Bandai Namco has released a new trailer for Sword Art Online: Unanswered//butterfly, the new feature-length promotional anime for Sword Art Online action RPG Echoes of Aincrad. Sword Art Online: Unanswered//butterfly is included exclusively with the Ultimate Edition of Echoes of Aincrad. It was also confirmed that Aimer performs the game’s theme song “Live to Survive.”
Echoes of Aincrad launches on July 10 for PlayStation 5, Xbox Series X|S, and PC via Steam, and pre-orders are available now for the Standard Edition ($69.99), Deluxe Edition ($89.99), Ultimate Edition ($109.99), and Aincrad Edition (Bandai Namco Store exclusive, $149.99).
Available in all versions of Echoes of Aincrad and as an early unlock for the Deluxe and Ultimate Editions, the new Death Game Mode is reference to the consequence that players of the in-universe MMORPG experience if they run out of health and dies in the game—permadeath. Upon death, Echoes of Aincrad will delete the player’s save data on the 2nd and 3rd slots, which are the slots that Death Game Mode supports.
The performance specifications per platform include the following targets:
PlayStation 5 – 4K at 60 FPS max frame rate
Xbox Series X – 4K at 60 FPS max frame rate
Xbox Series S – 1440p at 60 FPS max frame rate
PC (Steam) – 720p to 4K supported, unlimited frame rate
The official Japanese website for Echoes of Aincrad confirmed that the single-player game doesn’t support HDR.
In Echoes of Aincrad, players ascend the deadly floors of the flying castle of Aincrad and aim to grow stronger to meet its many challenges. Players earn growth points with each new level to increase attributes like stamina, strength, dexterity, and more to fit their playstyle, and there are a range of Special Skills, armor pieces, and weapons to consider.
The Insipid Prince’s Furtive Grab for The Throne premieres in July 2026.
The new cast members include:
Atsushi Tamaru as Eric Lakes Adler
Ryōta Takeuchi as Gordon Lakes Adler
Mitsuki Saiga as Zandora Lakes Adler
Kazuhiko Inoue as Johannes Lakes Adler
The previously announced cast of the anime includes:
Yūma Uchida as Arnold Lakes Adler
Kikunosuke Toya as Leonard Lakes Adler
Manaka Iwami as Fine von Kleinert
Maaya Uchida as Elna von Amsberg
Kaede Hondo as Lynfia
Yūji Yanase, known for his work on By the Grace of the Gods, is directing the anime at Maho Film. Kazuyuki Fudeyasu is handling the series scripts, while Kazuko Tadano is designing the characters.
Tanba launched The Insipid Prince’s Furtive Grab for The Throne novel on the Shōsetsuka ni Narō website on February 3, 2019. The 15th volume shipped on August 29, 2025. Amagai then launched the manga adaptation on Kadokawa’s Young Ace Up website, and Kadokawa published the ninth manga volume on November 10, 2025.
Kadokawa publishes both the light novel and manga adaptation and describes the series as follows:
Arnold, the seventh Imperial Prince of the Adrasia Empire, is called “THE INSIPID PRINCE” among people since his twin brother is genius and respected by all people. However, he has a secret identity -SILVER, one of the only five -SS-rank adventurers in the continent. When his younger brother Leo decides to aim for the throne, Arnold starts running things behind the scenes to support his brother. Unexpectedly the most beautiful lady becomes his assistant. The secret struggle of the strongest prince begins!
According to SHIFT UP, its “new title cycle” is ramping up with a “reinforced intellectual property lineup and business capabilities.” There are multiple PC and console development pipelines that were added with its UNBOUND acquisition, all of which include first-party games. The company also notes that Goddess of Victory: NIKKE is setting “high expectations” toward its fourth anniversary.
SHIFT UP plans to release the Stellar Blade sequel and the new Project Spirits action RPG by 2027. The two games are part of an IP expansion plan for SHIFT UP, which includes Goddess of Victory: NIKKE and the “platform expansion” for Stellar Blade. SHIFT UP wants to introduce the game to new players and build anticipation to the “next phase of the Stellar Blade franchise.”
Stellar Blade is available now for PlayStation 5 and PC via Steam and Epic Games Store. The Stellar Blade Complete Edition is also available featuring the digital game, Twin Expansion Pack featuring the NieR: Automata DLC and Goddess of Victory: NIKKE DLC, a Goddess of Victory: NIKKE CD-key for a Stellar Blade costume in the mobile game, Fluffy Bear Pack drone cosmetics, and Planet Diving Suit (Captain) for Eve.
Smilegate has released a new trailer for MIRESI: Invisible Future, the upcoming collectible RPG releasing on iOS and Android. The developers also revealed that more details about the game will be shown at Anime Expo 2026.
A new page on the game’s website titled Chronicle is now open, which outlines MIRESI: Invisible Future‘s development history. It shows how the visuals have improved since the most recent demo and how it has addressed concerns over the gameplay. Further, it reveals more information about the game’s narrative:
“We’re massively improving the story so that it isn’t just force-feeding you a narrative, but rather something all Councillors can deeply resonate with. It will be a healing story about overcoming failures caused by mistakes and moving towards a brighter future. We are also refraining from overusing unique lore terms, and we’re preparing a system where you can easily view explanations for necessary terminology whenever you need it.
Check out the new trailer for MIRESI: Invisible Future below:
MIRESI: Invisible Future is currently in development at Control 9, a studio founded by core developers of Goddess of Victory: NIKKE and Seven Knights 2. Launching in 2026 for PC and mobile, MIRESI: Invisible Future is led by art director Hyung-seop “Hyulla” Kim, known for his work on Goddess of Victory: NIKKE and other acclaimed subculture titles.
Last year, Smilegate released “Jumping in the TIME,” the first official music track for MIRESI: Invisible Future. Popular hololive VTuber La+ Darknesss performs the track, which is now streaming on Apple Music, Spotify, YouTube Music, and more. What’s more, a music video for “Jumping in the TIME” is now streaming on La+ Darknesss’ YouTube channel and Smilegate’s official X (formerly Twitter) account.
Katsuhiro Otomo, director of beloved anime film Akira, has established a new animation studio known as OVAL GEAR. The studio, focused on feature films, is already working on its first movie.
In a statement, OVAL GEAR further outlined the two purposes for the studio’s creation. These are “to pass on to the new generation the filmmaking methods and authorial sensibility Katsuhiro Otomo has cultivated.” Further, the second purpose is to “produce new animated works for global release.” Currently, the studio is hiring animators and production staff for its first film. Check out the announcement post for the founding of OVAL GEAR below:
— OVAL GEAR animation studio (@OVAL_GEAR) May 11, 2026
Lastly, MyAnimeList describes the Akira film as follows:
Japan, 1988. An explosion caused by a young boy with psychic powers tears through the city of Tokyo and ignites the fuse that leads to World War III. In order to prevent any further destruction, he is captured and taken into custody, never to be heard from again. Now, in the year 2019, a restored version of the city known as Neo-Tokyo—an area rife with gang violence and terrorism against the current government—stands in its place. Here, Shoutarou Kaneda leads “the Capsules,” a group of misfits known for riding large, custom motorcycles and being in constant conflict with their rivals “the Clowns.”
During one of these battles, Shoutarou’s best friend Tetsuo Shima is caught up in an accident with an esper who finds himself in the streets of Tokyo after escaping confinement from a government institution. Through this encounter, Tetsuo begins to develop his own mysterious abilities, as the government seeks to quarantine this latest psychic in a desperate attempt to prevent him from unleashing the destructive power that could once again bring the city to its knees.
Flag Pictures has announced that Kyoto Animation will produce an anime film adaptation of the Credits Roll Into the Sea manga. The film will release in 2027.
Taichi Ishidate, who has previously worked on Violet Evergarden and CITY the Animation, will direct the upcoming movie, and Shochiku will distribute it. John Tarachine initially released the manga in 2020. Its 8th compiled book volume released in July 2025, and its final volume will release on May 15. Dark Horse will license the manga for English release, which will start with its first volume on July 7. Check out the trailer revealing the Credits Roll Into the Sea anime film below:
“It’s not the movies you like…you like watching the people watching the movies.”
Just what are you going to do with the rest of your life? It’s the question you’ll always have to answer, no matter your age. Umiko Chino is a 65 year-old retired woman in mourning for her late husband. Remembering how they used to watch films together, Umiko goes to the movie theater for the first time in years, where she meets Kai, an attractive, ambiguous young man who studies filmmaking at a nearby art school.
They would seem to have nothing in common, except for this—both of them sometimes like to look more at the way the audience reacts to a movie than the movie itself. Kai believes Umiko has the same deep desire he possesses to experience how people respond to something they made… and challenges her to stake the rest of her life discovering that thrill.
Soon Umiko surprises herself by enrolling in the same film school as Kai. But sailing into this new sea, she’s suddenly inside the currents of her fellow students’ lives, a much younger generation that she struggles to understand, driven by their own passions and their own relationships. Who’s really experienced at life, and is it old age or observation that brings wisdom? And does what you’re looking for change when you look with your eyes instead of through a camera lens…?
Nintendo has announced that it has renamed the My Nintendo Store to simply Nintendo Store, and that the change will go into effect on May 27. According to Nintendo, the name change won’t effect the “content of the service.”
The Nintendo Store allows players to purchase digital or physical games for both Nintendo Switch and Switch 2. It also offers a way to buy Nintendo accessories, such as Joy-Con 2 controllers, consoles, and My Nintendo Rewards directly from Nintendo themselves. The reason for the change is currently unknown. Check out the announcement post below:
— Nintendo of America (@NintendoAmerica) May 11, 2026
Starting September 1, the recommended retail price of Nintendo Switch 2 will increase from $449.99 to $499.99 (tax excluded) in the U.S., and in Canada, the price will increase from $629.99 CAD to $679.99 CAD (tax excluded). That same day, Europe will also receive a price increase for Nintendo Switch 2 from €469.99 to €499.99 (tax excluded). In Japan, the price of the Nintendo Switch (Japanese-language system, Japan only model) will increase from ¥49,980 to ¥59,980 starting May 25, and the multi-language system model’s price remains unchanged.
To compensate for the price change, Nintendo announced that the Nintendo Switch 2 lifespan is planned to last as long as the original Switch. The original Nintendo Switch initially released in March 2017, and while it is still available and playable, its lifespan technically ended when the Nintendo Switch 2 released in June 2025. As such, it’s safe to say that the Switch 2 could end up lasting eight years and could receive support from 2025 all the way until 2033. Considering the recent announcement of a “robust software lineup” in the future to compensate players in the wave of the price increase, it seems that Nintendo is intending to support the Switch 2 for quite a while.
I’ve slowly become a fan of rougelites for a while now. Growing up, I mostly stuck to RPGs and action-adventure games, but in recent years, games like Hades and even Morselshave shown me how special this genre can really be. It takes one of my favorite aspects of gaming, the storytelling, and builds such unique and fantastic worlds that I find myself quickly losing myself in, while at the same time having this insurmountable obstacle in front of you, while for most having to do it over and over again could seem off-putting at first, but what makes this genre so special is how no two games are really the same, with developers Alt Shift of blending it with an RTS gameplay loop in Battlestar Galactica: Scattered Hopes. At first, it was a bit off-putting to me as I’ve never played an RTS game, but I quickly lost myself in both the fantastic gameplay and storytelling with only a few stumbles along the way.
Follow the Signal
Scattered Hopes has a pretty simple premise. I played as the unnamed commander of a crew. After receiving a signal from Admiral Adama, it became a matter of survival trying to reach the Battlestar Galactica while trying to survive the Cylons chasing close behind. The overall tone of the game is mostly filled with dread, as no matter what I did, the Cylons would be right behind.
Each failed run ends with the destruction of your current fleet, forcing you to continue with another group of survivors in a different part of the galaxy. But even with that bleak loop, there were still small moments of hope. Learning about the crew’s backstories made each new run feel worthwhile at first, as every survivor had something that made them stand out. The more I played, though, the more I started running into the same backstories again. It made the game feel like it didn’t have enough variety to fully support repeated runs. Still, most of these stories were compelling enough that I was able to look past the repetition.
Within the game, there are three human factions: the workers, the military, and the underworld. Each one can either help or hurt you during a run, depending on the choices you make. Helping one faction can damage your relationship with another. For example, siding with the workers might upset the military, causing that relationship to slowly deteriorate. At first, these changes feel minor, but they become more important as the run goes on.
If tensions get too high, a crisis can break out, forcing you to spend turns and resources to resolve it. You can also choose to ignore the crisis, but doing so means accepting a penalty for the next few sectors. That could mean having one less hangar available during a Cylon fight or taking extra damage to your main ship for a while. As a result, each run ultimately is a delicate balancing act. You are constantly trying to keep every faction satisfied while deciding whether a choice is worth it in the short term or the long run.
Choices and Consequences
The gameplay of Scattered Hopes is easy to learn. Each run had me choosing between different sectors that held resources to collect, whether it’s scrap, nukes, or even people. It could be hard to decide to go for fuel over weapons or ships, but this game is about tough choices and what those choices lead to. Luckily, there are heroes to help with all kinds of situations. Heroes are special humans that you’re able to recruit to the fleet to help gain more resources, solve problems without wasting resources, and most importantly of all, man a starship or weapon aboard the battleship to help during each end of the sector.
Each run also starts with two civilian ships accompanying the main battleship; these join the fleet to earn minor resources at the start of each sector and also to help the battleship during battle. It’s worth noting that it’s possible to gain more ships for the fleet, but the maximum number that can follow is five. Leveling up civilian ships also increases their passive ability and health, so it’s another tough decision to choose between a ship that earns resources and one that would help in battle.
Eventually, during each run, the game reveals that one of the main heroes aboard the battleship is a Cylon imposter who is actively sabotaging the fleet and working in the shadows to undermine all the good that is done. Whenever this part of the game unlocks, the investigation menu is open. At first, it is super expensive resource-wise to interrogate a person, but as the game goes on and more crises appear, the cost is lowered. Eventually, it’s up to the player to either stop the imposter or ignore them. For what it’s worth, I recommend revealing them as soon as possible, though, as the closer I got to the end of the game, their sabotage became more and more extreme.
What I really enjoyed about this part of the game was how the imposter reveal could go in two different ways. Sometimes they knew the whole time and became aggressive toward everyone, which led to interrogating them for clues or better resources. Other times, they didn’t know they were the impostor and could still be redeemed. It made each discovery feel more meaningful because it could have been a hero I had formed a bond with during the run. That made the choice harder, as I had to decide whether to let them prove they could still help or throw them into the empty void of space.
At the end of each sector, you’ll run into a random Cylon ship. At first, it can seem like a battle, but the main objective is to survive as the larger ship throws everything it can at you, whether it’s attack ships, turrets, or missiles. Whenever an encounter begins, I have to move my starships around to different points to attack current threats or prepare for ones coming in. It can seem overwhelming, but the game lets you pause at any point to see where your ships are needed most, as well as check the stats of the Cylon ship and its smaller fighters. Each encounter is about two minutes long, and when the timer hits zero, escape becomes possible. While it isn’t encouraged, it is possible to destroy a Cylon battleship, but it doesn’t end the encounter. From what I experienced, it seems mostly there for an achievement and maybe bragging rights.
At first, you’re locked to only two starships and the battleship weapons, but using resources, I was able to unlock more and strengthen the health of my main ship. Alongside the battleship, I also had to choose between two civilian ships in the fleet to help during the fight. These don’t have weapons and are mostly there to act as shields against the enemy ships. It’s tough having to manage fighting them off while protecting the civilian ships, but sometimes necessary choices have to be made. Sacrificing everyone on board those ships is brutal, but it may be the only way to continue toward tomorrow.
Shattered
Scattered Hopes has very few issues I noticed, but the one I had the most trouble with was the difficulty. Most of the time, the game is challenging but still manageable, but the final boss felt more egregious. Whenever I faced previous bosses, it felt like the game was testing what I had learned up to that point. With the final boss, though, it felt more like I was relying on luck.
To be fair, I understand why it feels that way, but even after lowering the difficulty to easy, it still took more than a few tries to defeat them. Instead of feeling like I had overcome a hard boss, it felt like I got lucky, which made the victory feel slightly underwhelming. Luckily, for those who need it, there is an assist mode that lets you modify parts of the game. This includes making enemy starships deal less damage, making your ships faster, or turning on unlimited retries. It makes the game more accommodating for those who want to play through it without getting completely stuck.
One minor issue I noticed while playing was the occasional stuttering. Whenever a large number of ships were on screen, the game slowed down, even froze for a few seconds. This isn’t too noticeable at first, as the early game is filled with a small number of ships at a time, but near the endgame, you can have so many ships that this slowdown occurs. Most of my issues, aside from the difficulty, are nitpicks because overall this is a solid experience with little holding it back.
Worthy End
Battlestar Galactica: Scattered Hopes is a fantastic rougelite entry. I got lost in the compelling yet short story; it made up for it with the well-crafted RTS gameplay. Each turn closer to the end felt more and more challenging, as the balancing act of working with the humans onboard and the resources I needed from each sector was a tough but rewarding one. What I did find disappointing, however, was the occasional slowdown whenever the screen was overrun with starships, as well as the difficult final boss, which, when I beat felt more like dumb luck than actual skill.
Overall, the goods do way more than enough to outweigh the bad. This isn’t a perfect experience, and I’m sure if you’re a fan of Battlestar Galactica, you’ll have way more enjoyment than I did, but this is a really solid game for those who know little about the franchise like I do. If you’re even somewhat interested in the franchise, this is definitely a journey worth jumping into the far reaches of space for.
Disclaimer: Dotemu provided a PC (Steam) copy of Battlestar Galactica: Scattered Hopes for review purposes.
PlaySide has revealed in a press release that MOUSE: P.I. For Hire has reached 730,000 copies sold since its release on April 16. It also confirmed that copies sold on console have increased to 50% of total units.
In a statement, Benn Skender, PlaySide Studios CEO, stated the following about the announcement: “The continued performance of MOUSE: P.I. For Hire has been really pleasing and reflects the strength of the IP, the quality and persistence of effort from all teams, and the depth of player and social engagement we are seeing across every platform.”
MOUSE: P.I. For Hire is available now for Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam. It will launch later on PlayStation 4, Xbox One, and Nintendo Switch. We had the opportunity to review the game prior to its launch. We gave it a 4.5/5 and described it as follows: “With a simple yet effective progression system, a power fantasy combat loop, and passionate attention to detail, Mouse P.I. For Hire is easily one of the best titles of 2026. It reminds me of just how much joy a single-player first-person shooter can bring when it fires on all cylinders.”
Lastly, the Steam page provides an overview of the game:
MOUSE: P.I. For Hire is an action-packed first-person shooter that draws inspiration from the classic cartoons of the 1930s. Its black and white rubber hose visuals are drawn by hand, frame by frame, delivering a striking vintage aesthetic. Unravel layers of corruption with a thrilling noir-fueled detective story, lively environments to explore, an original big band jazz soundtrack, and a fully-loaded arsenal of cartoon weapons and devastating power-ups.
After the release of Until Dawn, there were doubts about whether Supermassive Games would recapture its sudden success with The Dark Pictures. The anthology series would focus on shorter stories and shorter release schedules, but would feel rushed or underdeveloped. With this in mind, the series would take a brief hiatus after the release of The Devil Inside Me. Four years later, Supermassive Games returns to the horror anthology franchise in a new light with Directive 8020.
Directive 8020 has undergone a complete overhaul, extending its length compared to previous titles. Instead of focusing on smaller stories, each new entry will be treated as a separate season comprising eight episodes. Originally slated for release in 2025, it took another year for the team to polish the overall experience. At last, Directive 8020 is here, and while this is largely a step in the right direction, some shortcomings do hinder the overall experience.
Beyond the Stars Awaits Something Worse than Hope
Earth and Humanity on the brink of extinction, with the only means of survival being through the stars. Organized by the Croninth corporation, they sent the best to find any means of hospitable life on Tau Ceti f. However, on the way there, a meteor strikes inside the Cassiopeia and breaks a hole in the cargo hold. While the rest of the crew is in cryosleep, the sleep technicians on board must handle the repairs themselves. This meteor is the catalyst for the horrors to come, as it begins to infect the Cassiopeia, mimicking any organic lifeforms. After being blindsided, both sleep technicians meet gruesome fates, setting the tone for the rest of the season.
From the start of episode 2 onward, a series of cold opens shapes future choices and deepens the game’s overall mystery. These cold opens can range from before the mission launches to halfway into the game, as each crewmate faces off against a mimic. An encounter with a mimic leads to some unique situations, but overall, it returns to the cliché of Body Snatchers. Where every character trusts each other in one scene, only to irrationally distrust each other in the next. It’s inconsistent, but once a pivotal moment plays out, it changes the entire narrative in its head.
With the switch to a standalone season, Directive 8020 is a lot longer than the previous titles in the anthology. Comprising an eight-episode season, it reflects the current nature of serializations on streaming services. It allows for expansion on a single setting while also tying it into previous entries in The Dark Pictures anthology. Overall, Directive 8020 felt like a series to binge in a single weekend, only to find more episodes. However, in the later episodes, the pacing felt much slower, even though the tension was very high.
Far Along the Stars, Nobody is Alone
Lashana Lynch stars as Brianna Young, one of the pilots of the Cassiopeia, following in her late father’s footsteps. She plays a prominent role even though her involvement is brief, as the game shifts perspectives with the other characters. This constant switching leaves her behind as the story progresses, and some sections aren’t as interactive and just stand and talk. She does play into the major plot twist near the end of the game as well as the final sequence. Overall, her performance improves as the game goes on, and she shows a wide range of emotions throughout.
Outside of Brianna Young, there are five other playable protagonists, along with four non-playable characters. They fill out the rest of the cast and also provide memorable performances throughout the runtime. A notable standout is Noah Mitchell, the other pilot of the Cassiopeia, whose demeanor is harsh but with a heart of gold. One notable absence is Pip Torrent’s character, The Curator, reflecting the shift from an anthology format to a serialized season. If there were one character I’d like to learn more about, it’d be Laura Eisely, as her high-strung personality keeps her from exploring quieter moments.
Throughout the episodes, there are multiple secrets to collect, which add context to the overall mystery and more. Largely during the explorable sections, it rewards curiosity through data logs and recorded messages from the sleep technicians. These secrets also reveal past character relationships, alongside the in-game messaging system, which reveals other characters’ thoughts as the game progresses. These message interactions allows to communicate with non-playable characters to see how they’re doing and expand on the trait system. But another collectible per episode is the myriad deaths that can befall the playable and non-playable cast, as previous choices can lead to distinct deaths.
There are still choices to be made that affect how a future episode plays out through the Turning Point system. Replacing the Bearing system, Turning Points is a pivotal system that advances both the narrative and the characters. Appearing either in the middle of an episode or at the end, they determine each character’s fate early on. Some outcomes can be locked out due to choices made in the first episode, which is very interesting as each choice plays out. However, this also means going all the way back to the start to unlock other alternate events.
During each episode, interactive set pieces allow for a brief exploration of the Cassiopeia. Showing how the parasitic meteorite grows, eating through the ship, and bringing unimaginable horrors. Throughout the various stealth segments and running sequences, the crew encounters different types of mimics and, later, a combined monster. This monster can teleport ahead with relative ease using the growth around the ship’s interior, but only jumps at the player once during a specific segment. But overall, there’s no combat beyond using the wedge tool to subdue them via a quick-time event.
Instead of combat, there’s a greater emphasis on puzzle-solving through various set pieces. Each character ends up finding themselves in several events that require powering a door to progress further. Some doors are locked behind and require an override with the wedge tool. And earlier choices feed into other set pieces, which can determine a character’s fate. Solving puzzles is key to keeping the entire cast alive, as there’s a social deduction segment that can branch in two directions.
Smooth Operations with Shining Distractions
While it does use Unreal Engine, Directive 8020 was solid throughout an entire playthrough. There were no performance hitches even during intense set pieces, as the characters found themselves in tight spots. However, there are moments when a character model starts clipping ever so slightly while crawling between walls. There is also a danger indicator that bleeds outside the stealth segment and appears during pivotal cutscenes. Aside from that, there weren’t any notable dips or crashes, which is a good sign of the time spent polishing the game before release.
Before starting the game, there is a wide array of difficulties and play styles that are available. Exploration mode allows the player to revisit previous decisions, while survival leaves the player no room to revisit any previous mistakes. They can be changed during gameplay, along with custom difficulty options. Additionally, Movie Night mode is back, allowing five players to each play one character. But it’s only available in a local setting, with interest in adding online multiplayer in a future update.
Somewhere In Space, Nobody Will Hear You Scream
Directive 8020 is a step in the right direction for The Dark Pictures to evolve beyond its anthological origins. With a greater focus on centered plots, the Turning Point system becomes more effective in its choices. The cast’s performances further improve the plot, even though the setting falls into a cliché.
While the latter episodes feel longer, they can hinder the plot’s pace as it reaches the end. With little to no performance issues, the danger indicator bleeding in does make somber moments more distracting. Yet, it’s an overall improvement that makes the journey to the stars more worthwhile.
Disclaimer: Supermassive Games provided a PC (Steam) copy of Directive 8020 for review purposes.