(Image credit: Koei Tecmo)

The not-so-wicked witch

While not an exclusively dark narrative by any means, Atelier Yumia grounds things in a world where alchemy is greatly feared and shunned, having been responsible for a great many accidents throughout history.

Our titular protagonist, Yumia, is one such alchemist and, despite only wanting the best for the world and its people, is typically met with distrust. Even when she uses alchemy for the benefit of others.

Thus, Yumia sets out on a journey of truth and discovery with a party of trusted comrades. With the goal of discovering the secrets of the fallen land that once thrived beforehand, Yumia aims to prove that alchemy can be used for good and doesn’t have to be something that’s inherently destructive.

From start to finish, Atelier Yumia’s story is a pretty straightforward ride, but one that’s nonetheless enjoyable. Elements of maturity are present, especially when exploring Yumia’s past. But the game often keeps the tone light-hearted and there’s plenty of bubbly dialogue and humor to enjoy. Overall, it’s an easygoing, often cozy tale, but one that isn’t afraid to get serious as the situation demands.

Atelier Yumia

(Image credit: Koei Tecmo)

A walk in the park

What Atelier Yumia gets right for the majority of its runtime is pacing - something that’s usually pretty rare in the open-world space. The game’s story rarely drags its heels, allowing players to truly take things at their own pace.

That pace, between all the game’s systems and mechanics, is usually very brisk. That’s especially true of exploration in Atelier Yumia. While you might initially balk at the abundance of Ubisoft-style question marks dotting the map, in reality, these are almost all extremely quick diversions. Optional points of interest like this include small ruins to explore, monster breeding grounds or hubs for particular materials, caves containing treasures, and boxes you can quickly nab skill points from.

While there’s certainly much to do in each of Yumia’s four main regions, you’re able to explore it at a relatively quick pace. Darting between undiscovered points of interest on the way to the next story objective always felt natural, and never like I had to seriously go out of my way unless I expressly wanted to.

Best bit

Atelier Yumia

(Image credit: Koei Tecmo)

Atelier Yumia’s take on the series’ alchemy system is arguably its best yet. While certainly very deep and boasting an amalgamation of its own mechanics, it’s nonetheless incredibly straightforward. Crafting high-quality items like weapons, accessories, restoratives and more is a moreish endeavor, especially as you continue to refine and make them more effective as you progress through the game.

That same snappiness applies to Atelier Yumia’s battle system. Like alchemy, there’s a lot to the battle system, but it’s all very easy to pick up and learn. The basics are that your party of three can engage enemies with combo attacks, set to each of the four face buttons. These combos can be used to put enemies in a weakened state, at which point you can use battle items and partner attacks to exploit elemental weaknesses for massive damage.

Battle items are also a much more integral part of the experience, and have been streamlined to a degree. They can become permanent additions to your combat loadout, only limited by a cooldown timer between uses. You’ll only need to replace them if you wish to craft better versions of them with more properties and more damage or healing potency.

As a result, while party members have their own weapons and base stats, how you can set them up is impressively flexible. For example, kitting Yumia out with elemental battle items can turn her into a robust mage, while the shield-bearing Viktor might hold a variety of stat-boosting items, essentially making him a stalwart support unit. It’s a bit Xenoblade-esque in that regard, giving you the tools necessary to build and equip characters in a way that works for you.

Atelier Yumia

(Image credit: Koei Tecmo)

I require your strongest potions

As I mentioned at the top, alchemy is the system that ties everything together in Atelier Yumia. While at your atelier - or within a designated building zone in the world - you’re free to perform synthesis to create anything from battle items to benches. You will of course need materials to craft these items, but you’ll find plentiful gathering spots throughout the world and you’ll naturally collect an abundance of ingredients by simply exploring.

All synthesis projects begin by selecting an Alchemy Core as your base item, of which there are various types - including one that provides an overall quality boost or another that lets you slot in traits for additional modifiers. You’ll then add materials to help expand the core’s resonance area. The larger this area, the more drifting mana will be captured within its influence. The more mana you collect, the greater the item’s quality, thus boosting its overall potency. Plus, using materials of a higher grade will extend the ceiling of any given item’s potential power.

What makes alchemy so great is that it really is up to you in regards to how you shape these items. Materials have their own unique properties, and using specific ones can provide secondary or tertiary bonuses. A hard-hitting battle item may provide other bonuses this way, such as healing or providing various buffs. Or, you can just go all-in on power, making items that hit as hard as possible.

Atelier Yumia

(Image credit: Koei Tecmo)

As you progress through the game, you’ll gradually unlock new recipes for synthesizing entirely new items. These ‘recall recipes’ can be created and upgraded at your atelier using different types of Memory Vials you can find in the world. Upgrading recipes can make them even more powerful, such as increasing their number of uses before going on cooldown, or increasing their base quality.

As I said, you’re not just limited to battle-oriented items. Synthesis can be done to create potions, armor, accessories, and more. And if you don’t want to get too lost in the weeds, handy quick synthesis options exist where the game will smartly assign materials automatically based on your preferences - whether that be the bare minimum, or going for as much quality as possible.

Synthesis doesn’t stop there, either. Workbenches will allow you to create housing items like benches, plants, or archways. These can then be freely placed as designated building spots throughout the world, letting you create your own bases or homesteads. There are so many options here, and it feels great being able to leave your own marks on the world to a greatly personal degree. Sure, it’s not quite Minecraft levels of freedom, but there’s plenty here that’ll allow you to get lost in hours of creativity.

A brave new frontier

In my Atelier Yumia playthrough, really the only thing that bugged me was the game’s overall visuals and presentation. They’re by no means bad, but I do feel like developer Gust often went a touch overboard when it comes to post-processing effects. Bloom during sunrise and sunset can be eye-searingly bright, washing out the world to an occasionally uncomfortable degree. Weather effects also aren’t particularly convincing, with an example being rainfall immediately coating the world in an overly wet and shiny look.

In better news, performance in Atelier Yumia is fantastic. On PC, I was able to maintain a rock-solid 60fps (frames per second), and load times are phenomenally fast - even when fast traveling from one end of the map to another. I found this to be crucial given the relatively fast-paced nature of the game, and I’m glad that Gust really took the time to optimize its world with this in mind.

Should you play Atelier Yumia?

Play it if...

You want an intricate and moreish crafting system
Synthesizing items in Atelier Yumia is extremely enjoyable, and there are so many ways to create items for any playstyle and occasion.

You love a game that respects your time
It may be a lengthy RPG, but Atelier Yumia doesn’t bog you down with an hours-long intro. Meanwhile, battle and exploration are both remarkably brisk, making for an experience that’s easy and fulfilling to play if you don’t have a ton of free time to spare.

Don't play it if...

You’re averse to poorly implemented post-processing
Atelier Yumia’s biggest issue is its reliance on intrusive effects like overdone bloom and unconvincing weather effects. While not enough to be a deal breaker for me personally, such effects can be quite distracting during exploration.

Accessibility

There’s a decent amount of accessibility features found within Atelier Yumia’s options menu. Text size and background opacity can be adjusted, as well as have three colorblind settings (deuteranopia, tritanopia, and protanopia) applied to them.

Various battle options exist that can make hitting certain commands easier, too. These include an auto-guard function for incoming attacks and an ‘easy precision counter’ that swaps you to a random character after successfully guarding or evading at the right time.

Atelier Yumia

(Image credit: Koei Tecmo)

How I reviewed Atelier Yumia

My playthrough of Atelier Yumia lasted around 35 hours, taking me through the main quest line, a ton of optional map exploration, and a handful of side quests.

I spent much of that time getting absorbed by item synthesis, finding it to be the game’s crowning achievement and something I was willing to put much time into in order to craft high-quality battle items and gear. I played the game on PC via Steam with an Nvidia RTX GeForce 3060 Ti graphics card, an AOC Gaming 24G2SP monitor, and the Razer Wolverine V3 Pro controller.

First reviewed March 2025

Avowed is a captivating journey through a dreamlike fantasy world that I simply can’t get enough of
5:00 pm | February 13, 2025

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off

As a lover of Obsidian Entertainment’s catalog of incredible role-playing games (RPGs), I think Avowed is absolutely another feather in the developer’s cap. Taking place in the Pillars of Eternity universe, Avowed offers plenty for series fans to chew on lore-wise, while being a rich and inviting gameplay experience for newcomers.

Review info

Platform reviewed: Xbox Series X, PC
Available on: Xbox Series X, Xbox Series S, PC
Release date: February 18, 2025 (February 13 for early access)

You’d be forgiven for thinking Avowed is a Skyrim-esque experience with its first-person perspective, flexible build variety, and a focus on real-time combat. But that’s really where the similarities end; Avowed is very much its own beast. And while it might not hold a candle to the breathtaking immersion offered by an Elder Scrolls game, it handily trumps them in regards to both combat and the overall quality of the writing. Witty, engaging, and dripping with tidbits of lore at every turn, it’s certainly up to the usual Obsidian standard.

It is, however, fair to say that Avowed won’t be for everyone. Omissions like the complete absence of a day/night cycle and the inability to pickpocket do hamper some avenues of role play. And even though the game has a satisfying compact 25-30 hour runtime, the occasional filler quest can slow pacing to a crawl.

These complaints aside, Avowed is still definitely worth checking out if you’ve got a fantasy RPG itch to scratch, and it’s a fantastic start for Xbox Game Studios’ 2025 output.

Voice in my head

Avowed

(Image credit: Microsoft)

The player character in Avowed might just have the most unenviable set of tasks I’ve ever seen in a fantasy RPG. As the envoy of the Aedyran Empire, you’re sent off to the untamed, largely lawless frontier of the Living Lands. It’s a seriously dangerous place that folks nonetheless try their luck on in order to build a new life for themselves.

Unfortunately, the locals aren’t best pleased by the presence of the empire, and most NPCs treat you with the appropriate amount of suspicion. The empire also isn’t doing itself any favors, as it attempts to bring order to the Living Lands through authoritative measures.

As the envoy, you’re thrust into the center of proceedings. Officially, you’re here to investigate and quell the Dreamscourge, a spore-like plague that can turn people and creatures into uncontrollable, murderous lunatics. However, as the game progresses, you do get the feeling that this is just a front for the empire’s true intentions of control and dominance.

Best bit

A screenshot of a character speaking to the player in Avowed.

(Image credit: Xbox Game Studios)

While truly getting stuck into some thrilling combat scenarios was certainly a highlight, by far my favorite aspect of Avowed is its excellent writing and characters. I loved exhausting every dialogue option where I could, just to see what kinds of lore tidbits I could unravel or simply hear what a particularly entertaining character like Marius or Yatzli had to say.

You’re also a godlike, a person born with unique powers and a connection to the Adra, a crystal-like substance that has a consciousness all its own. This entity makes itself known as a veritable voice in your head, and much of the intrigue in Avowed comes from you deciding just how much you can trust it - especially as it seems to regard the Dreamscourge as a boon rather than a plague to be eradicated.

It’s an involving setup that leaves plenty of room for you to make your own choices. And while not every decision you make from quest to quest is directly consequential, there’s enough for you to decide how to conduct yourself and shape the future of the Living Lands. Do you represent the empire with unwavering loyalty, or grow sympathetic to the land’s resistance factions? It’s all presented through Obsidian’s expert penchant for writing, and I found myself eager to keep playing throughout as a result.

And my axe

Avowed

(Image credit: Microsoft)

So how does character building work in Avowed? Well, there are three distinct skill trees you can invest points into upon leveling up, covering the fantasy RPG trifecta of fighter, ranger, and wizard. Each has myriad perks to help make your character stronger, with new perks opening up as you reach level thresholds.

What I will say is that sticking to one particular archetype (say, exclusively two-handed weapons) isn’t the best idea. Avowed can be a surprisingly difficult game, and given that you can swap between two distinct weapon loadouts at the press of a button, you’re strongly encouraged to mix up your build.

I opted to go for a mix of everything, with a sword and shield as my primary set, and a pistol paired with a grimoire of spells as my secondary loadout. With this I was able to cover practically all bases; strong offense and defense for up-close encounters, as well as two ranged options for crowd control and keeping a distance. What’s great is you’re not locked into any specific archetypes, with point respeccing costing only a small amount of gold.

While you can of course hard-focus your character down a specific skill tree if you’re wedded to a certain weapon type or armor class, I personally loved being able to adapt on the fly, especially as battles typically come against large mobs of enemies. Enemy packs do tend to show signs of organization, too, with pesky ranged units peppering you from a distance while chunkier shield-bearers getting up in your grille. Being able to respond with the same - hopping from a flaming sword to explosive crowd control spells - is where I got the most from Avowed’s combat.

And to be frank, you’ll need all the skills you can get. At launch, the combat AI of the companions you acquire in the game leaves a lot to be desired. It was all too often that I’d witness a close-range tank like Kai (the first companion you’ll meet close to the start of the game) either fail to close the gap to enemies or simply not bother to attack. It was a rare occurrence that companions left an encounter without being incapacitated first. Your party members can’t die, thankfully, but it would be nice to see improvements to their combat behavior in future patches.

With a little help from my friends

Avowed

(Image credit: Microsoft)

Your party members aren’t much use in combat, then, but that doesn’t mean I don’t love them. Each of Avowed’s primary companions brings a unique, fleshed-out personality, and there’s plenty of banter to enjoy between them a la Dragon Age or indeed Baldur’s Gate 3.

Kai is the first one you’ll join up with, and contrary to his gentle giant appearance and mannerisms, he’s actually pretty loose-lipped which can hilariously cause more problems than it solves. Yatzli, meanwhile, is an absolute delight. Genuinely funny and perhaps ever so slightly unhinged, she became a staple in my party of three (that’s yourself and up to two companions) simply because I couldn’t get enough of her dialogue.

Your companions do have their own skill trees for you to invest in, which include passive perks and active skills they can perform on command which does lend them a bit of usefulness in combat. Typically, these skills are good for crowd control, such as Kai’s ability to stun enemies, or Marius’s trap-laying skills that can hold enemies in place for a good chunk of time.

A land worth living in

A gorgeous vista in Avowed overlooking a dockside town.

(Image credit: Microsoft / Obsidian Entertainment)

In Avowed, the setting of the Living Lands is genuinely breathtaking. More ‘open zone’ than ‘open world’ (like The Outer Worlds, you’ve got a lot of individual areas to explore separated by loading screens). However, each is richly dense with meaningful side quests, opportunities for exploration, and no shortage of jaw-dropping vistas to gawp at.

You have the bustling city of Paradis, itself replete with enterable buildings and winding side paths. It’s a labyrinthine city in nature and it’ll take some time for you to get your bearings there, but that’s partly why I love it; I simply didn’t know what to expect around every corner.

Emerald Stair was another highlight for me, an area absolutely dripping with a morose atmosphere - its deathly quiet farmlands and surrounding forests genuinely left me feeling unsettled. It has an almost dreamlike quality to it, making exploration in itself feel plenty rich and rewarding.

The maps of Avowed are quite large and there’s plenty to explore in each. You’ll be encouraged to, as well, as you’ll want to find valuable resources to craft and improve your gear to keep up with enemies that increase in strength as you progress. Avowed doesn’t employ cheap level scaling, thankfully, and it’s quite easy to wander into areas filled with powerful enemies you’re just not ready to take on. Exploration overall, then, can be as dangerous as it is rewarding.

Over on the performance front, Avowed does occasionally buckle under the weight of its busy, richly detailed areas. I ran into frequent frame rate hitches on PC, but the game was more stable on Xbox Series X. On console, I felt that the 30fps (frames per second) Quality mode was a little too choppy to be enjoyable, but the 60fps Performance mode was much smoother - even if the overall impact on lighting and image quality was quite noticeable.

Should I play Avowed?

A lizard-like creature in Avowed.

(Image credit: Xbox Game Studios)

Play it if…

You want a well-written fantasy RPG
Avowed’s world-building and character writing are equally phenomenal, and up to the usual Obsidian standard. You might get a bit lost in the lore if you’re unfamiliar with Pillars of Eternity, but the game’s own narrative is plenty easy to follow along with.

You treasure build variety and challenging gameplay
From gleaming greatswords to face-rearranging spells, Avowed offers a rich power fantasy that you genuinely have to earn given the often high difficulty of enemy encounters.

Don’t play it if…

You were hoping for a larger open world
Skyrim, this is not. The lack of a day/night cycle and some of the more immersive role-playing aspects of Bethesda RPGs aren’t present in Avowed.

Accessibility

Avowed has a good amount to offer in the accessibility department to accommodate players of all kinds. On the camera front, you can adjust the head bob and camera shake strength (or turn them off entirely) if you’re prone to motion sickness. For the user interface, you can adjust text size and there are plenty of subtitle options, from displaying a speaker’s name to adjusting subtitle background opacity. There unfortunately doesn’t appear to be any colorblind options available at launch, however.

There are also five difficulty settings: Story Time, Easy, Normal, Hard, and Path of the Damned. So there’s plenty here to tailor a difficulty experience that’s right for you and, they can be changed at any time.

How I reviewed Avowed

My time with Avowed lasted roughly 25 hours across both PC and Xbox Series X Digital Edition. I was able to carry my save between platforms thanks to the Microsoft account functionality.

Playtime included a full playthrough of the main campaign, as well as a generous helping of side quests and exploration to improve my character’s gear. I predominantly played with an Xbox Wireless Controller on Xbox Series X, and the Razer Wolverine V3 Pro on PC. On console, I played on an LG CX OLED TV.

First reviewed February 2025

Metaphor: ReFantazio review: truly a turn-based RPG for the ages
2:30 pm | October 15, 2024

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off
Review info

Platform reviewed: PS5
Available on:
PS5, PS4, Xbox Series X|S, PC
Release date:
October 11, 2024

Shin Megami Tensei and Persona series developer Atlus is back with its first original franchise in years in the form of Metaphor: ReFantazio. This new game trades in the modern-day Japan backdrop for a decidedly dark fantasy setting - something we haven’t really seen from Atlus since the Etrian Odyssey series.

However, Metaphor’s take on fantasy is remarkably different from its peers - and it’s highly ambitious. The game presents a world racked by discrimination and a broken class system in which church and state very much operate hand in hand. It explores how peoples’ fear and anxiety can be weaponized against them - and how that can cause people to confidently act against their own best interests time and again.

This - paired with an evolution of Atlus’s challenging ‘press turn’ battle system that merges the best elements of the developer’s other franchises - makes for a constantly engaging role-playing game (RPG) that never once grew stale across its mammoth 80-hour runtime. With all that said, Metaphor: ReFantazio is easily the best RPG of the year, one of Atlus’s best games to date, and shouldn’t be missed whether you’re familiar with the developer’s back catalog or not. 

Fight for your right

Metaphor: ReFantazio

(Image credit: Atlus)

Metaphor: ReFantazio’s world is inhabited by numerous humanoid tribes, each with their own defining features such as horns, wings, or facial markings. Most of the tribes tend to keep to themselves, with rarely a nice thing to say about one another. Most have also fallen into the teaching of the Sanctist Church, which also acts as the world’s primary governing body.

Our protagonist hails from the eldan tribe, a near-extinct race defined by the fact that they have no, well, defining physical features at all. They are the closest to resembling real-world humans and thus are the most shunned of all of Metaphor’s societies. What the game refers to as ‘humans’ are instead towering, demonic monstrosities that roam the land, terrorizing countryside and communities both. You can see a bit of meta-commentary starting to form there, then, but to divulge more here would be to encroach on spoiler territory.

The story in Metaphor begins as the world is thrust into a rite of royal succession. The culprit is a high-ranking military man known as Count Louis. After assassinating the king in cold blood and placing a curse on the prince that puts him into a coma, we, as the prince’s aide, are tasked with bringing the Count to justice. However, that’s much easier said than done; while the populace knows Count Louis to be the culprit, discontent with the royal family and the Sanctist Church have made him a popular figure and thus a frontrunner to succeed the throne.

Best bit

Metaphor: ReFantazio

(Image credit: Atlus)

The battle system in Metaphor: ReFantazio is its crown jewel. Archetypes are a phenomenal evolution of both Personas and Shin Megami Tensei’s highly customizable demon builds. Being encouraged to change up your party and archetype composition between quests and dungeons means you’ll constantly have your thinking cap on when it comes to clearing content as efficiently as possible.

Much of Metaphor’s narrative revolves around the ‘Tournament for the Throne’- a contest set into motion by the deceased king. It’s here where our protagonist and his band of comrades must make a name for themselves in order to be considered worthy of Louis’ attention.

It’s an eclectic and diverse bunch, too. There’s Strohl - a nobleman’s son bent on killing Louis after razing his village to the ground - as well as Hulkenberg, a decorated royal knight who blames herself for being unable to protect the family in her charge. And that’s just the first two party members; the rest each have their own vibrant personalities, motivations and backgrounds that are equally rich and tragic. I’m also a huge fan of the wide variety of British accents used in the game’s English dub, ranging from East London ‘cockney’ and Welsh to Irish and Liverpudlian.

Overall, Metaphor: ReFantazio presents a constantly gripping story that I found incredibly difficult to step away from. It’s a veritable virtual page-turner where I often found myself playing into the wee hours of the night just to unfurl the next chain of unpredictable events. 

Royal beggars

Metaphor: ReFantazio

(Image credit: Atlus)

The flow of gameplay in Metaphor: ReFantazio feels like a broad mixture of systems from other Atlus games. Like the Persona series, Metaphor features a calendar, but it only covers about four months as opposed to a year. The tradeoff there, then, is that you’re not attending school in Metaphor, and therefore there’s more you can do in a single day. Days are broadly split into two halves; day and night. Performing an activity consumes one of these halves, unless you’re exploring a dungeon, which will take up the whole day.

Metaphor repurposes Persona’s social link system as ‘Followers.’ There are 14 of these that’ll gradually unlock over the course of the game, and includes your party members and non-player characters (NPCs) that play a key role in the narrative. Improving your standing with your followers is crucial, as you can unlock various benefits such as increased battle experience, cheaper rates at shops, and new Archetypes to take into combat (more on those later).

You’ll also have opportunities to perform activities that increase the protagonist’s five Royal Virtues. These are Courage, Wisdom, Tolerance, Eloquence and Imagination, and upgrading them is essential to unlocking further bonuses with your Followers. My tip would be to spend your free days improving these, if you don’t have any dungeons to explore or present Follower conversations to see to.

Tasks like these will most often be done in the days you have before a plot-crucial deadline, which usually comes in the form of clearing one of the game’s major dungeons. I often found myself planning out my days in advance, and there’s a great deal of satisfaction in clearing up your to-do list with enough time to spare.

What's your Archetype?

Metaphor: ReFantazio

(Image credit: Atlus)

Metaphor: ReFantazio employs Atlus’s ‘press turn’ style of battle system most commonly found in the Shin Megami Tensei series. Essentially, on your turn, you’ll have up to four actions based on the number of characters in your party. By attacking, guarding, or using an item, you’ll consume one of these actions by default. However, hitting an enemy’s elemental weakness (or passing a character’s action onto another) will only consume ‘half’ of it, thus increasing the number of actions you can perform in a whole turn. On the other hand, if an enemy dodges, blocks or repels your attacks, you’ll lose precious actions or possibly even your whole turn.

As a result, battles will typically either be a resounding success or a crushing disaster. Mercifully, Atlus has thrown in some lifelines this time. You can choose to restart a battle at any time (with enemy weakness and resistance analysis carrying over), and the game isn’t instantly over if the protagonist dies in battle.

The real genius of Metaphor’s battle system, though, is Archetypes, which feel more like traditional RPG classes that each bring their own sets of skills and abilities.These are Persona-esque summoned entities in appearance, but they really feel more like Shin Megami Tensei’s demons, with all the customizability and player expression those bring.

Also, there are zero restrictions on party members equipping different Archetypes. Unlike Persona, it’s not just the protagonist that gets free reign. As a result, different quests and dungeons will typically require you to change up your party and Archetype composition each time. For example, some enemies may be susceptible to a specific element, encouraging you to bring along magic casters. Others, rather humorously, might be enraged if they so much as see a staff, implying you should bring along a number of melee-based Archetypes.

Metaphor: ReFantazio

(Image credit: Atlus)

Now, party members do have base stats to consider. Hulkenberg has high Endurance by default, making her excel with tankier Archetypes like the Knight or the Brawler. Heismay (a former knight hailing from the mouse-like eugief tribe) is physically weaker but has naturally high Agility, meaning Thief and Gunner Archetypes are perfect for him. Strohl is something of an all-rounder, making him handy for trying out specialist Archetypes like Merchant (which has attacks that literally cost money) and Faker (which specializes in applying debuffs to enemies).

Archetypes also have some leeway in which skills they can equip with up to four free slots with which they can inherit skills from others. This means that you can carry over skills that you regularly rely on should a quest or dungeon require you to change up your Archetypes. Each also has its own set of resistances and elemental weaknesses, which you’ll need to take into account to avoid enemies getting too much of an advantage.

To summarize, I think this is Atlus’s most rich and in-depth battle system to date. You simply can’t plow through the entire game relying on the same handful of Archetypes; you’re constantly asked to adapt to the situation at hand. This means you’ll get plenty of use out of every party member (there’s little room for choosing favorites here), and discovering which Archetypes are best suited to each - not to mention unlocking more powerful versions of them - is an adventure in itself.

Delightfully dystopian

Metaphor: ReFantazio

(Image credit: Atlus)

While not the most visually stunning game on the market, Metaphor: ReFantazio nonetheless sells its setting with incredible art direction. The brutalist architecture of the royal capital of Grand Trad is striking, as are its dingy alleyways where the least fortunate in society congregate. Even in more seemingly well-to-do areas like the castle town of Martira or the port of Brilehaven feel like they’re subtly stagnating, helped in part by the deliberately drab color palette that goes a long way to sell the grim fantasy setting. It’s certainly Atlus’s grittiest-feeling game - probably since the PlayStation 2’s Digital Devil Saga.

The game’s soundtrack is also a highlight with renowned composer Shoji Meguro returning for the score. Here, he trades in the infectious pop beats of Persona and the grimy rock sound of earlier Shin Megami Tensei games for something more orchestral and offbeat. The battle themes are the crowning achievement here, for sure; while they took some time to grow on me, the fast-paced, almost overbearing chanting really helps drive battles forward.

Unfortunately there are some performance issues that Atlus should look to iron out with future updates. Atlus targets 60 frames per second (fps) here, but it can chug as low as 30fps in busier city areas and when traveling between zones. It does hold up better in battles and in dungeons, but overall performance is currently a blemish on an otherwise pristine package.

Accessibility

Metaphor: ReFantazio has no dedicated accessibility features, though it does have a robust difficulty selection for those who want to tailor their experience. Players can also choose to enable a network function that shows how others spend their in-game days, offering a handy bit of guidance in case you’re torn between multiple choices.

Should I play Metaphor: ReFantazio?

Play it if...

You want a truly unique dark fantasy RPG
By combining the best bits of its other series and marrying those with a firmly gripping narrative, Atlus has crafted a truly unique turn-based RPG that’s also among the best stories it has ever told.

You love highly customizable parties
Metaphor’s Archetypes mean that no two quests or dungeons are going to feel the same, and you’ll be constantly encouraged to switch up your composition, skills, and abilities for the best chance at success. 

Don't play it if...

You prefer modern settings
The grim fantasy setting of Metaphor: ReFantazio may not be to your liking if you’re more at home with Persona’s comfier modern-day adventures. 

You don’t like turn-based combat
If you prefer action RPGs or faster-paced battle systems, you might not get on with the relatively slower turn-based affair here - even if the UI and animations are perfectly snappy and responsive.

How I reviewed Metaphor: ReFantazio

My full playthrough from start to credits for Metaphor: ReFantazio lasted around 85 hours on the Normal difficulty setting. During this time, I was able to max out all Follower ranks, unlock most Archetypes and complete most side quests in addition to completing the main story.

Being a fan of the RPG genre and having played almost all major Atlus releases since the PS2’s Shin Megami Tensei 3: Nocturne, I’ve been able to experience the developer’s growth of its turn-based battle systems and storytelling over the years. With Metaphor: ReFantazio, I found a relatively much more mature story and arguably its most refined battle system to date.

I played through the game on PS5 on an LG CX OLED TV, using a DualSense Edge controller, occasionally playing with a JBL Quantum 910P gaming headset which really helped the game’s soundtrack to pop.

First reviewed October 2024.

Visions of Mana review: a thoroughly decent RPG that lacks ambition
6:57 pm | August 29, 2024

Author: admin | Category: Computers Gadgets Gaming | Tags: , | Comments: Off
Review info

Platform reviewed: PS5
Available on: PC, PS5, PS4, Xbox Series X|S
Release date: August 29, 2024

Visions of Mana is the first original entry in the legendary Square Enix roleplaying game (RPG) franchise after a smattering of well-received remakes and remasters. Does the new game live up to venerated titles of the series’ history? Well, that’ll all depend on what kind of experience you’re looking for.

Off the jump, the most noticeable thing about Visions of Mana is its jaw-dropping visuals. This vividly-colored world really jumps out on an HDR-compatible display, and the game staunchly sets itself apart from the grimdark photorealism of other modern RPGs. Mana’s graphics aren’t state of the art but its visuals nonetheless leave a lasting impression - particularly within its larger cities and sprawling explorable zones.

Being an action RPG, developer Square Enix has managed to craft an interesting - if occasionally cumbersome - combat system. With straightforward combo strings and a range of magic spells, it’s a simple combat system that adds depth with Visions of Mana’s impressive class system that - when applied to the game’s five playable party members - allows you to unlock tons of abilities for highly customizable play. This is easily Visions’ strongest selling point, and worth checking out for alone.

With that all said, I can’t in good conscience say that Visions of Mana will stand the test of time. It’s a highly repetitive game from start to finish, and while its plot has bags of potential with some strong initial narrative hooks, statically-animated cutscenes, and ho-hum voice acting takes much away from the overall experience. Visions of Mana reminds me of Tales of Arise in that sense; a fundamentally great game that fumbles on some of the genre’s core foundations - ultimately leading to a game that likely won’t live long in the memory, and sadly not among the best RPGs we've played this year.

Sell your soul

Visions of Mana

(Image credit: Square Enix)

Visions of Mana is set in a beautiful world with an unenviable burden. Once every few years, the patron Faerie visits each major region of the world to choose an alm - a person of incredible talent and willpower. These alms are typically assigned the element that governs the region they hail from, be that fire, earth, light, darkness, the moon, and so on. These alms, along with a person chosen as a protective ‘Soul Guard’, must make a pilgrimage to the Mana Tree at the center of the world to offer up their lives as sacrifices to sustain life for everyone else.

It’s a strong premise with an immediate hook, and as such, the initial story beats in Visions of Mana are exceptionally compelling. That’s especially so considering regions that fail to deliver an alm to the Mana Tree are met with catastrophe. As a result, we’re given a setup with immediately high stakes, and it paints a picture of an incredibly cruel and unfair world where anything short of perfection is met with disaster.

Our protagonist, Val, has been chosen as the Soul Guard for the latest pilgrimage. What complicates matters is that his significant other, Hinna, has also been selected as the alm of fire. Again, this is a fantastic hook; Val and Hinna are excited to travel the world, but neither wants to have to permanently say goodbye at journey’s end. A quandary arises; do they give into the sacrifice to avert widespread chaos, or do they try and find another way that doesn’t require such a price?

Unfortunately, I found that Visions of Mana’s narrative doesn’t quite explore its themes as well as it should. The game’s darker moments don’t really land due to some extremely static cutscenes with near-unchanging facial expressions. Narratively, such moments also aren’t given much time to really set in, especially as we move from area to area at a surprisingly rapid pace. Things do pick up again in the final acts, thankfully, but large chunks of the story are left feeling hollow and underdeveloped which is a shame.

Our main characters, similarly, don’t offer a whole lot in terms of personality or quirks beyond surface-level stuff. Their designs are lovely and varied, but they almost uniformly feel quite cookie-cutter in terms of overall character development which takes much of the drama out of the plot.

Fight it out

Visions of Mana

(Image credit: Square Enix)

Combat, similarly, is quite the mixed bag. The good news is that Visions’ combat system is very straightforward, making it an easy game to just pick up and play. The bad? This simplicity is let down by some pretty clunky movement and combat feel. 

The characters and their various weapon types have a range of basic and special attacks that can be strung together for combos. Each party member can also learn a variety of spells and activate devastating Class Strikes for big damage when that move’s gauge is full.

Visions of Mana’s class system is easily the game’s most impressive feature. Each of the game’s five party members has a base class when you first meet them. Then, eight more classes are unlocked as you progress through the game, governed by each of the game’s elementals. That makes for a total of 45 classes, with each party member having access to nine each.

Classes get stronger by unlocking new abilities in the Elemental Plot skill tree. Here, each class has a strictly linear track of skills to unlock, redeemable with skill points earned through battle. That linearity might seem disappointing, but it’s somewhat offset by the fact that classes are able to mix and match many of these skills. 

Best bit

Visions of Mana

(Image credit: Square Enix)

I loved the class customization aspect of Visions of Mana. I was hugely impressed by the variety of classes on offer, as well as their unique aesthetics, weapon types, and various spells and abilities that can be unlocked. The fact you can take some spells from one class and apply them to another only heightens this, allowing for some truly fluid combinations within your three-person party.

As an example, I was able to turn Palamena into a damage powerhouse with the Darkness-aligned Reaper class. She has naturally high magic stats, so assigning spells of various elements to this class meant she could adapt to any given situation. Careena, meanwhile, works great as a buffer and healer and most of her classes revolve around this, so kitting her out with spells and skills to both buff characters and minimize the risk of status effects allowed her to be a mainstay in my team of three.

Characters can then further be augmented with the use of Ability Seeds. You’ll find these by opening chests or converting enemy Corestones (items that are randomly dropped from enemies containing their essence) into them once you unlock the ability to do so. Ability Seeds can provide skills and benefits not found within the Elemental Plot tree, and can really help a character reach their full potential.

You’ve got plenty of options when it comes to character builds, then, and that’s awesome. Sadly, the act of combat itself can be a bit cumbersome. Overall movement feels quite slow and occasionally unresponsive. When you jump, your character loses a bunch of momentum which seems counterintuitive for the kind of game this is. The flow of combat, overall, feels similar to Ys 8: Lacrimosa of Dana, albeit less polished and significantly slower. This is a shame, as the vast amount of customization in Visions of Mana has laid the groundwork for what could be a truly excellent combat system. Here’s hoping Square Enix can apply some finer touches via post-launch patches. 

Take a hike

Visions of Mana

(Image credit: Square Enix)

Visions of Mana absolutely nails it in the presentation department. This is a richly colorful game, and the vibrant palette really helps its world to feel alive. It’s not quite an open world here; rather, we have a number of large, explorable zones that are filled with a manageable amount of things to do.

Scattered throughout these gorgeous zones - which range from volcanic jungles to mesmerizing landscapes of ice - are treasure chests, optional combat shrines, and various environmental interactions that make use of your collected elements. The game isn’t absolutely awash with side quests, though the ones that are here boil down to simple monster-slaying or fetch quests that typically amount to little reward. Unlike The Witcher 3 or Final Fantasy 16, you’re not really missing much - narratively or otherwise - by skipping side quests in Visions of Mana.

The soundtrack also sadly doesn’t do much to stand out among the bustle of cities or the throes of combat. It very much takes a back seat and sounds quite low in the mix at default settings. Some later boss and area themes really do slap, however, so it’s not a total dud. It’s just not up to the very high standard set here by the likes of Secret of Mana or Trials of Mana.

In better news, Visions of Mana is superbly optimized on PlayStation 5. The game’s performance mode is especially impressive, managing to hold a smooth 60fps in most occasions, with the odd noticeable dip happening in busier areas or encounters. While I did note a couple of instances where the game froze up for a couple of seconds during exploration, these were thankfully a very rare exception to an otherwise pleasantly stable experience. 

Accessibility

Visions of Mana has a very basic - but welcome - accessibility suite. Subtitles are supported, as well as text language support for English, German, French, Spanish, and Japanese players. You can also fully customize the game’s control scheme and adjust camera sensitivity settings.

Should I play Visions of Mana?

Play it if...

You want a simple and cozy action RPG
Visions of Mana is far from groundbreaking, but it just might scratch that itch if you’re looking for a breezy, straightforward action RPG experience. 

You love class customization
The various classes and the cross-class customization they bring in terms of build variety add much-needed depth to the game, and it’s definitely its biggest selling point.

Don't play it if...

You were hoping for a stronger narrative
Despite its very strong initial hooks, Visions of Mana fails to keep the momentum going through its 30-hour runtime. 

You prefer fluid, fast-paced combat
Combat in Visions of Mana often feels clunky with cumbersome movement and alarmingly short melee attack range. 

How we reviewed Visions of Mana

I played Visions of Mana to story completion, which took around 30 hours. All the while, I sprinkled in plenty of environment exploration, completing numerous side quests and trying out various class combinations with the game’s five heroes. I played the game on PS5 on an LG CX OLED TV with a DualSense Edge controller, but do note that there aren’t any notable haptic feedback or adaptive trigger implementations here.

First reviewed August 2024.

Next Page »