FuRyu and Winning Entertainment Group (formerly known as Natsume Atari) have revealed ANOMALITH, a new survival third-person shooter launching on October 29 for Nintendo Switch 2, PlayStation 5 and PC via Steam. ANOMALITH will be available worldwide for $49.99, and a Digital Deluxe Edition will be available for $69.99.
The staff of ANOMALITH includes Scenario Lead Romeo Tanaka (Stella of the End, Humanity Has Declined), Character Designer MON (Nisio Isin’s Legends Series) and Composer Yuka Kitamura (Elden Ring, Sekiro, Bloodborne, Dark Souls III and Witch Hat Atelier).
Here’s an overview of the game, via Steam:
Japan, the year 20██.
Anomaly Zones suddenly appear without any sign.
In search of her friend who went missing in an Anomaly Zone, 17 year old Reona Minazuki becomes a Diver for the government-backed Anomaly Zone Countermeasures Office.
On her first Dive, as countless other Divers fall victim to the Zone, a strange power awakens within her.
The sole survivor, she heads deep into the abyss of Anomaly Zones.
Her friend’s disappearance, the origin of Anomaly Zones, and the mystery of her powers—
When all of it is finally revealed, what will she see—?
Survive the Anomaly Zones.
A girl takes up weapons against her fate.
Character
Reona Minazuki (CV: Hitomi Ueda)
One day, while visiting a mall with her best friend Arisa Kato, Reona is caught in an Anomalization, and the two are separated. After the sruvival from the Anomaly Zone by ███████████, she became a Diver for the Anomaly Zone Countermeasures Office in order to find Arisa, returning to the Anomaly Zone of her own will.
Arisa Kato (CV: Natsumi Haruse)
Reona’s best friend. After the mall they were visiting together anomalized, her whereabouts have remained unknown ever since.
Yuiga Koda (CV: Riho Sugiyama)
Operator for the Anomaly Zone Countermeasures Office. As a good buddy of Reona, and she provides precise support during the Dives.
Kyoka Sudo (CV: Keiko Watanabe)
Founder and Chief of the Anomaly Zone Countermeasures Office. After wandering an Anomaly Zone for an extended period of time, she managed to find her way out and return alive through her own strength.
Imari Fushimi (CV: Shion Wakayama)
Head of Research at the Anomaly Zone Countermeasures Office. She is in charge of research and developing equipment using anomalous objects obtained from Anomaly Zones.
May Hibiya (CV: Hikari Kubota)
Head of Security at the Anomaly Zone Countermeasures Office. Previously an experienced and elite Diver, she is currently in charge of overseeing the storage and security of anomalous objects and sensitive information related to Anomaly Zones.
Kaede Mori (CV: Natsumi Fujiwara)
A mysterious person who Reona met on a Dive.
Girl
The young girl who temporarily joined Reona and Arisa when they became trapped in the anomalized mall.
She went mute from the shock of seeing her parents killed by Anomalies.
System
Dive, Retrieve, Return
While exploring Anomaly Zones, Reona has no choice but to engage strange creatures called “Anomalies” in combat.
Manage your ammunition and carefully select what to retrieve as you make your way to extraction.
Investigation of Anomalous Spaces that Transcend the Laws of Nature
Against hostile Anomalies, selecting the right weapon for the situation is key to survival.
Use versatile offensive and defensive Anomalization Skills to control the flow of combat.
Use Anomalous Objects retrieved from Anomaly Zones to develop and upgrade weapons and gears.
Outward appearance can be changed without affecting stats, making it possible to go on Dives in your favorite fashion.
Creator
Scenario: Romeo Tanaka
Character Design: MON
Composer: Yuka Kitamura
Divers Wanted!!
The Anomaly Zone Countermeasures Office is recruiting investigators for the Anomaly Zones.
Wishlist now and look forward to the release of “ANOMALITH” and any further information.
Bungie has announced that the final content update for Destiny 2 will launch on June 9, ending the game’s near 9-year run of continuous update and expansion releases. Destiny 2 will remain playable just like the original Destiny, but there will be no content updates after this update, and communications from Bungie will enter a “hibernation” until the studio has more information to share about the franchise.
The final Destiny 2 update, originally planned as Shadow and Order, will introduce Sparrow Racing League, Exotic overhauls, major changes to the Portal, loot adjustments and changes to Raids and Dungeons, and much more. More changes and details can be found at Bungie’s official blog post.
Read up on the message from Bungie below:
For almost twelve years, we have had the joy and honor to explore the Destiny universe with you all. Through all the ups and downs, surprises and triumphs, building Destiny alongside our players has been a monumental privilege. While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.
As our focus turns towards a new beginning for Bungie, we will begin work incubating our next games. To that end, on June 9, 2026, we will release the final live-service content update for Destiny 2 to begin that new journey as a studio.
Though active development may be concluding, we will ensure that Destiny 2 remains playable, just as the original Destiny is today. Many changes in this final update will aim to ensure that Destiny 2 is a welcoming place for players to return to.
We’re proud of Destiny 2, the places it took us, and the legacy it has created. Because of you all, our universe is vast, built on years of shared stories, adventures, and victories. From the Cosmodrome to the Pale Heart to the Lawless Frontier, we have forged life-long memories and friendships with you all.
We are incredibly grateful to everyone who made that journey with us.
From the deepest part of our hearts, thank you, and we’ll see you in the stars.
Lastly, Destiny 2 is available now for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam.
Tohakusha has announced that mystery horror adventure game Red Chat Ritual: TSUMIMI TIME launches on October 22 for PC via Steam. A demo of Red Chat Ritual: TSUMIMI TIME will be available at BitSummit PUNCH from May 22 to May 24.
Lastly, here’s an overview of the game, via Steam:
A mystery adventure where you intervene in an idol’s livestream, investigate clues on and off stream, and uncover the truth behind her missing partner. Your deductions shape the ending.
Intervene in livestreams as a viewer
Investigate clues beyond the screen
Shape the outcome through deduction
Discover multiple endings and branching paths
Step Into the Stream and Uncover the Truth
Tsumimi Time is a game where you step in as a viewer and intervene in the livestreams of Tsumimi, a struggling idol streamer.
Tsumimi is striving to become a popular streamer so that Mashiro, her partner who suddenly disappeared, might find her.
The story unfolds over a roughly two-week day-and-night cycle.
In the mornings and afternoons, you follow clues by searching social media, fan sites, and maps based on the subtle irregularities you spot in the stream.
At night, you intervene in Tsumimi’s livestreams through Mega Chats (paid donation messages) and comments. Sometimes, a gift sent in the dead of night will return as an unexpected reaction in the next day’s stream.
As your investigation connects the scattered fragments, the dark history of the abandoned village where the streams take place—and the incidents that once occurred there—gradually come to light.
Your interventions, investigation, deductions, and final choice will change her fate.
Featuring brand-new original music written for the game by Kikuo, this is a psychological horror adventure built around livestream intervention, investigation, and deduction.
Where Is Mashiro, Your Missing Favorite Idol?
Tsumimi, of the idol unit Wataame Chainsaw, continues streaming in hopes of becoming famous enough for the missing Mashiro to find her.
As a viewer, you intervene in her streams—sometimes altering the course of events, sometimes picking up new information, always connecting the scattered fragments.
Your only leads are a village erased from the map and the faint irregularities caught on stream.
What awaits beyond them…?
Follow the Irregularities and Connect the Clues
Using the strange details caught in the stream as leads, you search social media, fan sites, and maps for information.
Each time you uncover and connect an overlooked fragment, the hidden truth becomes a little clearer.
At Night, Step Into the Stream
Intervene in Tsumimi’s livestreams through Mega Chats and comments.
How far will you push her? What will you prioritize?
A single word from you can change her reactions, the information that becomes visible, and what happens next.
Your choices shape the mood of the stream—and what begins to reveal itself.
Sometimes, the gifts you send will trigger an unexpected response in the next day’s stream.
Connect the Fragments and Deduce the Truth
The information you gather is stored in your investigation file.
By organizing the fragments and confirming your hypotheses, you can change what happens next—and the ending itself.
Which clues you pick up, how you connect them, and what answer you arrive at—how close you get to the truth depends on your deductions.
Your Choices Change the Ending
Multiple Endings
The story branches into multiple endings based on your interventions, investigation, and deductions.
The actions you take and the answers you reach determine how the story ends.
Play Time
Around 3 hours per playthrough.
Total playtime, including multiple endings, is approximately 4 to 5 hours.
Content Warning
This game contains excessive intervention in livestreams, unsettling scenes, psychological tension, and horror imagery.
Bioworld is celebrating Ani-May with a variety of new apparel and accessories inspired by popular anime like Jujutsu Kaisen, Bleach, Demon Slayer, My Hero Academia, Chainsaw Man, and DAN DA DAN, among many others. The Bioworld Ani-May includes high-quality apparel, headwear, bags, and accessories, with stand standard unisex sizes (S–XXL) and select extended sizes.
Fans can celebrate established giants like Naruto, Dragon Ball, and One Piece or represent new favorite anime like Gachiakuta, Witch Hat Atelier, and JoJo’s Bizarre Adventure: Steel Ball Run in style. A slew of products will be available at retailer partners like Hot Topic and BoxLunch, and select styles will be available at Fashion Nova, GameStop, Spencer’s, and
Bioworld’s online store on Amazon. Pricing varies by retailer with products generally ranging from $10 to $75. More product releases are planned throughout the year, including the Shenron Baseball Cap in June and the Akatsuki Robe in November.
Crunchyroll’s Ani-May global celebration kicked off with the streaming debut of Chainsaw Man – The Movie: Reze Arc on April 30. The Crunchyroll Ani-May celebration also includes a free reward for subscribers in Forza Horizon 6, which launched on May 19. To get fans directly connected with a massive catalog of anime, Crunchyroll brings a limited-time offer on discounted Fan & Mega Fan membership, which includes the Crunchyroll Game Vault. With a subscription, fans also get deals on exclusive merch and collectibles in the Crunchyroll Store, along with a gift with purchase featuring Crunchyroll’s Hime herself.
The staff behind the MARRIAGETOXIN anime has announced that a panel dedicated to the series will take place during Anime Expo. It will be on July 4 at the JW Marriott Diamond Ballroom from 4:45 PM – 5:35 PM PDT.
The panel will dive deep into the development of the series and will feature director Motonobu Hori, Haruki Ishiya, who voices Hikaru Gero, Shion Wakayama, who voices, Mei Kinosaki, Tatsuya Saito, a producer at Bones Film, and Ryoya Arisawa, the chief producer at Bandai Namco Filmworks. An autograph session will also take place on the same day, featuring the previously mentioned voice actors. Crunchyroll is now streaming the anime adaptation of Joumyaku and Mizuki Yoda’s MARRIAGETOXIN manga series.
The cast of the anime includes:
Haruki Ishiya as Hikaru Gero
Shion Wakayama as Mei Kinosaki
Anna Nagase as Kyoko Himekawa
Mariya Ise as Shizuku Ushio
Asaki Yuikawa as Shiori Ureshino
Soma Saito as Genya Naruko
Hinano Shirahama as Kimie Arashiyama
Simba Tsuchiya as Piichi Nakagawa
Haruka Shiraishi as Akari Gero
Isamu Yusen as Toshiki Hanamaki
Motonobu Hori is directing the anime series. Kimiko Ueno is in charge of series composition and scripts, Kohei Tokuoka is the character designer and chief animation director, and Taisei Iwasaki and yuma yamaguchi are the music composers. BONES Animation is supervising the production by BONES Film and MARRIAGETOXIN Project.
Additional staff includes:
Sub Character Design: Yurika Sako
Costume Design: Kotono
Prop Design: Ayumi Nagaki, Ryo Hirata
Art Design: Toshiki Amata
Art: Bihou
Color Design: Hiroko Umezaki
Photography Director: Go Kanbayashi
3DCG: SANZIGEN Inc.
CG Animation Director: Taiki Nagashima
Editing: Kumiko Sakamoto
Sound Director: Haru Yamada
Sound Effects: Tomokazu Mii
Here’s an overview of the anime, courtesy of Shueisha:
For centuries, the deadly arts have been perfected by those known as the Masters. Among them, the Poison Masters of the Five Great Families hold the most fearsome power and influence. Hikaru Gero, heir to the Poison Masters’ Gero Family, has lived his entire life in the underworld, far removed from love or marriage.
But when the Gero Family head decrees that Hikaru’s sister must bear an heir to preserve the bloodline – by force if necessary – Hikaru resolves to protect her at all costs. It is then that Hikaru encounters Mei Kinosaki, a brilliant marriage swindler who becomes the target of his latest job. Realizing that the only way of solving the family succession problem and protecting his sister is through marriage, Hikaru impulsively asks Mei for help in finding a bride.
“That’s the first time anyone’s ever proposed like that.”
And so, with the cunning marriage swindler Mei as his advisor, elite assassin Hikaru embarks on the most challenging mission of his life: finding a wife!
Their goal: the ultimate marriage.
This is the world’s toughest mission for love, brought to you by the ultimate duo – an assassin and a marriage swindler!
Gotcha Gotcha Games has fully unveiled its “new project” for RPG Maker, now titled RPG Maker U2U. It will release at an unknown date for PC.
The previously announced game utilizes the beloved HD-2D style of several modern RPGs. Over the last few years, several beloved games have been made in the style, such as the Dragon Quest I-IIIremakes and the Octopath Travelerfranchise. Check out the first trailer for RPG Maker U2U below:
Lastly, the official website describes RPG Maker U2U as follows:
New Visual Expression: P2D (Perspective 2D)
Add 3D depth and rich effect expression to conventional 2D maps!
By adopting a fixed perspective similar to the classic 2D RPG Maker view, you’ll draw players deeper into your imagination than ever before.
Create with Intuitive Controls P2D Map Editor
No specialized knowledge required! Easily create maps using a process very similar to the classic RPG Maker style.
Quick Creation – Just select pre-made objects from a list and place them into your map!
Detailed Creation – Create new objects from scratch!
Shape Creation – Combine blocks to create complex shapes, uneven terrain, and more!
Decorations – Add details and life to created objects by using your favorite map tiles as decorations.
Use RPG Maker 2D Assets!
2D assets from previous RPG Maker titles can be used as map tiles for decoration!
Additionally, more than 100 ready-to-use P2D maps are included to give you a quick start!
Stunning Visuals, Familiar Ease of Use
Unity Engine powers the P2D system’s rich sense of depth and beautiful effects.
However, we’ve created an interface that allows for quick and easy creation for users of all skill levels, retaining the familiar feel of that the Maker series is known for.
Capcom has updated its list of games that have become Platinum Titles as of March 31, 2026. The list highlights multiple games that have reached and exceeded 1 million titles since launch.
The most recent major game from Capcom, Resident Evil Requiem, is available now for PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and PC via Steam. The Deluxe Edition is available with the Standard Edition ($69.99), a pack of five costumes, four weapon skins, two screen filters, two weapon charms, and much more. A Premium Steelbook Edition ($89.99) was also revealed featuring the full game, Deluxe Edition contents, and a limited-edition lenticular card.
Puzzle games are always a fun time to be had. I grew up loving games such asPortal 2, Death Squared, and of course, Tetris. But it’s been a while since I’ve really sunk my time into a new one. Titles like Blue Prince have been on my radar, but I’ve been so busy I haven’t had time to try them out.
When I was given the chance to try out Q Collection, developed by liica, I was skeptical, as I don’t have much experience with smaller “micro puzzle games.” Still, I was very interested to see how the collection would play and balance the three games within it. Thankfully, I am quite happy to say I had a fun time with Q Collection, thanks to how jam-packed the overall package is. That said, the game still had some minor issues that I wasn’t quite able to overlook.
Q Remastered
Q Remastered starts off simple enough. Initially, the first couple of puzzles asked me to create small objects and touch the side of the wall the puzzle is inside. However, as the game progressed, the puzzles became more complex and tested my knowledge of both shapes and physics. A lot of the later game puzzles forced me to think outside of the box to solve them, which sometimes led to a lot of trial and error. That said, when I finally got through some of the more difficult puzzles, it was a feeling unlike any other. While playable with both the Nintendo Switch’s touchscreen and controller, I found myself struggling to draw at the same speed I did with the touchscreen. On the flipside, the controller is more accurate with shapes.
This title seems to be the one with the most puzzles available, with over 1000 puzzles to struggle with and learn from. While it’s initially fun, after playing through a few stages, however, the experience starts to get very monotonous. I was constantly confronted with harder versions of an already existing puzzle, or the same puzzle with a slight twist. While it makes sense for some of the puzzles to be variations of each other, considering how many there are, it’s also a bit underwhelming. Although it does make up for it slightly with the multitude of user-submitted puzzles.
The other slight issue I have with Q Remastered is with the soundtrack. Each of the 70 stages has a unique song, which sounds like a great idea in theory. Yet, as I struggled and had to retry puzzles over and over again, I soon realized that almost every single track is pretty short and loops quickly. While understandable, as this collection is based around quick bite-sized puzzles, I would’ve liked it if they either went on for a bit longer or had an extra track for each stage. Overall, I really liked my time with Q Remastered; the sheer amount of puzzles had me overwhelmed in the best way possible, while at the same time, the amount of repeating challenges and my slight frustration with the soundtrack slightly brought down what was a pretty fun time.
Q2 Humanity
Q2 Humanity opts for a more 3D art style and changes up the gameplay by introducing humans. Additionally, you can now play with up to four players. While it still has puzzles similar to the other two titles, the introduction of characters with unique abilities known as humans allowed the developers to make longer puzzles. These occasionally forced me to move to a new area or to rely on the human’s ability to solve ones that had no drawing allowed. Puzzles are also once again segmented off into their own groups and can be unlocked by simply solving them with the route tied to it. This means that there were fewer cases where I had to solve a certain number of puzzles before moving on, which made progression way easier compared to its predecessor.
Another feature introduced with this game is the ability to play with up to four players. At first, this seemed like a great addition. As time went on, though, I slowly realized that it limited the developers, since they needed to make sure every puzzle could be solved regardless of how many people were playing. This may not seem like a huge issue, since every puzzle I played seemed solvable solo. Even still, it was hard not to wonder if the difficult puzzles that I struggled with were designed to be hard or were designed with four people in mind.
Despite being my overall favorite title in the collection, Q2 lacks some of the quality-of-life features from the original. You can’t quickly restart a puzzle, the slow speed between changing puzzle areas, or even the IQ test, which, while not important to the first game, was a fun little side mode that tested my ability to complete puzzles while drawing as little as possible, is not available in this title. Overall, Q2 Humanity, while an improvement over the other two games in this collection, does have issues that slightly bring down the fun time I had.
Q With Vtubers
Q with VTUBERS has a really unique and interesting premise. While the previous game had some user-made puzzles, this one touts having over 60 puzzles all made by over 20 VTubers from Japan. Even though it has fewer puzzles than the other two games in the collection, the game makes up for it by having the puzzles feel more personal. This is because, every so often, a puzzle references a VTuber or their community. Some of them are pretty straightforward to pick up on, but others easily went over my head, as I’m not a huge VTuber watcher. Despite that, it was still nice to see VTubers that had fun with the original game be able to work with liica to make this title for both them and their fans.
The game also includes 3 songs sung by some of the VTubers who took part in this collection. While they sound fantastic, they also suffer from the same looping problems that I had with some of the songs from Q Remastered. It’s a shame, since I grew to enjoy the songs and would’ve liked to hear one or two more songs from these artists. However, considering how short this title is compared to the other two in this collection, it’s understandable they didn’t go all out.
A Puzzling Collection
Q Collection is one of the most unique puzzle games I have had the opportunity to play. Each title was filled to the brim with some incredibly difficult challenges and had a simple yet charming art style. Further, the fact that you’re able to switch seamlessly between touchscreen and controller is great, despite the issues I had with the control schemes. What slightly brings down my enjoyment of the collection is the short looping music and repetitive puzzles.
I really liked what I played from this collection. I think each game has some fantastic puzzles and stands out from one another, with Q2 being the best title in the collection for all the improvements in both gameplay and presentation it has over the others. On the flipside, Q with VTubers is the weakest, primarily due to how short it is. Yet, even in spite of these issues, this is still a puzzle collection that will have players coming back for more for quite a while.
Disclaimer: Aksys Games provided a Nintendo Switch copy of Q Collection for review purposes.
Few games have earned the reputation Bubsy has cultivated over the past decade. Fewer still managed to hang around to tell the tale, since it’s a very competitive industry. The concept of a game getting shut down within weeks and the studio being subsequently shuttered is not unheard of. Still, it’s also not a new phenomenon, as anyone old enough to remember the E.T. game fiasco would tell you. And yet, in this era of franchises being stuck in purgatory, Bubsy has managed to make a comeback.
When the competition was this fierce, a middling project looked even worse in comparison.
Fabraz, the team behind Demon Turf and Demon Tides, was approached by Atari and asked to pitch a Bubsy game. Atari’s CEO, Wade Rosen, had a particular fondness for the character and wanted the infamous bobcat to have his day in the spotlight. Since the studio was already contending with their fanbase asking them to do it, they decided to take on the challenge. It was time for Bubsy to have a good game.
What Was the Plan to Revive Bubsy?
Watch any interview with the devs, and you’ll get the core idea of how they wanted to approach this revival. Regardless of Bubsy’s reputation, the first order of business was to make a great platformer. There are tons of materials to make memes out of the bobcat, but the game itself had to deliver. No dev sets out to purposefully make a bad game, but few manage to find the motivation to treat the infamous franchise with respect.
Focusing on their specialty, the goal was to make a platformer as expressive as possible. Multiple movement options that can work in tandem to produce unexpected results. The game has one “default” path where you only have to use the bare minimum to clear its hazards, but that’s not the only consideration in its design. Many paths exist within a single level where you can skip or trivialize huge portions of the stage. Of course, said paths come at a certain price. They are considerably harder to execute. Much of the game’s runtime is meant to teach you the basic flow of movement. And only then are you expected to delve into its timed challenges.
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The leading philosophy was to make the player feel like they’re breaking the game, doing things they weren’t supposed to achieve. And even knowing that this was intended, you can still feel the power of completely ignoring much of the default path’s level design. Fabraz was successful in making the player feel like they’re outsmarting them with the insane tricks you can pull.
A Good Experience Hidden Behind a Weird First Impression
During my first few minutes with the game, my initial thought was that the movement felt too floaty. It’s hard to put into words what exactly felt off, but I think some may experience it as well during their first moments with the game. Right after its intro cutscene, the game forces you into the tutorial: a VR program made by the supporting character Virgil. In the tutorial, you’re told the primary tools you’ll need across your first playthrough. And simply going through the motions doesn’t immediately feel natural. The game expects you to adapt to its unique philosophy.
First off, you have the staples of the 3D genre: Omnidirectional movement (although the mad lads at Fabraz made the classic tank controls a toggleable option) and both a jump and a double jump. Right off the bat, you also have glide and pounce. Glide allows you to gain a little more vertical and horizontal distance after a jump, but it’s mostly used for control. It’s very useful until you get used to Bubsy’s jump arc.
Pounce is another move that demonstrates the various complexities of the platforming. In theory, it’s a straightforward movement option where Bubsy simply lunges forward, which is great for horizontal movement, but can’t get you more height by itself. The catch is that this move is highly contextual: use it on the ground, and you can make a long jump as you start running. If you use it on the wall, you clamber up for a while, or if you wait for a lock-on with certain objects or enemies, you’ll hone right into them, much like a certain blue hedgehog.
Hitting one of the aforementioned maneuvers also resets your aerial options. Glide, double jump, and pounce all become available again, opening possibilities for long strings of actions without ever touching the ground. That’s just the base kit at your disposal: the game isn’t afraid to throw even more complexity at the player as they progress through the levels.
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Target Acquired
Fire!
There are the classic wall jumps, where you can climb vertically by hopping off two walls that are close by. A wall jump doesn’t reset your aerial options, but it can be used in tandem with them. Some walls also allow for omnidirectional movement within them, and those actually do allow you to jump/glide/pounce again. There are always a few details you’ll only learn through trial-and-error.
Even with all of the various maneuvers you can perform, there is one more important mechanic for the game to teach you: the hairball. Bubsy has always taken some degree of inspiration from Sonic, but 4D is where they really unleashed their inner hedgehog (Sorry, I played too much Bubsy, some of his wit must’ve rubbed off on me).
That sign can’t stop me because I can’t read!
All jokes aside, if you were among the ranks of people who stood by Sonic Unleashed‘s day stages as some of the best 3D platforming that series ever had, then Bubsy 4D is the easiest recommendation ever. The hairball mechanic isn’t a direct replica of anything Sonic ever made, but it’s cut from the same cloth.
With the press of a button, Bubsy puffs into a hairball that changes your entire moveset. This time with more focus on fast traversal than vertical tricks. To start with, you’re given the option to freely toggle into and out of this mode, a jump button that makes you constantly bounce if held, a speed-up button, and a complete momentum halt.
As the game progresses, you can further expand your options while in hairball mode. You’re also likely to discover certain physics tricks you can pull off with it just by using it naturally throughout the game. Much of the game’s speedrunning skill set will rely on learning how to abuse it.
Mastering the Shun Goku Bubsy
The game’s tutorial does a good job of offering a space for players to try every ability as they explain it. It’s not exactly overwhelming, but it is a lot compared to some other platformers you may have tried. However, Bubsy 4D has even more in store for its players. For example, one of the collectibles hidden in every stage is a Blueprint: a reward for walking off the beaten path. What it does is, as Bubsy puts it, “buy something the kids stole from him”. The game doesn’t do subtlety when it comes to contextualizing its gameplay systems, but more on that later.
Upgrades range from entirely new moves to slight modifications and/or improvements to your existing kit. Throughout the game, you’ll amass an impressive list of commands, one which you can always check in-game through the paws pause menu. Now, to be honest, this isn’t as hard as it seems. The movelist contains every single action, including your base kit, which should be second nature after just a few minutes with the game. Case in point, there are a few upgrades that aren’t even used for platforming.
If you don’t want to feel overwhelmed, you can start with any of its QoL upgrades. A collectible finder, an extra life point, the ability to fast travel between checkpoints, being able to restore life by sitting in any bench, and no longer sliding downwards after clinging to a wall. After that, you can expand your repertoire with a drift mechanic for the hairball, other jump variations, a faster sprint, and other similar abilities. None of these ever feel mandatory to finish the game, but they’re always useful either for speedrunning or offering alternate methods for collecting certain hard-to-reach objects.
“I Wish There Were More of It” Is a Good Thing or a Bad Thing?
There’s plenty to dig into when it comes to understanding and mastering the movement system of Bubsy 4D. However, I do think the game suffers from a lack of playgrounds to do so. This is a game with 16 stages, counting the tutorial and bosses. Took me about 6 hours to get them all done, and I’m usually a slow, methodical player. Replayability may be a strong suit of the game, but variety is not.
The game spans over 3 different biomes, each one with a boss to cap it off. While each has its own gimmicks, much of what they do blends into one another. You have 150 yarn balls to collect in each stage, and one blueprint. The problem is that it’s rare that any of them will offer a challenge to find or gather. You’re likely to always stumble upon a blueprint if you do the most basic exploration across the level, and the 150 yarn balls are mostly just crumbs to tell you the paths you have to take.
It’s clear that the true challenge lies in the time attack, but the first “half” of the game spent playing as a regular collectathon feels underwhelming. You have many tools at your disposal, but oftentimes you have to slow down or use them methodically to ensure you’re not missing any yarn ball along the way.
Something about the pacing of the game feels slightly off. It’s not something that immediately strikes you as bad, but when you compare it with smaller titles like Bombun or Lunistice, it’s hard to shake off the feeling that there should be more to it. The game relies too much on its (admittedly great) movement system to keep you entertained.
A Mixed Bag of Decent Highs and Weird Lows
This dichotomy extends beyond just gameplay. Artistically, it’s a game that you can feel the effort put into it, but there are still a few quirks here and there. For example, cel-shading was a great choice as a baseline for the visuals; Bubsy never had a consistent style over the years, but Fabraz put forth their interpretation with confidence. The visuals perfectly blend modern design and just enough of a nostalgic look to capture that Dreamcast-era aesthetic.
Every character also had slight redesigns to accompany this vision, and I think it’s hard to disagree that they look better than ever. On the other hand, stages can often feel too saturated or overly reliant on “videogame logic”. A problem that’s exacerbated by the characters constantly lampshading that fact. There’s nothing wrong with making the level design take precedence over style, but Bubsy 4D sometimes teeters on the edge of acceptable.
Constantly pointing out video game logic sometimes works against them.
As I said before, the game has 3 biomes. Each one has a distinct theme, but they all share a certain uncanniness that’s hard to put into words. Maybe that’s more of a personal issue, but before every time trial attempt, I had to try and ignore the environment as much as possible. Then I had to mentally map the best route I could find and use that as navigation while ignoring the visuals of the game. Navigating the world felt like I needed to “wash” certain aspects of it to be readable.
Even animations have certain moments where you’re like “oh, that’s a cool throwback to old platformers” and others where you’re wondering “wait, is that intentional, or is it just jank”? One such case in particular that bothered me was any time I talked with the NPCs in the hub. As soon as you press the button, all characters take a couple of seconds to move into a certain place where their animation plays out, and the interaction really begins.
Let me be clear, this is never an issue that interrupts the flow of the game. If you don’t have a tendency to overthink things, you’ll likely be far too entertained by the movement to care about these details. But if that fails, you’ll soon find yourself questioning where the line is between a B-tier aesthetic and classic videogame corner-cutting techniques.
Bubsy 4D Can Get a Bit Overzealous on the Self-Deprecating Humor
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Not the only time this joke happens
And this is always the reaction.
All in all, I would say that the only thing that can really disappoint someone in this game is how often it defaults back to certain tropes of self-deprecating humor. Some degree of it is definitely necessary to forge a memorable identity for Bubsy, but sometimes it’s a note that’s played too often. There’s no better example of this than Oblivia. It’s the first appearance of this character in a game, and a great opportunity to offer more variety in a series that used to focus purely on the bobcat’s blabbermouth tendencies. However, she’s mostly used as a sounding board for Bubsy’s antics instead, forced to be the comedic foil that has no room for personality other than being “constantly annoyed.”
The key here is just a lack of balance. Bubsy was finally allowed to be more than just a joke, but the jokes are still largely the same. You can see flashes of brilliance here and there throughout your journey, but they’ll be sandwiched by the formula of Bubsy making a pun or breaking the fourth wall and characters bemoaning in response. It’s a game that has enough tact to pull off a “Pilot’s license, what for” joke without being obnoxious, but still couldn’t deliver a charismatic cast like many of its inspirations did. Even though Bubsy’s curse was broken, there are still a few lingering effects from it that need to be dealt with.
Is Bubsy Really Back?
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See? Jokes can also be funny without involving the fourth wall.
As someone who closely accompanies the video game industry and discourse, it’s hard to judge Bubsy 4D in a vacuum. An infamous franchise trudging along an incredibly competitive market and somehow surviving after a sea of bad-to-middling games makes for a charming story. Separating that from what the game truly is ends up being harder than it should be. Every praise and every criticism needs to pass through a filter of “would I say that for any game, or is the legacy of the IP adding weight to it?”
There’s plenty to love here. Fans of the genre would likely give it a try regardless, but those who longed for a more arcade experience with focus on tricks and speedrunning will find an absolute gem here. You might also feel like the base campaign is somewhat underwhelming for a collectathon. How you feel about the game will largely depend on which of these two aspects you value more.
At the end of the day, I think it’s fair to give Bubsy 4D its flowers. For once, it’s a game worth playing for what it is and not just for the memes. For me, however, there are still a few ways to go before I would call it a truly fantastic experience. It’s time for the bobcat to stop wondering what could go wrong and start workshopping how to do even better.
Disclaimer: Atari provided a PC (Steam) copy of Bubsy 4D for review purposes.
emaqi has revealed four new manga volumes coming to its digital platform on May 22, including volume 12 of Anjo the Mischievous Gal, volume 6 of From Bureaucrat to Villainess: Dad’s Been Reincarnated!, volume 5 of Kamikakushi Inc.: Agents of the Supernatural, and volume 4 of Ikki Tousen.
Synopsis: Seto, a studious but unremarkable student, constantly finds himself in provocative situations with Anjo, the popular girl in his class who can’t seem to stop teasing him. In this volume, as school events wrap up and future plans loom, Seto musters his courage and confesses to Anjo, and they finally start dating.
Genre: Seinen, Isekai, Comedy, Slice of Life,Tensei
Synopsis: In this smash-hit comedy manga, Kenzaburo Tondabayashi is a 52-year-old married civil servant, but he’s currently living as Grace, the villainess in a world similar to the otome game his daughter plays. Grace approaches the “protagonist” Anna with a parental perspective, scheming to raise Anna’s affinity ratings, but his plans backfire and everyone ends up falling for Grace instead!
Synopsis: “Kamikakushi Inc.” – a company that makes people disappear, disguising it as an accident. After Arata Kagei, a former phone scammer, decided to leave his shady past behind, he found himself working for this mysterious organization. But Kamikakushi Inc. isn’t what it seems – their actual job was introducing individuals to some very unexpected clients! This time, Haru’s past gets unraveled!
Synopsis: Hakufu Sonsaku is a high-school girl who transferred to Nanyo Academy after being ordered by her mother. Despite her goofy attitude, Hakufu’s strength and raw potential are immeasurable! As various plans are underway, Hakufu discovers that someone is trying to eliminate her. Can she fight off the numerous assassins sent to take her life?