Darksiders Warmastered Edition Announced for PlayStation 5 and Xbox Series X|S

Darksiders Warmastered Edition Announced for PlayStation 5 and Xbox Series X|S

THQ Nordic has announced that Darksiders Warmastered Edition will release for PlayStation 5 and Xbox Series X|S on May 19. Both physical and digital editions will be available for $29.99. 

The remastered edition initially released on PC via Steam, Epic Games Store, and GOG, Xbox One, PlayStation 4, Nintendo Switch, and the Wii U in 2016. Check out the trailer showcasing the new PlayStation 5 and Xbox Series X|S versions of Darksiders Warmastered Edition below:

Darksiders 4 is currently in development for PlayStation 5, Xbox Series X|S, and PC via Steam. It’s described as “a 3rd person action adventure game featuring combat, traversal and puzzle solving in a lore rich post apocalyptic world.” Its features are as follows:

  • Choose Your Horseman – Take up one of the legendary Horsemen—each with their own unique weapons and combat styles
  • Cinematic Combat – Experience fast-paced, visceral action blending melee, fluid traversal, and supernatural abilities.
  • Expansive Realms to Explore – Journey through apocalyptic landscapes – each teeming with secrets, enemies, and mythic bosses.

Lastly, the Steam page describes Darksiders Warmastered Edition as follows:

Deceived by the forces of evil into prematurely bringing about the end of the world, War – the first Horseman of the Apocalypse – stands accused of breaking the sacred law by inciting a war between Heaven and Hell. In the slaughter that ensued, the demonic forces defeated the heavenly hosts and laid claim to the Earth.

Brought before the sacred Charred Council, War is indicted for his crimes and stripped of his powers. Dishonored and facing his own death, War is given the opportunity to return to Earth to search for the truth and punish those responsible.

Chitose Is in the Ramune Bottle Anime Continues in Part 2

Chitose is in the Ramune Bottle Part 2

The official website for the TV anime adaptation of Hiromu and raemz’s Chitose Is in the Ramune Bottle light novel series has confirmed the anime will continue with “Part 2” later this year. Chitose Is in the Ramune Bottle Part 2 was announced shortly after the release of episodes 11 to 13, which cover the “Asuka Arc.”

Crunchyroll is streaming Chitose Is in the Ramune Bottle in North America, Central America, South America, Europe, Africa, Oceania, the Middle East, CIS, Indian Subcontinent and Southeast Asia.

Kucci will perform the opening theme song “Liar,” and Cider Girl will perform the ending theme song “Kagerō” (Heat Haze).

The cast of the anime includes: 

  • Saku Chitose voiced by Shogo Sakata
  • Yuko Hiiragi voiced by Manaka Iwami
  • Yua Uchida voiced by Hina Youmiya
  • Yuzuki Nanase voiced by Ikumi Hasegawa
  • Haru Aomi voiced by Rumi Okubo
  • Asuka Nishino voiced by Chika Anzai
  • Yōhei Azakami voiced by Kuranosuke Iwanami
  • Masaya Miyazaki voiced by Kenta Yamazaki

The anime’s staff includes:

  • Director: Yuji Tokuno
  • Animation Production: feel.
  • Original Character Design: raemz
  • Series Structure: Naruhisa Arakawa
  • Script: Hiromu, Naruhisa Arakawa
  • Character Design: Sumie Kinoshita
Chitose is in the Ramune Bottle Asuka Arc key visual
©Hiromu/Shogakukan/Chiramune Partners

Hiromu and raemz released Chitose Is in the Ramune Bottle light novel series in June 2019. Yen Press is publishing the light novels and Bobcat’s manga adaptation. Square Enix’s Manga UP! also publishes the manga digitally.

Lastly, here’s an overview of the light novel series’ first volume, via Yen Press:

Being popular isn’t easy. It’s hard to beat Saku Chitose. The most popular kid in his high school? Check. An ironclad reputation that can weather even vicious online attacks? Check. A group of friends as attractive on the outside as they are inside? Check. But when a teacher asks for his help bringing back a student who has been shut away in his room for months, Saku’s perfect world will never be the same. What is this, some kind of normie harem story…?

The Insipid Prince’s Furtive Grab for The Throne Anime Premieres in July

The Insipid Prince's Furtive Grab for The Throne

The official website for the upcoming anime adaptation of Tanba and Yuunagi’s The Insipid Prince’s Furtive Grab for The Throne (Saikyō Degarashi Ōji no Anyaku Teii Arasoi: Munō o Enjiru SS-Rank Ōji wa Kōi Keishō-sen o Kage kara Shihai Suru) light novel series has announced the anime’s July release date. Additionally, the site also revealed the anime’s teaser visual, main cast, and main staff.

The cast of the anime include:

  • 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!

I Want to End This Love Game Anime Reveals New Promotional Video

I Want to End This Love Game

The staff of the upcoming anime adaptation of Yūki Dōmoto’s I Want to End This Love Game (Aishiteru Game o Owarasetai) manga streamed a promotional video. The promotional video previewed the opening theme song “Kimi no Sei de Aishiteru (It’s Your Fault that I Love You)” which will be performed by CHICO with Honeyworks. The anime will air on April 14.

I Want to End This Love Game key visual
©堂本裕貴/小学館/「愛してるゲームを終わらせたい」製作委員会

The cast members include:

  • Kaito Ishikawa as Yukiya Asagi
  • Miku Itō as Wakana Asagi
  • Wakana Maruoka as Miku Sakura.
  • Wakana Maruoka as Wakana Asagi
  • Takehito Koyasu as Masaru Shinonome
  • Yui Ogura as Hinako Hanaba
  • Kaede Hondo as Natsuki Moegi

Azuma Tani, known for his work on Thermae Romae, is directing the I Want to End This Love Game anime at Felix Films. Keiichirō Ōchi writes and oversees the series scripts, Yūki Fukuchi is the character designer, and Akito Matsuda is the music composer. PompadollS will perform the ending theme song “Little World.”

Newly announced staff members include:

  • Sub-character Designers: Ryōsuke Tanigawa, Tomokazu Sugimura
  • Prop Design: Tomokazu Sugimura
  • Art Director: Masanori Nishiyama
  • Color Design: Natsuko Ueno
  • 3D Director: Masaomi Suzuki
  • Compositing Director of Photography: Jun Kubota (Cyan)
  • Editing: Azuma Tani, Misaki Enokida
  • Sound Director: Satoshi Yano
  • Music Production: POPHOLIC
  • Music Cooperation: Myrica Music

Dōmoto launched the manga series on the Sunday Webry website in 2021. Shogakukan publishes the manga series in Japan, and in the west, VIZ Media publishes the manga in English.

Lastly, here’s an description of the manga series, via VIZ Media:

After leaving behind his image as a quiet nerd, Yukiya’s ready to break hearts and take names with the ultimate high school glow-up. Well, he’s really just got one girl in his sights—his best friend, Miku! Using her favorite shojo manga as his weapon, he’s prepared to pin her to the wall and gaze at her with the perfect smolder! Will his advances get her heart racing? Or will Yukiya end up making a fool of himself?

Chitose Is in the Ramune Bottle Release Dates, Schedule and Episodes

Chitose is in the Ramune Bottle episodes

The popular and outgoing Saku Chitose attracts quite a number of girls to his side in the new Chitose Is in the Ramune Bottle, but his greatest challenge may come as a second-year student. Final Weapon has everything you need to know about Chitose Is in the Ramune Bottle, including the weekly schedule and release dates for all the new episodes.

In Chitose Is in the Ramune Bottle, Saku attends the most prestigious school in Fukui Prefecture. As one of the school’s most promising students, Saku gains the attention of many, for better or worse. He’s quite a lucky guy to attract friends and girls, and when he’s asked to help a shut-in classmate return to school, his life really begins to blossom.

Chitose Is in the Ramune Bottle Anime Release Dates, Exact Premiere Time and Schedule

Chitose is in the Ramune Bottle episode 1
©裕夢/小学館/チラムネ製作委員会

New Chitose Is in the Ramune Bottle episodes will release on Tuesdays at 8:30 a.m. PT / 11:30 a.m. ET / 12:30 JST, and the anime will stream on Crunchyroll. Episodes will be released with English subs. Chitose Is in the Ramune Bottle is expected to have at least 24 episodes this season across two cours.

Here are the release dates and schedule for Chitose Is in the Ramune Bottle (subject to change):

  • First Cour
    • Episode 1 – October 7 – OUT NOW
    • Episode 2 – October 14 – OUT NOW
    • Episode 3 – October 21 – OUT NOW
    • Episode 4 – October 28 – OUT NOW
    • Episode 5 – November 4 – OUT NOW
    • Episode 6 – December 2 – OUT NOW 
      • Delayed from original November 11 release date
    • Episode 7 – December 9 – OUT NOW
    • Episode 8 – December 16 – OUT NOW
    • Episode 9 – December 23 – OUT NOW
    • Episode 10 – December 30 – OUT NOW
    • Episode 11 – March 31 – OUT NOW
    • Episode 12 – March 31 – OUT NOW
    • Episode 13 – March 31 – OUT NOW

New episodes of Chitose Is in the Ramune Bottle will premiere at the following times (subject to change):

  • Pacific Standard Time (PST): 8:30 a.m.
  • Mountain Standard Time (MST): 9:30 a.m.
  • Central Standard Time (CST): 10:30 a.m.
  • Eastern Standard Time (EST): 11:30 a.m.
  • Greenwich Mean Time (GMT): 3:30 p.m.

OP/ED, Cast and Staff

Kucci will perform the opening theme song “Liar,” and Cider Girl will perform the ending theme song “Kagerō” (Heat Haze).

The cast of the anime includes: 

  • Saku Chitose voiced by Shogo Sakata
  • Yuko Hiiragi voiced by Manaka Iwami
  • Yua Uchida voiced by Hina Youmiya
  • Yuzuki Nanase voiced by Ikumi Hasegawa
  • Haru Aomi voiced by Rumi Okubo
  • Asuka Nishino voiced by Chika Anzai
  • Yōhei Azakami voiced by Kuranosuke Iwanami
  • Masaya Miyazaki voiced by Kenta Yamazaki

The anime’s staff includes:

  • Director: Yuji Tokuno
  • Animation Production: feel.
  • Original Character Design: raemz
  • Series Structure: Naruhisa Arakawa
  • Script: Hiromu, Naruhisa Arakawa
  • Character Design: Sumie Kinoshita
  • Original Work: Hiromu “Chitose Is in the Ramune Bottle” (Published by Shogakukan under Gagaga Bunko label)

Where Can I Watch Chitose Is in the Ramune Bottle?

Chitose Is in the Ramune Bottle anime key visual
©裕夢/小学館/チラムネ製作委員会

Crunchyroll is streaming Chitose Is in the Ramune Bottle in North America, Central America, South America, Europe, Africa, Oceania, the Middle East, CIS, Indian Subcontinent and Southeast Asia. In Japan, the anime is airing on AT-X and TOKYO MX channels, along with the ABEMA and d Anime Store streaming services.

What is Chitose Is in the Ramune Bottle About?

Hiromu and raemz released Chitose Is in the Ramune Bottle light novel series in June 2019. The ninth novel volume shipped on August 20, 2024, and Yen Press is publishing the light novels and Bobcat’s manga adaptation. Square Enix’s Manga UP! also publishes the manga digitally. Square Enix published the seventh compiled book volume back on August 19, 2024.

Lastly, here’s an overview of the light novel series’ first volume, via Yen Press:

Being popular isn’t easy. It’s hard to beat Saku Chitose. The most popular kid in his high school? Check. An ironclad reputation that can weather even vicious online attacks? Check. A group of friends as attractive on the outside as they are inside? Check. But when a teacher asks for his help bringing back a student who has been shut away in his room for months, Saku’s perfect world will never be the same. What is this, some kind of normie harem story…?

There was a Cute Girl in the Hero’s Party, so I Tried Confessing to Her Release Dates, Schedule and Episodes

A lovestruck demon can’t fulfill his job after meeting the enemy party’s priestess in the exciting anime adaptation of Suisei’s There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her light novel series. Final Weapon has everything you need to know about There was a Cute Girl in the Hero’s Party, so I Tried Confessing to Her, including release dates for new episodes and the weekly schedule.

There was a Cute Girl in the Hero’s Party, so I Tried Confessing to Her protagonist Youki is reincarnated as a mid-tier demon entrusted to crush the hero’s party. However, once he saw the priestess Cecilia, his resolve wavered and he fell in love with her almost instantly. This will be a story about how the most unlikely love may flourish.

There was a Cute Girl in the Hero’s Party, so I Tried Confessing to Her Release Dates, Exact Premiere Time and Schedule

There Was a Cute Girl in the Hero's Party, So I Tried Confessing to Her episode 1
© 水星・海李/双葉社・「ゆうかわ」製作委員会

New episodes of There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her will release on Tuesdays at 8:00 a.m. PT / 11:00 a.m. ET on Crunchyroll. There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her will have a total of 13 episodes this season with English subtitles .

Here are the release dates and schedule for There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her (subject to change):

  • Episode 1 – January 6 – OUT NOW
  • Episode 2 – January 13 – OUT NOW
  • Episode 3 – January 20 – OUT NOW
  • Episode 4 – January 27 – OUT NOW
  • Episode 5 – February 3 – OUT NOW
  • Episode 6 – February 10 – OUT NOW
  • Episode 7 – February 17 – OUT NOW
  • Episode 8 – February 24 – OUT NOW
  • Episode 9 – March 3 – OUT NOW
  • Episode 10 – March 10 – OUT NOW
  • Episode 11 – March 17 – OUT NOW
  • Episode 12 – March 24 – OUT NOW
  • Episode 13 – March 31 – OUT NOW

New episodes of There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her will premiere at the following times (subject to change):

  • Pacific Daylight Time: 8:00 a.m. PDT
  • Mountain Daylight Time: 9:00 a.m. MDT
  • Central Daylight Time: 10:00 a.m. CDT
  • Eastern Daylight Time: 11:00 a.m. EDT
  • Greenwich Mean Time: 3:00 p.m. GMT

OP/ED, Cast and Staff

Yoshino performs the opening theme song “Lavish!!” and Hiyori Omiya performs the ending theme song “Kimi Kōryaku Game (Capturing You Game).” Momo Sakurai (from ≠ME), Aimi Ozawa (from ≒JOY), and Iori Noguchi perform the special ending theme song “YES! Summer Love.”

The cast includes:

  • Kōhei Amasaki as Yōki
  • Kana Hanazawa as Cecilia
  • Ryōhei Kimura as Yūga
  • Yuko Natsuyoshi as Mikana
  • Toshiki Masuda as Duke
  • Minami Tanaka as Seek
  • Iori Noguchi as Happiness
  • Ayumu Murase as Raven
  • Momo Sakurai as Shike
  • Aimi Ozawa as Misaki

Yasutaka Yamamoto is the chief director of the There was a Cute Girl in the Hero’s Party, so I Tried Confessing to Her anime at animation studio Gekkou. Tomonori Mine is the director, Yukie Sugawara is writing and overseeing the series scripts, and Mina Ōsawa is the animation character designer.

Additionally, Satoru Kōsaki and MONACA are composing the music, and Ryō Aizawa is the producer at Starry Cube. Kairi, the author of the manga adaptation, is credited for the original work of the anime.

Where Can I Watch There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her?

There Was a Cute Girl in the Hero's Party, So I Tried Confessing to Her key visual
© 水星・海李/双葉社・「ゆうかわ」製作委員会

Crunchyroll is streaming There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her in North America, Central America, South America, Europe, Africa, Oceania, the Middle East, CIS, Indian subcontinent and Southeast Asia. In Japan, the anime will be airing on Tokyo MX, HBC, RKB Mainichi Broadcasting, and BS11.

What is There Was a Cute Girl in the Hero’s Party, So I Tried Confessing to Her  About?

Finally, here’s a synopsis for the series, via Crunchyroll:

Reincarnated as a mid-tier demon, Youki had one job: Crush the hero’s party. Then he saw the party’s priestess, Cecilia, and fell for her hard. Now this lovestruck demon vows to confess his feelings, even if it means betraying the Demon King. Will love bloom between these two sworn enemies?

Legacy of Kain: Ascendance Review – An Identity Crisis

Legacy of Kain: Ascendance Review - An Identity Crisis

Throughout the last few decades, countless beloved gaming franchises have been left unfinished. While some are left to fade into history, others are lucky enough to get sequels that try to continue their story after years of waiting. But how does one even carry out the task of continuing a franchise that has lain dormant for over a decade? How do you make something new that satisfies the near-impossible expectations of fans, while also trying to appeal to newcomers?

Personally, while there have been many right and wrong answers to this question, the response that has irked me the most is the act of creating a prequel. To continue a narrative left incomplete by going backwards always felt like a copout. As such, when I first found out about Legacy of Kain: Ascendance, I was extremely concerned. Even though I was a relatively new fan of the franchise, the thought of a continuation to the cult classic series that opted to tell a story before the events of Soul Reaver in a 2D platformer format, rather than the 3D action-adventure experience of its predecessors, wasn’t all too appealing to me. That’s especially the case considering the core creative team of the original games is notably absent. 

After playing and beating Legacy of Kain: Ascendance for myself, I’m sad to say that my fears were quickly proven correct. The narrative pales in comparison to the Shakespearean quality of previous entries, the gameplay is poorly designed, and overall, the game itself lacks a cohesive identity, making for one of the most frustrating experiences I’ve had in a game in recent memory. 

Something New, Something Old

Legacy of Kain: Ascendance Story

Legacy of Kain: Ascendance takes place before the events of Soul Reaver, and primarily focuses on the perspective of a new character: Elaleth. Elaleth is a vampire seeking revenge against her brother, Raziel, the protagonist we’ve come to know and love from Soul Reaver all the way to Defiance. Elaleth’s rage against her brother, however, dates all the way back to his days as part of the vampire hunter faction known as the Sarafan. 

As Elaleth seeks to restore the love of her life, Mathias, she begins to weave the threads of fate that lead to the events of the main series. This includes influencing Kain, the series’s other protagonist, to resurrect Raziel into a vampire. She soon returns to Raziel’s life to convince him to make amends and help her to accomplish her task. The results of this request will have far-reaching consequences for not just the lives of the three protagonists, but for the fate of Nosgoth itself. 

Legacy of Kain: Ascendance Story

At first, I thought the idea of Raziel having a secret sibling was compelling. However, there were several issues that quickly became apparent and diminished the narrative’s overall appeal. For starters, there’s the writing. The main games have always possessed a poetic quality to each line of dialogue, with conversations between Raziel and Kain becoming some of the most memorable in the medium. Without the lead writer and director, Amy Hennig, working on Ascendance, it was never going to have that same quality. Yet, the finished result still manages to fall short of expectations.

Dialogue between Elaleth and new character Ky’set’syk is chock-full of heavy-handed exposition and a casualness that doesn’t fit the dark gothic setting. This also applies to the dialogue that you hear in combat. At one point, I heard someone shout “they fly now?!” in response to Elaleth’s ability to fly. It was a strange reference to an infamous line from Star Wars: The Rise of Skywalker, and one that immediately broke my immersion. The quotes from Elaleth in particular feel like they’re from an entirely different franchise. 

Legacy of Kain: Ascendance Issues

Thankfully, dialogue from Raziel and especially Kain often retains the same eloquent quality as prior games. The moments where the two of them talk feel closer to the experience of those titles, which is certainly helped by the fact that Michael Bell and Simon Templeman reprise their roles as both Raziel and Kain, respectively. Yet, something essential still feels like it’s missing. I soon realized that this was due to not just the writing of the story, but also the way that it plays out. 

The Legacy of Kain series has always been a series driven by the concept of fate and powerful forces controlling the destinies of the main protagonists. Introducing Elaleth as the sister to Raziel isn’t a bad idea in theory. His past for a majority of the games is left as a mystery, and filling in the blanks for a new entry makes a lot of sense. The choice to make her responsible for Raziel’s fate and all of the events leading up to Soul Reaver, though, feels remarkably forced. 

Legacy of Kain: Ascendance Story

The continuous setup of Elaleth as a new protagonist that caused Raziel to undertake his climactic journey, which holds the power to defy death and influence fate, feels contrived. It removes any agency previously placed upon either Kain or Raziel, and downplays the core concept at the heart of the Legacy of Kain games: self-determinism. It doesn’t help that both characters are outplayed at every turn by Elaleth, which contradicts their ability to outsmart even Gods in later entries. 

While there are a few moments towards the end where I was hooked back into the story, the abrupt final act immediately ended any and all interest. Elaleth’s motivations and goals change at the drop of a hat as she goes from wanting to destroy him to wanting to protect him. The change feels jarring and lacks any of the turmoil that her character goes through in the original comic. As such, by the time the credits rolled, I found myself wondering aloud: “Is that it?”

Legacy of Kain: Ascendance Story

Ascendance adapts the story of the recent comic, Legacy of Kain: Soul Reaver – The Dead Shall Rise. Many fans of the franchise aren’t too fond of the comic, and after reading both the comic and playing its adaptation, I understand why.  I’m a relatively new fan of the Legacy of Kain series, and by the end of Ascendance, I found myself being disappointed.

I doubt this is the continuation many were hoping for, as not only does it go back to an era of the universe that has already been explored at length, but it also strays from the appeal of the original game with lackluster writing and characters. Most fans are primarily invested in the Legacy of Kain franchise due to its rich storytelling, rather than its gameplay. Yet, if the storytelling of Ascendance falls short, then what does that say for the new 2D platformer style? Unfortunately, my issues with the game only magnified tenfold as I played more of this strange game. 

Incoherent and Frustrating in Equal Measure

Legacy of Kain: Ascendance Gameplay

The gameplay and presentation of Legacy of Kain: Ascendance are odd, to say the least. Previous games have had platforming elements, but for the most part, the core mechanics emphasized puzzle-solving and combat just as much as jumping from one area of the map to another. This latest entry instead switches genres to a 2D action platformer, a change that feels remarkably random. This strangeness persists in the game’s visual style. 

As you explore the world of Nosgoth, characters are rendered in a pixelated art style, similar to a game like Celeste. However, there are segments where the game suddenly switches to PS1-esque visuals. There are also fully animated cutscenes, while others are still images. These different visual elements, while aesthetically pleasing, often clash, making for an art style that often lacks any cohesive identity. 

The platforming itself is often extremely frustrating. Enemies act inconsistently, with some staying completely stationary even after several attacks, while others dart around the screen like they’re from a Soulslike. I sometimes found myself struggling to react to their attacks due to their tendency to overwhelm my player character. Others fly at slow speeds, yet due to their small stature and high damage capabilities, they were quickly able to knock my health down to zero. It certainly didn’t help that they’d frequently attack me while I was jumping from one platform to another, halting my momentum.

Moreover, there is also an overabundance of obstacles, such as cannons that constantly fire projectiles. These are often placed on every platform, leading to moments where I had finally gotten past a difficult platforming challenge, only to be greeted by something that quickly set me back to the last save point. The fact that these projectiles could go through walls only heightened my frustrations, as there were several points where I died in ways that were borderline unfair, even by the genre’s standards. 

Legacy of Kain: Ascendance Issues
What am I even looking at?

These problems, by themselves, would be bad enough. Worse still, though, are the abundance of technical issues. For one, the constant frequency of opponents on screen at a time would often cause frame drops. Sometimes, when I’d press a button to jump or dash, the input would be delayed significantly. Furthermore, in some cases, they wouldn’t even register at all, which would often mean the difference between life and death. 

There are smaller issues, too, that only compounded with the rest of the game’s problems. While some games allow you to freely pause and adjust your experience via the options, Ascendance will only let you change your settings in the main menu. Once you go to the main menu, though, your progress on the level you’re currently on completely resets. Additionally, while the soundtrack from Celldweller sounds fantastic, it doesn’t really fit the gameplay loop.

Legacy of Kain: Ascendance Lore

When trying to slowly traverse a dark cave and outmaneuver the different enemies and obstacles, the constantly looping heavy metal anthem would only distract me from fulfilling my goal. Even something as innocuous as the collectibles lacks any meaningful incentive. Having to overcome some of the hardest platforming challenges in the entire game, only to get a lore codex that offers no meaningful reward and provides worldbuilding that I already knew from the other games, quickly made me stop going after the collectibles altogether. 

As a whole, Legacy of Kain: Ascendance‘s gameplay and presentation are deeply irritating and rife with flaws that undermine the few good ideas present. While I’ve had my frustrations with previous entries in the franchise and other platformers in general, this was the first experience in a while where I quickly realized that I wasn’t having fun at all. That, to me, is the most depressing part of the entire Ascendance experience.

The Coin Falls Flat

Legacy of Kain: Ascendance Conclusion

Not that long ago, I became invested in the Legacy of Kain franchise for the first time. What started as a series that I had barely heard of quickly became one that I was genuinely fascinated by, thanks to its captivating story and a fairly fun gameplay loop. After playing the remake of Defiance, I was genuinely excited to see where Legacy of Kain would go next. However, with the release of Ascendance, all of that enthusiasm has come crashing down. 

The narrative barely reaches the quality of the previous entries, thanks to poorly written dialogue, characters that are messily forced into the world, arcs of the previous protagonists, and retcons that retroactively ruin the series’ themes. The gameplay is polluted by frustrating design choices, an incoherent presentation, and numerous smaller issues that only heighten the aforementioned low points. Both key aspects are messily handled and contributed to one of the infuriating experiences I’ve ever had in a game, let alone a platformer. 

Legacy of Kain: Ascendance Conclusion

Yes, there are a few bright spots that I noticed throughout the short runtime of Legacy of Kain: Ascendance. The different visual styles all look great, with the PS1-esque format in particular looking fantastic. The writing of both Kain and Raziel in particular still manages to capture the eloquent quality of the previous entries, and the fact that most of the original voice cast reprise their roles is a nice touch. However, these few high moments are overshadowed by the rest of the game’s low points. 

I really wanted to enjoy Legacy of Kain: Ascendance. Having to return to a series that hasn’t had a new entry in years is a near-impossible task, as you have to satisfy both new and old audiences alike. There is no possible way to please everyone, and someone is always going to be left disappointed. Yet, even with those low expectations in mind, this is categorically one of the more disappointing attempts I’ve seen at continuing a comatose franchise. While I was once hopeful for the future of the Legacy of Kain series, if Ascendance is any indication of where it could go next, maybe it’s better if it stays in the past, unfinished and untouched. 

Disclaimer: Crystal Dynamics provided a PlayStation 5 copy of Legacy of Kain: Ascendance for review purposes. 

Last Man Sitting Review – Robotic Destruction

Last Man Sitting Review

The genre of roguelikes has exploded in the past few years. Fantastic games such as Megabonk and Vampire Survivors have captivated so many with hard-to-put-down gameplay loops and charming visuals. I lost hours of my time playing through games like those, and Last Man Sitting is another game that has the potential to fill that niche.

Last Man Sitting is heavily inspired by the early 2000s era, with the look and feel emulating the time. It makes me feel a bit nostalgic, as I was a kid growing up with technology changing at a rapid pace. I remember the TV being filled with movies and video games about cool robots and also extreme sports. Ultimately, the developers DoubleMoose decided to combine aspects of both into Last Man Sitting

At times, I found Last Man Sitting to be an absolute blast, but, unfortunately, elements like weapon and boss design, combined with a need for more content, left me very mixed.

The Robot Uprising

Last Man Sitting drops you in with a simple premise: the starting character is an accountant when the office building is taken over by an army of robots. It’s up to the small group of resistance fighters led by a girl named Rumi to destroy them all and maybe score a promotion in the process. The plot is paper-thin with hints of a grander story.

Last Man Sitting is more focused on delivering nonstop action and what I assume will be a fantastic PVP mode over a single player experience. It’s a shame because the idea of an early 2000s company overwhelmed by a robot uprising is interesting, but the game goes nowhere with it, ending with little fanfare when the final boss is defeated.

The gameplay loop is incredibly simple: choose an employee, weapon, and chair, then head to one of eight floors to get rid of robots. Last Man Sitting starts slowly with a few robots, but as it goes on, the gameplay can get hectic. On the final floor, I found myself swimming in robots and machine parts flying everywhere, with the game even slowing down at times due to all the carnage. 

Metallic Madness

I started with a Minigun and eventually unlocked weapons like the whip, mop, or even shotgun, with the game having a total of 12 weapons to try. Unfortunately, half of the weapons feel as if they are just a better version of an already existing weapon, which ultimately cuts down on the variety. In the end, I stuck to the Minigun and its secondary model as it felt more satisfying ripping through each robot than with weapons that need to be up close or require a charge. The game would’ve benefited from having items popular during the era turn into weapons to make it feel even more authentic to the time period. 

One of the more intriguing parts of Last Man Sitting is how it tries to shake up the combat. Every so often, quests pop up via a landline phone, and they are pretty simple, such as popping balloons and cleaning up trash that I assume are leftovers from office parties, or protecting “executives,” which, when complete, give a legendary unlock that can even change how a chair’s ability works. While useful after a few rounds, I only saw five or six unique quests, which was very limited, and when each round can have up to three quests spawn, I tended to see the same ones over and over again. Another mix-up to the gameplay is random effects, with the best being Termination Time, which is when a storm-like effect rolls in, causing you to get cornered into a small circle to fend off robots for a limited time. It made me think of when and how to use my abilities wisely, and when to stop robots from entering the space so I wouldn’t be overwhelmed.

Last Man Sitting also has the very chairs that players move around on, affecting how the game plays. Each gives a different ability to try out, with my personal favorite being the slam dunk, which, when combined with certain level-up upgrades, turns it into a flying meteor of destruction. A chair starts with only one slot for upgrades, but as the game goes on, you unlock up to four slots with upgrades ranging from common to legendary.

Each provides a simple boost, whether it’s health regeneration or making certain elemental powers that are gained when leveled up stronger. But the absolute best are legendary, which honestly change the game; they range from using a chair’s ability twice to giving massive health in turn for no healing drops. At the end of each round, points are totaled from money picked up to robots destroyed, and up to three upgrades can be unlocked via randomized pick, meaning sometimes you’ll gain a legendary and others it’s all common.

Content 404

Last Man Sitting is fun, but after you defeat the final boss on eight floor, there isn’t much left to do. Sure, it is fun to go back and play previous levels on harder and harder difficulties, but outside of some upgrades, that’s it. I was hoping for an endless mode or maybe a new hidden stage, but I was left disappointed. It doesn’t bring down the enjoyment I had for the game; in fact, it left me sitting there wanting more. Sure, there’s a PVP mode available at launch, but I’m not confident that it will be everyone’s fill.

One aspect of the game I find quite underused is the rail grind system, which allows for fast travel between stages, making the nonstop action even faster. At first, it is really fun and has so much potential, but after a while, due to the cramped space of each floor, I quickly forget about them, only really using them if it’s a do-or-die scenario.

What also felt very lackluster were the boss encounters; each floor is only a few minutes long, and when the timer reaches both the halfway mark and zero, a boss pops up. While they’re supposed to be large and intimidating, most of the time, I was way too overpowered and defeated them without noticing. They stood no real threat, and for a game about a robot uprising, that’s a real shame. In between a few floors, there are extra bosses to encounter that are story-related, but as stated earlier, they pose no real threat.

Even the final boss, who has an incredibly cool and unique design, falls short in this department. Something occurs that gives you the perception that things are about to get much harder, but the boss still melted under my bullets, leaving me very underwhelmed.

After the Mayhem 

Last Man Sitting has the bones of a fantastic action roguelike, which cannot be understated. The gameplay is fantastic and led me to lose track of time, mowing down robots left and right. That being said, the amount of content available at the moment left me wanting more; the weapons weren’t all that different, some systems are underutilized, and the shortcomings in boss design leave me very mixed. The slowdown and audio bugs I encountered also don’t exactly help my feelings here.

I’m hopeful that DoubleMoose Games will iron out some of these rough patches soon, but as it stands, I’m not sure some players will likely be able to look past the shortcomings here. Often, I had a great time with Last Man Sitting, but when the clock struck zero and the final stage ended, I was left wanting much more.

Disclaimer: Raw Fury provided a PC (Steam) copy of Last Man Sitting for review purposes.

Mario Kart World Update 1.6.0 Adds Bob-omb Blast to Battle Mode

Mario Kart World update 1.6.0

Nintendo has revealed the patch notes for Mario Kart World update 1.6.0, which is available now on Nintendo Switch 2. Mario Kart World update 1.6.0 introduces Bob-omb Blast to Battle mode, adjusts performance of Bullet Bill and boomerang items, and applies several bug fixes.

The patch notes for the new Mario Kart World update can be read below, via Nintendo’s official support website:

Mario Kart World Update 1.6.0 Patch Notes

General

  • Added Bob-omb Blast as a Battle mode.
    • You can have up to 10 Bob-ombs on hand at a time.
    • The distance Bob-ombs can be thrown depends on how long you hold the L Button.
  • Adjusted the performance of Bullet Bill.
    • Increased their range of lateral movement.
    • It is now easier to follow a shortcut route immediately after using Bullet Bill.
    • Increased Bullet Bill’s speed on parts of the Bowser’s Castle, Starview Peak, and Rainbow Road courses.
  • Adjusted the performance of the boomerang.
    • Reduced the boomerang’s range.
    • Reduced the number of consecutive throws allowed.
  • Adjusted the probability of items that can be obtained from item boxes during races.
  • Adjusted the invincibility time after spinning or crashing during a race so that it varies depending on the character and vehicle.
    • The heavier the weight, the longer the invincibility time.
  • Made it so that you won’t get crushed by things, such as Thwomps, while spinning or crashing.
  • It is now possible to be hit by lightning and Spiny Shells immediately after being crushed by things, such as Thwomps.
  • Made it so that things like Bob-ombs and Bananas don’t bounce on top of the vines of Ivy Piranha Plants.
  • When playing Single Player or 1p during Online Play and Wireless Play, up to two warnings will be displayed when items like Red Shells or Spiny Shells come from behind.
  • Shortened the time until the roulette stops to determine the course in Online Play and Wireless Play.

Fixed Issues

  • Fixed an issue where the starting position would sometimes be incorrect.
  • Fixed an issue where cows and other creatures that appeared through Kamek’s magic would fall through the ground.
  • Fixed an issue where the display of Wiggler that appeared through Kamek’s magic would sometimes be incorrect.
  • Fixed an issue where Thwomps or Rocky Wrench would appear in Airship Fortress or in the cannons in the race leading to Airship Fortress.
  • Fixed an issue where the character would sometimes disappear from view when looking in the rearview mirror after using a Mega Mushroom.
  • Fixed an issue where you could not return to a point before the Ivy Piranha Plant when using Rewind after transforming into a Bullet Bill.
  • Fixed an issue where the item slot would not display correctly after using Boo and returning to Free Roam.
  • Fixed an issue in Knockout Tour where players who passed through a checkpoint after the first-place player had already reached the goal would not be eliminated, even if their rank was outside the predetermined cutoff.
  • Fixed an issue in Time Trials where the display of stacked tires would sometimes appear incorrectly.
  • Fixed an issue in Free Roam where a fleeing Nabbit would fall through the ground.
  • Fixed an issue in Events where scores were not displayed on the results screen during practice.
  • Fixed an issue where the screen display would sometimes become distorted after selecting Change Character in Free Roam in Online Play.
  • Fixed an issue in Knockout Tour and Online Play where rankings would sometimes be incorrect after passing through checkpoints.
  • Fixed an issue where the selected event would disappear when a communication error occurred after selecting Online Play.
  • Fixed an issue in Online Play and Wireless Play where rivals using Bullet Bill sometimes appeared not to be transformed.
  • Fixed an issue where the final results were not displayed after spectating in Knockout Tour in Online Play or Wireless Play.
  • Fixed an issue in Knockout Tour where the player being spectated would not change after that player was eliminated.
  • Fixed an issue where the gliding distance could be excessively long during the race from Airship Fortress to Dry Bones Burnout.
  • Fixed an issue where using the Feather while jumping in Shy Guy Bazaar during races from Airship Fortress or Wario Stadium to Shy Guy Bazaar could cause you to go off course.
  • Fixed an issue where doing a wall ride in Shy Guy Bazaar during races from Airship Fortress or Wario Stadium to Shy Guy Bazaar could cause you to go off course.
  • Fixed an issue in Bowser’s Castle where players could crash while driving over lava with a Dash Mushroom.
  • Fixed an issue in Salty Salty Speedway where players would sometimes fall through the ground after being hit by lightning and shrinking.
  • Fixed an issue when in a battle on DK Pass where you would sometimes not be returned to the course after using a Feather and ending up outside the course.
  • Fixed an issue where using a Mega Mushroom near the fence in Dino Dino Jungle could cause you to be returned to the course.
  • Fixed an issue in Koopa Beach where some buoys were buried in the ground.
  • Fixed an issue in Mario Circuit where using a Mega Mushroom could cause the player to get stuck on a fence.
  • Fixed an issue in Mario Circuit where players could sometimes be returned to the course when riding on a wall of blocks.
  • Fixed an issue where players would sometimes be returned to the course when driving along the wall near the starting point of Faraway Oasis.
  • Fixed an issue where Bloopers sometimes appeared dark in replays of Rainbow Road.
  • Fixed an issue in Rainbow Road where Spike Balls that appeared through Kamek’s magic would sometimes move erratically.
  • Fixed an issue where using the Feather to take a shortcut on Rainbow Road could sometimes cause incorrect final rankings.
  • Fixed an issue where you would sometimes recover too far ahead if you fell off the course while gliding on Rainbow Road.
    • Time Trials ghosts that have encountered this issue may be removed from View Rankings without notice.
  • Fixed an issue in the race from Wario Shipyard to Starview Peak where players could sometimes fall off the course while taking a shortcut.
  • Fixed an issue where using a Mega Mushroom near the fence in Wario Stadium could cause the player to fall off the course.
  • Several other issues have been addressed to improve the gameplay experience.

Shoot ‘Em Up Truxton Extreme Launches on July 30

Clear River Games and Tatsujin have announced that shoot ’em up revival game Truxton Extreme is coming to Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam and GOG on July 30 for $24.99. Truxton Extreme is the first entry in the Truxton series in 38 years.

A Digital Deluxe Edition will be available for $29.99, and a physical edition will be available for $49.99 for Switch 2 and $39.99 for PlayStation 5 and Xbox Series X|S. A Truxton Extreme Thunder Master Edition will also be available with a a special box, an O-sleeve, an A5 hardcover art book, an A5 manga style soft cover manga, original soundtrack on a 2-disc CD jewelcase and a lenticular card. Early purchases for the Thunder Master Edition include a bonus Pipiru Plushie while supplies last.

Lastly, here’s an overview of the game, via Steam:

It’s On Like Truxton! 

Truxton Extreme delivers white-hot shooter thrills for masters and novices alike. Take down hordes of alien invaders with your Power Shot, Truxton Beam, Thunder Laser, Homing Shot, Star‑mine Shot, and more! Don’t forget to breathe as you face off against gigantic bosses in the ultimate battle for humanity’s survival

Retro Fury, Modern Firepower

The game’s content, sound, and visuals have all evolved since the 80s. Truxton Extreme is now fully rendered in 3D while preserving the series’ iconic design. Staring insect-like faces, writhing metal tentacles, long mechanical serpents, glowing eye-like lights, and spikes… In Truxton Extreme, you’ll face your worst nightmares—and blow them to pieces!

A Soundtrack to Save the World

Truxton has always been famous for its soundtrack, and Truxton Extreme is no exception. Original mastermind Masahiro Yuge returns with an explosive new score, packed with excitement and atmosphere. Experience iconic Truxton tracks reimagined from the original games alongside brand-new music. It’s the best of both worlds!

Together or Alone?

There are multiple ways to enjoy Truxton Extreme. The main mode is Story, where you follow three characters, level up as you go, and experience the narrative through an epic (and animated) manga series. For traditionalists, there’s Arcade, and if you want more firepower, Team will let you play together with a friend and share your lives and score. Then there’s a blistering score-attack Arena, Training and Tutorial too!

The Master of Unlocking

Do you love unlocking bonus content in games? Well, it’s your lucky day! In Model Viewer, you can check out the enemies you’ve defeated. And don’t forget to visit the mysterious Pipiru Village, home of all the cute Pipiru creatures. What happens when you evolve their home…?

The Piano Programmer with Laser Dreams

Truxton was conceived by Masahiro Yuge during his time at Toaplan, with the goal of creating a scrolling shooter where muscle memory was key. But Yuge wasn’t just a programmer, he was a classically trained pianist, bringing a unique and critically acclaimed approach to game design