ARIKA have announced that Tetris the Grand Master 4: Absolute Eye will make the jump from PC to Nintendo Switch on June 4. The Switch version of Tetris the Grand Master 4: Absolute Eye will be available on the Nintendo eShop for 2,800 yen. ARIKA have also promised to revise the price on Steam to be in line with the new release.
ARIKA also revealed the following information about the port (via Gematsu):
About
First released in arcades in August 1998, the action puzzle game Tetris the Grand Master became beloved by many fans as a version of Tetris designed for dedicated gamers, packed with deep and rewarding gameplay systems.
The series later continued with Tetris the Absolute the Grand Master 2 in 2000 and Tetris the Grand Master 3: Terror Instinct in 2005. In April 2025, after a 20-year hiatus, the newest entry in the series, “Tetris the Grand Master 4: Absolute Eye, was released on Steam.
This new release is the Nintendo Switch version of the game. (Please note that some specifications differ from the Steam version.)
Differences Between the Nintendo Switch and Steam Versions
The difficulty of MASTER mode has been adjusted.
As a result, some title names have been changed.
The difficulty of SHIRANUI mode has been adjusted.
As a result, some title names have been changed.
CPU Level 0, which was selectable in the Steam version’s SHIRANUI mode, has been removed.
Implemented in accordance with AI learning policy guidelines.
Replay save data now has approximately 16MB storage limit, equivalent to several hundred replays depending on the mode.
Players can now delete replays directly from the menu.
A message will now appear when replay storage reaches its limit.
Only one USB keyboard connection type is supported. (The Steam version supports up to six connection types.)
Eclipse Glow Games has released the “Behind the Scenes – Technical Focus” video for upcoming action-adventure game Tides of Annihilation. The video goes over the technical details and development of Tides of Annihilation in partnership with NVIDIA, including features like Nanite-based technology and NVIDIA path tracing.
Tides of Annihilation is in development for PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store. The first “hands-on” experience for Tides of Annihilation is coming this summer.
Lastly, here’s an overview, via Steam:
London lies in ruin, torn apart by an abrupt invasion from another realm. As Gwendolyn, the city’s last surviving inhabitant, you will face off against otherworldly foes as she navigates a world where reality and fantasy intertwine, unravelling the mysteries binding this shattered existence.
Unveil the Secret of Tides and Piece Together a Broken World
A once-vibrant London has been torn asunder into an eerie reflection of itself—its buildings distorted, lifeforms transformed, and its history shrouded in shadow. Venture into this devastated world to uncover hidden truths and find a way to save your family, city, and the very fabric of reality itself.
Harness the Power of Knights and Build Your Order
Experience a unique knightly combat system that allows you to command a band of over ten legendary knights. Inspired by Arthurian lore, each knight brings unique skills and abilities to your team. Combine their powers to craft your own battle strategies, unleashing awe-inspiring cooperative attacks. Forge a path to victory with your personalised Order of Knights.
Encounter and Conquer Colossal Knights
Towering like mountains, the colossal knights roaming Greater London are more than mere setpieces—they are integral to your journey. Engage in epic battles against these mighty giants, scale their massive forms, and delve into their palatial depths and uncover the grand tales that define their existence.
— 『「きみを愛する気はない」と言った次期公爵様がなぜか溺愛してきます』公式 (@kimiai_official) May 27, 2026
Previously announced cast members include:
Yui Ishikawa as Elsa Eukrainen
Sōma Saitō as Julius Royus
Kaito Ishikawa as Jarmo Parnilla
Chika Anzai as Serafiina Parnilla
Hibiku Yamamura as Rebeka Rikkonen
Junya Enoki as Hannes Eukrainen
Ryōhei Kimura as Aleksis Josef Ralt
Ryōta Suzuki as Jere Ekrous
Daisuke Namikawa as Lucas Eukrainen
Mariko Kouda as Sofia Eukrainen
Hitoyuki Matsui is directing the anime at Zero-G and Grass with Kaoru Suzuki credited for planning technical direction. Tomoko Konparu is handling the series scripts, while Yūko Yahiro is in charge of character design. MICHIRU is composing the music. Saber Links is working on sound production.
Misawa and Mizuno launched the manga series on the BookLive digital bookstore in February 2021. Flex Comix publishes the manga series in print and digitally in English on digital platforms, including Amazon.
Lastly, Flex Comix describes The Duke’s Son Claims He Won’t Love Me Yet Showers Me with Adoration as follows:
Elsa, the daughter of a fallen aristocrat, receives news.
It was a marriage proposal from Julius, a very elite nobleman.
Elsa is wondering,” Why would such a distinguished man marry me”?
But after the wedding, Julius, who had been kind and gentle up to that point, changed completely!
In a cold voice, he tells her, ”I have no intention of loving you.”
The official website for Jaadugar: A Witch in Mongolia, the anime adaptation of Tomato Soup’s A Witch’s Life in Mongol manga series, has revealed the second promotional video, main visual, additional cast and staff members, and the one-hour July 4 premiere. Additionally, the promotional video previewed and revealed the opening theme song “Stella” by SEKAI NO OWARI.
In addition, a special panel and screening for Jaadugar: A Witch in Mongolia episodes 1 and 2 will be held at Anime Expo 2026 on July 3 from 2:45 p.m. – 4:05 p.m. PDT at the JW Diamond. Special guests include Naoko Yamada (Executive Director), Abel Gongora (Director), Rie Misumi (Producer, Science SARU), and Kazuki Endo (Producer, TV Asahi).
The newly announced cast members include:
Kenji Nojima as Jochi
Ami Koshimizu as Töregen
Hiro Shimono as Ögedei
Daisuke Namikawa as Chagatai
Newly announced staff members include:
Technical Director Chief: Takuya Fujikura
Art Director: Yuri Kabasawa
Color Key Artist: Narumi Konno
Compositing Director of Photography: Naoki Takahashi
Editing: Kiyoshi Hirose
Sound Director: Noriyoshi Konuma
The anime stars:
Miyu Irino as Shira
Jun Saitō as Muhammad
Akira Sekine as Shitara
Houko Kuwashima as Fatima
Ryōta Suzuki as Tolui
Naoko Yamada is serving as chief director, and Abel Góngora is directing the anime at Science SARU. Kenichi Yoshida is designing the characters and serving as animation chief, and Kanichi Katō is overseeing the series scripts. Kōshirō Hino is composing the music.
Tomato Soup first released the manga on Akita Shoten’s Souffle website in September 2021. Akita Shoten will publish the manga’s sixth compiled book volume on July 15. Moreover, Yen Press publishes the series in English.
Lastly, here’s an overview of the anime, via TV Asahi:
There was once a young girl in the 13th century slave markets of Iran. This is the tale of a witch who toyed with a vast continent. After losing her mother and being torn far from her homeland, Sitara found herself utterly alone, with no ability to survive on her own, and no hope for the future. Taken in by a family of scholars, the power of “knowledge” is imparted on her within the calm of her new life.
Meanwhile, under the reign of Emperor Genghis Khan, the mighty Mongol Empire continues its unstoppable march, conquering nation after nation and expanding its influence across the world. When that boundless ambition finally reaches Sitaraʼs city, her quiet days come to an end, and the wheels of fate begin to turn.
A lizard-headed man’s quest for answers continues in Dorohedoro Season 2, the continuation of the anime adaptation of Q Hayashida’s hit manga. Final Weapon has everything you need to know about Dorohedoro Season 2, including the weekly schedule, release dates and timing for new episodes, and much more.
Dorohedoro Season 2 continues the story from the first season, set in the lawless district of Hole. Sorcerers from another world use Hole’s residents as experiments for their twisted magic. Caimon is one such victim, and he was left with the head of a lizard and no memories of his past. On a vengeful quest for clues and answers, he and his partner Nikaido hunt sorcerers to find out the truth.
Dorohedoro Season 2 Release Dates, Exact Premiere Time and Schedule
New episodes of Dorohedoro Season 2 will release on Wednesdays at 7:00 a.m. PT / 10:00 a.m. ET on Netflix and Crunchyroll. Dorohedoro Season 2 will be streaming with English subs, and there will be 11 episodes in total.
Here are the release dates and schedule for Dorohedoro Season 2 (subject to change):
Episode 1 – April 1 – OUT NOW
Episode 2 – April 1 – OUT NOW
Episode 3 – April 1 – OUT NOW
Three-episode premiere
Episode 4 – April 8 – OUT NOW
Episode 5 – April 15 – OUT NOW
Episode 6 – April 22 – OUT NOW
Episode 7 – April 29 – OUT NOW
Episode 8 – May 6 – OUT NOW
Episode 9 – May 13 – OUT NOW
Episode 10 – May 20 – OUT NOW
Episode 11 – May 27 – OUT NOW
New episodes of Dorohedoro Season 2 will premiere at the following times (subject to change):
Pacific Daylight Time: 7:00 a.m. PDT
Mountain Daylight Time: 8:00 a.m. MDT
Central Daylight Time: 9:00 a.m. CDT
Eastern Daylight Time: 10:00 a.m. EDT
Greenwich Mean Time: 2:00 p.m. GMT
OP/ED, Cast and Staff
(K)NoW_NAME performs the opening theme song “Zettai Must Danmen” and the ending theme song “Return to Head.”
Yuichiro Hayashi is returning to direct the new season at MAPPA, and Tomohiro Kishi is returning as the character designer. Miho Sugiura is the art director, and Itsuku Onishi is the color key artist.
New Japanese cast members for the second season include:
Crunchyroll and Netflix will be streaming Dorohedoro Season 2 worldwide with some exceptions (Japan and China excluded from streaming on Crunchyroll).
What is Dorohedoro Season 2 About?
Here’s a synopsis of the manga’s first volume, via VIZ Media:
In a city so dismal it’s known only as “the Hole,” a clan of Sorcerers have been plucking people off the streets to use as guinea pigs for atrocious “experiments” in the black arts. In a dark alley, Nikaido found Caiman, a man with a reptile head and a bad case of amnesia. To undo the spell, they’re hunting and killing the Sorcerers in the Hole, hoping that eventually they’ll kill the right one. But when En, the head Sorcerer, gets word of a lizard-man slaughtering his people, he sends a crew of “cleaners” into the Hole, igniting a war between two worlds.
An upgrade from Arcade Archives to the Arcade Archives 2 edition will be $2.99. Hamster have developed both versions, based on the Namco originals from 1994 and the latest entries in the Arcade Archives series. The Arcade Archives 2 version will support local multiplayer for up to four players at once.
“ACE DRIVER” is a racing game released by NAMCO LIMITED (current Bandai Namco Entertainment Inc.) in 1994.
Experience the essence of racing with breathtaking race tracks and authentic handling.
Choose a class based on your player level and charge through the game! Who is the true ACE DRIVER!?
The “Arcade Archives” (ACA) series is developed with the concept of faithfully reproducing classic arcade games, staying true to its original.
In ORIGINAL MODE, you’ll find a variety of convenient features that make revisiting these classic titles even more enjoyable. These include difficulty and display settings, button remapping, rapid-fire options, the ability to create multiple save files at any time, and even a rewind function to undo your last move. Some titles also offer special settings that recreates the nostalgic atmosphere of CRT TVs back in the day. In addition, in HI SCORE MODE and CARAVAN MODE, you can compete for the best scores with players around the world through Online Rankings.
“Arcade Archives 2” series introduces a brand-new mode called TIME ATTACK MODE, in addition to the ORIGINAL MODE, HI SCORE MODE, and CARAVAN MODE from Arcade Archives. TIME ATTACK MODE focuses on how quickly you can complete the game, regardless of the score you achieve.
What’s more, with VRR (Variable Refresh Rate) support, the gameplay can be reproduced even more accurately, closer to the original arcade experience.
Square Enix has announced Dragon Quest XII: Beyond Dreams, the next entry in the long-running Dragon Quest RPG series. Previously unveiled as Dragon Quest XII: The Flames of Fate, Dragon Quest XII: Beyond Dreams focuses on a hero who’s beset by strange visions in his dreams. Like every game before it, Dragon Quest XII: Beyond Dreams will feature character designs by the late Akira Toriyama and music composed by Koichi Sugiyama. The game’s development was restarted with a tonal shift away from the original darker style that was teased by creator Yuji Horii.
In addition, Square Enix announced Dragon Quest Monsters: The Withered World, the next entry in the Dragon Quest Monsters spin-off series. The game stars Bianca and Nera from Dragon Quest V: Hand of the Heavenly Bride. Dragon Quest Monsters: The Withered World is coming soon to Nintendo Switch, Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam.
You can catch up on the announcements from the “Update from the DRAGON QUEST Team” broadcast below:
Square Enix recently opened an official website celebrating the 40th anniversary of the Dragon Quest series. The Dragon Quest 40th anniversary website contains a new illustration, a message from creator Yuji Horii, and a slew of information regarding new merchandise and collaborations that will be held in Japan, including one with Baskin Robbins.
After a period of uncertainty when the game saw last-minute delays, Mina the Hollower successfully went gold and hit the market. The second IP from the makers of Shovel Knight continues the style established by Yacht Club Games and creates a retro gaming experience through and through. Mina the Hollower can be best described as a chimera of a game. It takes a foundation from The Legend of Zelda’s 2D titles, the gothic and melancholic art style from Castlevania, the overall progression and combat philosophy of a Souls game, a gameplay loop straight out of a metroidvania, and everything else expected from a retro title.
Mina the Hollower Excels in Every Design Decision
Normally, games that try to mix too much end up without an identity. However, despite the aforementioned description of Mina the Hollower as a chimera, the game is actually astonishingly well put together. It never introduces a new mechanic on top of Mina’s initial kit, yet it somehow never gets stale. Knowledge is key to half of the adventure, and there are a lot of tricks and mechanics you can only discover through trial-and-error or careful attention to details.
One of the most notable “retro” decisions of the game was doing away with any form of tutorial and orientation HUD. This is a choice that puts extra strain on level design and diegetic clues, since there’s no other safety net to prevent players from feeling lost or frustrated. Despite the risky bet, Yacht Club Games expertly crafted a world that feels overwhelming at first and intuitive by the end.
Might be a skill issue, but it took me a while to understand what I can and can’t do here.
Early in my playthrough, I thought that certain mechanics or decisions weren’t properly executed. In my mind, I was comparing a lot of it to Pipistrello and the Cursed Yoyo since both use a 3/4 isometric view. The longer I played Mina, the more I realized how my preconceptions were unfounded. To put it simply, Pipistrello uses the universal visual language of video games and is therefore easily understood. Mina the Hollower introduces a new dialect and expects you to pick it up through contextual clues.
One simple example of this effect was in understanding how the game conveyed concepts like elevation. Some obstacles allow you to jump freely over them; others indicate a clear, impassable barrier. Ledges that only allow you to drop out of them are highlighted with small arrows. Most importantly, several secrets are hiding in plain sight until you start to notice these clues.
Satisfying Combat and Interesting Ideas
One of the easiest ways to understand a game’s combat is through its healing system, and Mina has mixed plenty of common restrictions together. You have limited vials to drink that reset every checkpoint, and there’s a temporary health bar. The key here is that those aren’t different ways to heal; they’re reliant on one another. Hitting enemies fills the empty section of your life bar, and the vials will only heal up to that point. You need to both keep the aggression up and find an opening to heal.
This results in a combat system that expects good positioning and predictive decisions from you, sometimes more than most soulslikes. Every action matters, and you’ll need to keep a cool head to avoid scramble situations. This is also enforced by the defensive systems of the game, since they work under similar principles. There’s no traditional dodge button; the game instead expects you to use Mina’s core ability of burrowing. The catch is that you can only burrow after you have done a full jumping arc. You have plenty of invulnerable frames to avoid any incoming damage, but you’ll need to react as soon as possible when an attack is coming your way.
As for your offensive choices, the game only contains 5 weapons, but each has a unique flair and flow. To start with, you get to choose between the usual 3 options: the daggers (fast and weak), the hammer (slow and powerful), and the whip (a safe, balanced option). The game offers two more weapons that you can get as soon as you can reach the city’s blacksmith or through red chests scattered across the isle.
Even though I spent 90% of my playtime with the hammer, I tried every weapon eventually. Having only 5 weapons might sound like there’s not enough variety, but Mina made each and every one of them have a unique feel. These choices allow for more playstyles than many other games, boasting hundreds of weapons. You’ll need to look for different cues and combat flow to maintain a good damage output while not putting yourself at risk. Weapons can also be upgraded, and they are never powercrept; you will always need to be using their base kit on top of any new moves.
Platforming and Exploration Aren’t Afterthoughts
This is fine.
A rather common trap some games fall into is having sections with secondary systems that don’t feel as fleshed out. A good example of this is Doom Eternal, whose platforming sections were constantly criticized by the community. While Mina may have put quite a hefty amount of work into ensuring the combat feels just right, other aspects of the game haven’t suffered for it. In fact, plenty of the considerations you have for battle will also apply to platforming.
Mistakes in pure platformers are punished in a “three strikes” fashion. Every time you bump into something you shouldn’t have or fall after missing a jump, you lose one point. For games that have health bars, you can usually bypass these restrictions either through damage reduction or by having enough healing items. However, due to how Plasma works, you can maintain the traditional system of platforming rather than brute force through excessive health pools.
Here, when you fail a platforming section, you are penalized in such a way that vials cannot immediately help you. After enough failed attempts, you will need to backtrack or press on with no more mistakes. Backtracking and finding enemies is one way to bring your health to full, but you will carry the negative penalty you accumulated, and you must get everything right in combat. Alternatively, backtracking may not always be feasible, so you need to rely on flower drops in between gauntlets.
Sometimes enemies will be present along with tricky jumping sections, and your weapon of choice will suddenly matter a whole lot when jumping around. You only have a good range with the hammer if you charge your attack, which means priming an attack midway through a jump. Daggers have good mobility options that can help in navigating bottomless pits, but you also need to be careful because they incur a heavy recoil when hitting anything. These are systems that often feed into each other.
Sequence Breaks Don’t Exist in Mina Because There Is No Sequence in the First Place
Putting all of this together, you have an experience with absolute freedom in how to approach it. No upgrades are required to access any given area, so your routing depends solely on your comprehension of the game’s mechanics. Sidearms are one core component of the game that I haven’t mentioned yet, but I also can’t discuss them in detail without outright giving the solution to certain situations. You’ll need to think outside and inside the box when playing Mina the Hollower.
It’s a game that demands your attention but consistently rewards you for it as well. Mina the Hollower is one of those cases where the first playthrough has a certain magic that fades on subsequent replays. It makes full use of the “a-ha” moments of discovery that are unique to the medium.
While Mina may not reach the heights of games like Tunic or Blue Prince in that regard, this is where modifiers show their potential. Inspired by community efforts like Project Ura and randomizer runs for Zelda games, Mina was built from the ground up to accommodate these options. Items can be shuffled around; you can have one-hit-kill turned on for Mina and enemies alike; you can build a “Dante Must Die” difficulty to truly put your skills to the test; visuals can be mirrored and tweaked so that they look ever so slightly different, and so on.
Of course, those are only recommended after a “default” run of Mina the Hollower. It won’t even offer options for “easy”, “normal”, or “hard”; you’re just thrust into the fray as soon as you start a new save. The balancing for the game without any modifiers feels like the best first impression this game can make. It’ll put enough of a resistance so that you can’t slack off, but it will never be so unreasonable that it becomes a point of contention within the fanbase (such as Bilewater in Hollow Knight Silksong).
It’s a very delicate equilibrium to achieve, and I believe it’s one of Yacht Club Games’ most impressive achievements. The game’s systems work in sync to ensure you’ll always have a path to victory, but never by cheesing it. Skilled players can make daring decisions, and they’ll progress through the game at a brisk pace. Meanwhile, you can also choose to slow down and practice certain techniques or just revisit certain locations and explore for something that will give you an edge. The game gives you the choice of how much risk you’re willing to take and adjusts the reward to match.
About Assists and Accessibility
There is one subject where the game doesn’t ensure every player can have a good time. Prior to its release, one of the touted features was “having the biggest assist mode ever.” A lot of discussion was generated on social media about it (as they are wont to do), and even more misconceptions about what it does and what it does not do. The importance, feasibility, and possible implications of accessibility features are subjects that deserve an extensive discussion. However, as to not labor the point, I’ll stick to how it relates to just Mina the Hollower.
Even though I am far from an expert in this field, since some of my friends need said features, I have learned to look out for a few accessibility issues. The two main problems I’ve seen are the lack of colorblindness options and alternate types and sizes for fonts. In other words, the choices for 8-bit fonts and a limited color palette were perfect for the artistic feel of the game. However, people with dyslexia, protanopia (red colorblindness), and deuteranopia (green colorblindness) might have a hard time parsing what’s on the screen.
Ironically, the game has one option that simulates how it must feel to play the game with dyslexia.
In fact, few actual accessibility options exist within the modifiers menu, and only one of them doesn’t disable feats/achievements. You could tweak some of the visual settings as a palliative, but the fact remains that the game fails at accounting for certain disabilities. There’s even one badge (an item that needs to be equipped) that reduces the number of button presses for certain actions, something that many games would classify as an accessibility feature. What Mina has is more accurately described as modifiers or cheats rather than assists or accessibility.
All Killer, (Almost) No Filler
In a drier tone, Mina the Hollower offers excellent value for its proposition. The game lasts from 20 to 30 hours with room for many more hours of custom tweaks. Increased challenge, speedrunning, no-hit runs, randomizers, or just a comfy title to revisit from time to time. There’s almost nothing to complain about in this title.
As I finished the game, my list of notes had only three entries that could be considered downsides: poor accessibility, bad rebinding options, and a predictable story. I’ve already discussed the lack of visual aids, so I won’t rehash it here. The bindings problem is that the game will always consider the “Jump” button as confirm and the “Heal” button as return. You won’t have issues if you use the default options, but if you change anything in them, you might need to deal with awkward button combinations to navigate the menus.
Real subtle.
It’s not anywhere close to a deal-breaker, but it is an outlier for a game that’s otherwise fairly well polished. I’ve encountered no bugs, no performance issues, and nothing that would classify as bad optimization. For a studio that worked on 15 different platforms, it’s weird that an oversight more commonly associated with amateur devs would be the only one that I ran into. Maybe it’s something that’ll be changed post-release, but keep in mind that it may be a game where you’ll need to use default bindings or counter-intuitive keys for menu navigation.
When it comes to story, that is the only part of the game where it doesn’t overdeliver. If you stop to read the first pages of the in-game manual, you can deduce almost the entire plot and how it’ll play out. Characters are one-dimensional, the setup is incredibly predictable, and there are no twists that will surprise you. Despite making the world feel so alive in gameplay, I couldn’t say the same happens to the narrative. This may not be a title that will please fans of story-driven games, but it’s noteworthy that the harshest critique I can make for the game is that the story is just average.
All in all, this is a game that was well worth the wait. I’m unsure if this is an experience that can convince people who don’t like retro games to give the genre a chance, but it’s definitely a must-play for those who do. Delivering on almost every promise with astounding quality, having an innovative take on an old genre, and just being overall extremely well put together, Mina the Hollower is a game with a lot to like and little to critique. It’s clearly targeted for a certain niche, and, save a couple of issues, it offers nothing less than excellence.
Disclaimer: Yacht Club Games provided a PC (Steam) copy of Mina the Hollower for review purposes.
Square Enix has announced that Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition is coming to Nintendo Switch 2 on September 24. The Switch 2 version of Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition will offer graphics and performance modes. In addition, the Switch 2 version will be a Game-Key Card title, meaning that the physical release requires a download of the full game’s data.
Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition is currently available for Nintendo Switch, PlayStation 4, Xbox One, and PC via Steam.
You are the Luminary, the hunted hero who will protect the land from destruction in the latest RPG from the iconic DRAGON QUEST series. With a ragtag band of adventurers, you’ll engage in well-balanced, turn-based battles and embark on quests across the kingdom of Erdrea. Forge gear, develop party members’ skills, and alter their outfits without changing gear in this edition of the game! This version also lets you ride and attack with monsters on the field to earn experience points, as well as change between HD or 16-bit visuals, symphonic or synth music, and English or Japanese audio. Complete the tale with new character-focused stories, and travel to past DRAGON QUEST worlds!
Across the land, you’ll meet the mysterious Tockles—creatures that allow you to visit 2D, 16-bit versions of areas from popular entries in the series like DRAGON QUEST IV and DRAGON QUEST VIII! It’s fun to see these classic worlds reimagined in retro style, meshing perfectly with the main game’s 2D mode. Like all past DRAGON QUEST games, this one’s character designs are based on the signature style of famed artist Akira Toriyama. Paired with the voiced dialogue, the rich personalities of your most loyal companions and fiercest enemies are brought to life, so you can fully immerse yourself in this quest to discover the Luminary’s true heritage and awaken your power. For a greater challenge, start the game with the Draconian Quest setting, and capture your favorite moments with Photo Mode!
Square Enix has opened an official website celebrating the 40th anniversary of the Dragon Quest series. The Dragon Quest 40th anniversary website contains a new illustration, a message from creator Yuji Horii, and a slew of information regarding new merchandise and collaborations that will be held in Japan, including one with Baskin Robbins.
The news comes just moments ahead of the “Update from the Dragon Quest Team” livestream, which is set for May 27 at 6:00 a.m. PT / 9:00 a.m. ET on YouTube. This broadcast will run for 10 minutes, and it will be dedicated to the “next game” in the franchise and “other things,” according to Horii.
Final Weapon reviewed Dragon Quest I & II HD-2D Remake and gave the title a 4.5/5 score, noting that the game “masterfully modernizes two timeless RPGs with the gorgeous HD-2D art style. Significant story changes, wonderful quality-of-life improvements, and flawless performance on Nintendo Switch 2 make this a must-play game for any fan of the genre. Without a doubt, this is the definitive way to experience the Erdrick Trilogy for both newcomers and longtime fans alike.”