Arcade Archives Ace Driver Releases May 28

Arcade Archives Ace Driver

Hamster have announced that Arcade Archives 2 Ace Driver will release on May 28 for PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 alongside Arcade Archives Ace Driver for PlayStation 4 and Nintendo Switch. Arcade Archives 2 will cost $16.99, and Arcade Archives will cost $14.99.

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.

On the Arcade Archives site, Hamster describes the game as:

“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.

Dragon Quest XII: Beyond Dreams and Dragon Quest Monsters: The Withered World Revealed

Dragon Quest XII: Beyond Dreams

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 also 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.

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

Mina the Hollower Review – Retro Gaming Excellence

Mina the Hollower - Final Weapon

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 

Mina the Hollower - Septemburg Intro

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.

Mina the Hollower - Visual Design
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 

Mina the Hollower - Hammer

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.

Mina the Hollower - Standard Gameplay

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 

Mina the Hollower - Platforming Puzzle
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.

Mina the Hollower - Burrow

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

Mina the Hollower - Rich Lady

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.

Mina the Hollower - Mirror

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).

Mina the Hollower - Spark LostIt’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 

Mina the Hollower - Modifiers Menu

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.

Mina the Hollower - Glyph Modifier
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

Mina the Hollower - Chalkboard

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.

Mina the Hollower - Story
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.

Mina the Hollower - Tower

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. 

Dragon Quest XI S Definitive Edition is Coming to Switch 2 on September 24

Dragon Quest XI S Definitive Edition is Coming to Switch 2

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. 

Here’s an overview of the game, via the Nintendo eShop:

Awaken your power and protect the land!

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 Opens Dragon Quest 40th Anniversary Website

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

What’s more, Square Enix confirmed that Dragon Quest III HD-2D Remake and Dragon Quest I & II HD-2D Remake sales have reached a combined total of 4 million. This total includes physical shipments and digital copies sold. 

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.”

The Witcher 3: Wild Hunt Expansion ‘Songs of the Past’ Announced

The Witcher 3 Wild Hunt Songs of the Past

CD Projekt Red and co-developer Fool’s Theory have announced Songs of the Past, a brand-new expansion for The Witcher 3: Wild Hunt launching in 2027 for PlayStation 5, Xbox Series X|S, and PC. New information about The Witcher 3: Wild Hunt – Songs of the Past will be revealed this summer, and the game’s system requirements will be updated as well. It’s unclear whether the expansion is coming to the Switch version, and a Nintendo Switch 2 version was not announced yet.

The announcement was originally planned for the upcoming The Witcher 3: Wild Hunt – Blood and Wine anniversary stream. The stream is still planned to take place on May 28 at 7:45 a.m. PT / 10:45 a.m. ET, and it will be hosted by CD Projekt Red’s Kacper Niepokólczycki and Magdalena Zych on the official The Witcher YouTube channel.

The Witcher 3: The Wild Hunt initially released on May 19, 2015, and the game is available for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, PC, and Nintendo Switch. In 2025, CD Projekt Red held its The Witcher in Concert tour to celebrate the game’s 10th anniversary.

During The Game Awards 2024, CD Projekt Red officially unveiled The Witcher IV, which will star Ciri as the playable protagonist instead of Geralt. It will be made in Unreal Engine 5. Here’s an overview of The Witcher IV from the reveal trailer:

The Witcher IV is an upcoming single-player open-world RPG from CD PROJEKT RED, the creators of Cyberpunk 2077 and The Witcher 3: Wild Hunt. The beginning of a new saga, and a follow-up to one of the most acclaimed RPGs of all time, Ciri takes center stage as the protagonist, embarking on her own journey to become a professional monster slayer.

G-MODE Archives+ Namco Chronicle Releases May 28 for Switch and PC in Japan

G-MODE Archives+ Namco Chronicle

G-MODE has announced that G-MODE Archives+ Namco Chronicle will release on May 28 for Nintendo Switch and PC via Steam in Japan for 800 yen. G-MODE Archives+ Namco Chronicle is a port of the original Namco Chronicle strategy RPG, which was released on April 1, 2009 for feature phones in Japan. The Steam version will be available worldwide, but it doesn’t have an English language option.

Here’s an overview of the game, via Steam:

Track down the evil force that stole the legendary treasure, Wonder Eggs!

Team up with Namco characters and restore peace to the game world!

Key Features:

      • An SRPG featuring Namco’s retro characters.
      • Characters from multiple game titles appear together.
      • Gorgeous skill animations and dramatic cut-ins.
      • Coordinated combo scenes between characters.
      • A crossover spanning more than 20 characters.
      • A port of a Japanese flip phone title (feature phones popular before smartphones).
        • This release does not add elements such as languages and achievements that were not part of the original version.

Game Overview

This is an original tactical RPG created exclusively for mobile devices, featuring heroes and heroines from a variety of classic Namco games.

Game Story

The story spans three distinct parts—Fantasy, City, and Space—and new allies join your party throughout each one.

The characters who come to your aid change depending on the world you explore.

Between tactical simulation stages, adventure segments bring the crossover story to life, featuring memorable interactions between iconic namco characters.

Popular characters such as Valkyrie from The Adventure of ValkyrieGil and Ki from The Tower of Druaga, and Momo from Wonder Momo make an appearance.

Who else will join the adventure? The rest you will have to discover for yourself.

Fate/Grand Order Anime Expo 2026 Panel to Discuss ‘Other TYPE-MOON Projects’

The official English social media channels for Fate/Grand Order confirmed that the Fate/Grand Order 9th Anniversary panel will be held at Anime Expo 2026 on July 4 at 4:30 p.m. PDT. The Anime Expo 2026 panel will be hosted by Aniplex of America’s Albert Kao and special guests Ayako Kawasumi (voice of Altria Pendragon and Anne Bonny) and Kana Ueda (voice of Ishtar and Ereshkigal) as they discuss Fate/Grand Order and “other TYPE-MOON projects.” 

In terms of what the other TYPE-MOON projects could be, there’s quite a few, but there’s no concrete confirmation about the appearance of specific titles. That being said, TYPE-MOON is involved in a number of highly anticipated projects, including the new Melty Blood: Twi-Lumina fighting game and the Fate/EXTRA Record RPG remake. A continuation of the Fate/strange Fake anime was also recently teased, but it’s best to keep expectations in check for now. 

What’s more, TYPE-MOON is collaborating again with HoYoverse to bring its characters from the Fate/stay night: Unlimited Blade Works anime to the Honkai: Star Rail space fantasy RPG. The second round arrives this summer with characters like Gilgamesh and Rin Tohsaka finally entering the fray.

Crunchyroll is streaming the Fate/strange Fake anime with English subs and dubs. The Fate/strange Fake Blu-ray Disc Box set will release on May 27 for 41,800 yen (tax included) in Japan. The set includes the Whispers of Dawn special and all 13 episodes of the weekly anime series, spanning across four Blu-ray discs and a bonus CD featuring outtakes, the original soundtrack, and much more.

Metal Gear Solid: Master Collection Vol. 2 Reveals New MGS 4 Footage

Metal Gear Solid Master Collection Vol. 2 MGS 4

During Mafia Kajita and Yuichi Nakamura’s latest livestream, the duo was able to give fans an inside look into Metal Gear Solid: Master Collection Vol. 2 with roughly an hour of new footage for Metal Gear Solid 4: Guns of the Patriots. The footage reveals that the iPod is still included in the Metal Gear Solid: Master Collection Vol. 2 version of Metal Gear Solid 4: Guns of the Patriots, and there’s a “back to main menu option” and an updated save loading screen. 

Metal Gear Solid: Master Collection Vol. 2 launches August 27 for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam. The collection includes Metal Gear Solid 4: Guns of the Patriots, Metal Gear Solid: Peace Walker HD Edition, and Metal Gear: Ghost Babel. This release will mark the first-ever multi-platform release of Metal Gear Solid 4: Guns of the Patriots following its initial launch on PlayStation 3.

Fans can catch up on the series by playing Metal Gear Solid: Master Collection Vol. 1, which is available for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Steam. The collection includes the original Metal Gear Solid game, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater

This past September, Konami released Metal Gear Solid Delta: Snake Eater on PlayStation 5, Xbox Series X|S, and PC via Steam. Final Weapon reviewed Metal Gear Solid Delta: Snake Eater and gave it a 4.5/5 score, noting that “Metal Gear Solid Delta: Snake Eater is the definitive way to experience one of the best games in a series known for its excellence. Some technical issues can mar the overall package, but there is no denying how much work has gone into this remake.”

The ‘Voice’ of KAngel from Needy Girl Overdose to Appear at Anime Expo 2026

Needy Girl Overdose KAngel

The staff of Anime Expo 2026 confirmed that the “voice of KAngel” from Needy Girl Overdose will appear at the convention’s Needy Girl Overdose IRL Event on July 4 at 1:00 p.m. PT in Petree Hall. At the Needy Girl Overdose IRL Event, KAngel will be joined by Yoshitaka Kimura, the producer of the Needy Girl Overdose anime series, at Anime Expo.

New Needy Girl Overdose episodes are streaming on Crunchyroll with English subtitles and an English dub. 

Aiobahn +81 and “KAngel” (“Chōten-chan”) perform the opening theme song “Internet Angel,” with lyrics written by nyalra. Tatsuya Kitani performs the ending theme song “Levitation.”

The Japanese cast members of in-story girl group Karamazov include:

  • Rina Kawaguchi as Purple Lollipop
  • Satsuki Shiina as Michika Gokubara
  • Seena Hoshiki as Nechika-sama

Anna Nagase is also a part of the cast as vocational school student Kache.

Masaoki Nakajima directs the anime at Yostar Pictures. Needy Streamer Overload scenario writer nyalra is credited for the original idea, scenario, and supervision. Ohisashiburi is credited for the original character design, and Kenji Saikai, Akari Takei, and Umito Shimizu are the main character designers.

Additional staff members include:

  • Art Director: Ryūta Hayashi
  • 3DCG Artists: Kaoru Marumoto, Yume Sakai, Daisuke Katano
  • Color Setting: Naoto Kondō
  • 3DCG Animation Production: CHOTOTU
  • Visual Effects Design: Tailor Animation
  • Editing: Keisuke Yanagi, ACE
  • Compositing Director of Photography: Jiann Horng Wu
  • Music: Aiobahn +81, Sasuke Haraguchi, DÉ DÉ MOUSE
  • Sound Director: Fumiyuki Go
  • Sound Effects: Rei Ueno
  • Sound Production: Bit Grooove Promotion
  • Production Supervision: Ryōsuke Inagaki
  • Original Work: WSS playground

The Needy Girl Overdose anime is based on the console and PC game, which is titled Needy Streamer Overload in English. Needy Streamer Overload is currently available now for Nintendo Switch, PlayStation 4, PlayStation 5, and PC via Steam worldwide.